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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@ -92,12 +92,12 @@ protected:
VABList * vab_list; VABList * vab_list;
const MeshDataBuffer * last_data_buffer; const MeshDataBuffer * last_data_buffer;
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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@ -6,123 +6,120 @@
#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 SceneNodeName =U16IDName;
/**
* <br>
* (SceneOrient)
* (/)
*/
class SceneNode:public SceneOrient ///场景节点类
{ {
using SceneNodeID =uint64; SceneNode *ParentNode; ///<上级节点
using SceneNodeName =U16IDName;
/** SceneNodeID NodeID; ///<节点ID
* <br> SceneNodeName NodeName; ///<节点名称
* (SceneOrient)
* (/) protected:
*/
class SceneNode:public SceneOrient ///场景节点类 AABB BoundingBox; ///<绑定盒
AABB LocalBoundingBox; ///<本地坐标绑定盒
//AABB WorldBoundingBox; ///<世界坐标绑定盒
Mesh *render_obj=nullptr; ///<可渲染实例
protected:
ObjectList<SceneNode> ChildNode; ///<子节点
ObjectList<Component> ComponentList; ///<组件列表
public:
const SceneNodeID & GetNodeID ()const { return NodeID; } ///<取得节点ID
const SceneNodeName & GetNodeName ()const { return NodeName; } ///<取得节点名称
const ObjectList<SceneNode> &GetChildNode()const { return ChildNode; } ///<取得子节点列表
public:
SceneNode()=default;
SceneNode(const SceneNode &)=delete;
SceneNode(const SceneNode *)=delete;
SceneNode(const SceneOrient &so ):SceneOrient(so) {}
SceneNode( Mesh *ri ) {render_obj=ri;}
SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
SceneNode(const Matrix4f &mat, Mesh *ri ):SceneOrient(mat) {render_obj=ri;}
public:
virtual ~SceneNode()=default;
void Clear() override
{ {
SceneNode *ParentNode; ///<上级节点 SceneOrient::Clear();
SceneNodeID NodeID; ///<节点ID ParentNode=nullptr;
SceneNodeName NodeName; ///<节点名称
protected: BoundingBox.SetZero();
LocalBoundingBox.SetZero();
AABB BoundingBox; ///<绑定盒 ChildNode.Clear();
AABB LocalBoundingBox; ///<本地坐标绑定盒 ComponentList.Clear();
//AABB WorldBoundingBox; ///<世界坐标绑定盒 render_obj=nullptr;
}
Mesh *render_obj=nullptr; ///<可渲染实例 const bool ChildNodeIsEmpty()const
{
if(render_obj)return(false);
if(ChildNode.GetCount())return(false);
protected: return(true);
}
ObjectList<SceneNode> ChildNode; ///<子节点 void SetParent(SceneNode *sn) {ParentNode=sn;}
ObjectList<Component> ComponentList; ///<组件列表 SceneNode * GetParent() noexcept{return ParentNode;}
const SceneNode * GetParent()const noexcept{return ParentNode;}
public: void SetRenderable(Mesh *);
Mesh * GetRenderable() noexcept{return render_obj;}
const Mesh * GetRenderable()const noexcept{return render_obj;}
const SceneNodeID & GetNodeID ()const { return NodeID; } ///<取得节点ID SceneNode *Add(SceneNode *sn)
const SceneNodeName & GetNodeName ()const { return NodeName; } ///<取得节点名称 {
if(!sn)
return(nullptr);
const ObjectList<SceneNode> &GetChildNode()const { return ChildNode; } ///<取得子节点列表 ChildNode.Add(sn);
sn->SetParent(this);
return sn;
}
public: public: //坐标相关方法
SceneNode()=default; virtual void SetBoundingBox (const AABB &bb){BoundingBox=bb;} ///<设置绑定盒
SceneNode(const SceneNode &)=delete;
SceneNode(const SceneNode *)=delete;
SceneNode(const SceneOrient &so ):SceneOrient(so) {}
SceneNode( Mesh *ri ) {render_obj=ri;}
SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
SceneNode(const Matrix4f &mat, Mesh *ri ):SceneOrient(mat) {render_obj=ri;}
public: virtual void RefreshMatrix () override; ///<刷新世界变换
virtual void RefreshBoundingBox (); ///<刷新绑定盒
virtual ~SceneNode()=default; virtual const AABB & GetBoundingBox ()const{return BoundingBox;} ///<取得绑定盒
virtual const AABB & GetLocalBoundingBox ()const{return LocalBoundingBox;} ///<取得本地坐标绑定盒
void Clear() override
{
SceneOrient::Clear();
ParentNode=nullptr;
BoundingBox.SetZero();
LocalBoundingBox.SetZero();
ChildNode.Clear();
ComponentList.Clear();
render_obj=nullptr;
}
const bool ChildNodeIsEmpty()const
{
if(render_obj)return(false);
if(ChildNode.GetCount())return(false);
return(true);
}
void SetParent(SceneNode *sn) {ParentNode=sn;}
SceneNode * GetParent() noexcept{return ParentNode;}
const SceneNode * GetParent()const noexcept{return ParentNode;}
void SetRenderable(Mesh *);
Mesh * GetRenderable() noexcept{return render_obj;}
const Mesh * GetRenderable()const noexcept{return render_obj;}
SceneNode *Add(SceneNode *sn)
{
if(!sn)
return(nullptr);
ChildNode.Add(sn);
sn->SetParent(this);
return sn;
}
public: //坐标相关方法
virtual void SetBoundingBox (const AABB &bb){BoundingBox=bb;} ///<设置绑定盒
virtual void RefreshMatrix () override; ///<刷新世界变换
virtual void RefreshBoundingBox (); ///<刷新绑定盒
virtual const AABB & GetBoundingBox ()const{return BoundingBox;} ///<取得绑定盒
virtual const AABB & GetLocalBoundingBox ()const{return LocalBoundingBox;} ///<取得本地坐标绑定盒
// virtual const AABB & GetWorldBoundingBox ()const{return WorldBoundingBox;} ///<取得世界坐标绑定盒 // virtual const AABB & GetWorldBoundingBox ()const{return WorldBoundingBox;} ///<取得世界坐标绑定盒
public: //组件相关方法 public: //组件相关方法
bool ComponentIsEmpty ()const {return ComponentList.GetCount()==0;} ///<是否没有组件 bool ComponentIsEmpty ()const {return ComponentList.GetCount()==0;} ///<是否没有组件
virtual int GetComponentCount ()const {return ComponentList.GetCount();} ///<取得组件数量 virtual int GetComponentCount ()const {return ComponentList.GetCount();} ///<取得组件数量
virtual void AddComponent (Component *comp) {ComponentList.Add(comp);} ///<添加一个组件 virtual void AddComponent (Component *comp) {ComponentList.Add(comp);} ///<添加一个组件
virtual void RemoveComponent (Component *comp) {ComponentList.DeleteByValue(comp);} ///<删除一个组件 virtual void RemoveComponent (Component *comp) {ComponentList.DeleteByValue(comp);} ///<删除一个组件
bool Contains (Component *comp) {return ComponentList.Contains(comp);} ///<是否包含指定组件 bool Contains (Component *comp) {return ComponentList.Contains(comp);} ///<是否包含指定组件
bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件 bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件 virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
};//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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@ -2,51 +2,48 @@
#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>
*/
class SceneOrient ///场景定位类
{ {
/** protected:
* <br>
*/ SceneMatrix scene_matrix;
class SceneOrient ///场景定位类
public:
SceneOrient()=default;
SceneOrient(const SceneOrient &);
SceneOrient(const Matrix4f &);
virtual ~SceneOrient()=default;
virtual void Clear()
{ {
protected: scene_matrix.Clear();
}
SceneMatrix scene_matrix; void SetLocalNormal(const Vector3f &nor) {scene_matrix.SetLocalNormal(nor);} ///<设置本地法线
void SetLocalMatrix (const Matrix4f &mat){scene_matrix.SetLocalMatrix(mat);} ///<设置本地矩阵
void SetParentMatrix(const Matrix4f &mat){scene_matrix.SetParentMatrix(mat);} ///<设置上级到世界空间变换矩阵
public: public:
SceneOrient()=default; const uint32 GetLocalToWorldMatrixVersion()const {return scene_matrix.GetNewestVersion();} ///<取得版本号
SceneOrient(const SceneOrient &);
SceneOrient(const Matrix4f &);
virtual ~SceneOrient()=default;
virtual void Clear() const Vector3f & GetWorldPosition() const {return scene_matrix.GetWorldPosition();} ///<取得世界坐标
{ const Matrix4f & GetLocalMatrix ()const {return scene_matrix.GetLocalMatrix();} ///<取得本地矩阵
scene_matrix.Clear();
}
void SetLocalNormal(const Vector3f &nor) {scene_matrix.SetLocalNormal(nor);} ///<设置本地法线 TransformManager & GetTransform () {return scene_matrix.GetTransform();} ///<取得变换管理器
void SetLocalMatrix (const Matrix4f &mat){scene_matrix.SetLocalMatrix(mat);} ///<设置本地矩阵
void SetParentMatrix(const Matrix4f &mat){scene_matrix.SetParentMatrix(mat);} ///<设置上级到世界空间变换矩阵
public: const Matrix4f & GetLocalToWorldMatrix () {return scene_matrix.GetLocalToWorldMatrix();} ///<取得本地到世界矩阵
const Matrix4f & GetInverseLocalToWorldMatrix () {return scene_matrix.GetInverseLocalToWorldMatrix();}
const Matrix4f & GetInverseTransposeLocalToWorldMatrix () {return scene_matrix.GetInverseTransposeLocalToWorldMatrix();}
const uint32 GetLocalToWorldMatrixVersion()const {return scene_matrix.GetNewestVersion();} ///<取得版本号 public:
const Vector3f & GetWorldPosition() const {return scene_matrix.GetWorldPosition();} ///<取得世界坐标 virtual void RefreshMatrix();
const Matrix4f & GetLocalMatrix ()const {return scene_matrix.GetLocalMatrix();} ///<取得本地矩阵 };//class SceneOrient
}//namespace hgl::graph
TransformManager & GetTransform () {return scene_matrix.GetTransform();} ///<取得变换管理器
const Matrix4f & GetLocalToWorldMatrix () {return scene_matrix.GetLocalToWorldMatrix();} ///<取得本地到世界矩阵
const Matrix4f & GetInverseLocalToWorldMatrix () {return scene_matrix.GetInverseLocalToWorldMatrix();}
const Matrix4f & GetInverseTransposeLocalToWorldMatrix () {return scene_matrix.GetInverseTransposeLocalToWorldMatrix();}
public:
virtual void RefreshMatrix();
};//class SceneOrient
}//namespace 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()
@ -231,7 +240,7 @@ void MaterialRenderList::ReallocICB()
} }
void MaterialRenderList::WriteICB(VkDrawIndirectCommand *dicp,RenderItem *ri) void MaterialRenderList::WriteICB(VkDrawIndirectCommand *dicp,RenderItem *ri)
{ {
dicp->vertexCount =ri->prd->vertex_count; dicp->vertexCount =ri->prd->vertex_count;
dicp->instanceCount =ri->instance_count; dicp->instanceCount =ri->instance_count;
dicp->firstVertex =ri->prd->vertex_offset; dicp->firstVertex =ri->prd->vertex_offset;