Layout codes of MaterialRenderList/SceneNode/SceneOrient

This commit is contained in:
hyzboy 2025-05-18 22:56:38 +08:00
parent e778f64f00
commit 455cb0aa63
5 changed files with 145 additions and 142 deletions

@ -1 +1 @@
Subproject commit 9d9fad791d9c6569189bcc57dd4b219df62bc98a Subproject commit 76aff5d55628a87baa35498520296d65ab70e995

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@ -96,8 +96,8 @@ protected:
const VDM * last_vdm; const VDM * last_vdm;
const MeshRenderData * last_render_data; const MeshRenderData * last_render_data;
int first_indirect_draw_index=-1; int first_indirect_draw_index;
uint indirect_draw_count=0; uint indirect_draw_count;
bool BindVAB(const MeshDataBuffer *,const uint); bool BindVAB(const MeshDataBuffer *,const uint);

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@ -6,10 +6,8 @@
#include<hgl/graph/AABB.h> #include<hgl/graph/AABB.h>
#include<hgl/component/Component.h> #include<hgl/component/Component.h>
namespace hgl namespace hgl::graph
{ {
namespace graph
{
using SceneNodeID =uint64; using SceneNodeID =uint64;
using SceneNodeName =U16IDName; using SceneNodeName =U16IDName;
@ -124,5 +122,4 @@ namespace hgl
};//class SceneNode };//class SceneNode
SceneNode *Duplication(SceneNode *); ///<复制一个场景节点 SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
}//namespace graph }//namespace hgl::graph
}//namespace hgl

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@ -2,10 +2,8 @@
#include<hgl/graph/VK.h> #include<hgl/graph/VK.h>
#include<hgl/graph/SceneMatrix.h> #include<hgl/graph/SceneMatrix.h>
namespace hgl namespace hgl::graph
{ {
namespace graph
{
/** /**
* <br> * <br>
*/ */
@ -48,5 +46,4 @@ namespace hgl
virtual void RefreshMatrix(); virtual void RefreshMatrix();
};//class SceneOrient };//class SceneOrient
}//namespace graph }//namespace hgl::graph
}//namespace hgl

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@ -82,10 +82,19 @@ MaterialRenderList::MaterialRenderList(VulkanDevice *d,bool l2w,const RenderPipe
assign_buffer=new RenderAssignBuffer(device,rp_index.material); assign_buffer=new RenderAssignBuffer(device,rp_index.material);
vab_list=new VABList(rp_index.material->GetVertexInput()->GetCount());
icb_draw=nullptr; icb_draw=nullptr;
icb_draw_indexed=nullptr; icb_draw_indexed=nullptr;
ri_count=0;
vab_list=new VABList(rp_index.material->GetVertexInput()->GetCount());
last_data_buffer=nullptr;
last_vdm=nullptr;
last_render_data=nullptr;
first_indirect_draw_index=-1;
indirect_draw_count=0;
} }
MaterialRenderList::~MaterialRenderList() MaterialRenderList::~MaterialRenderList()