Layout codes of MaterialRenderList/SceneNode/SceneOrient
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@ -1 +1 @@
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Subproject commit 9d9fad791d9c6569189bcc57dd4b219df62bc98a
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Subproject commit 76aff5d55628a87baa35498520296d65ab70e995
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@ -96,8 +96,8 @@ protected:
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const VDM * last_vdm;
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const MeshRenderData * last_render_data;
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int first_indirect_draw_index=-1;
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uint indirect_draw_count=0;
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int first_indirect_draw_index;
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uint indirect_draw_count;
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bool BindVAB(const MeshDataBuffer *,const uint);
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@ -6,9 +6,7 @@
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#include<hgl/graph/AABB.h>
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#include<hgl/component/Component.h>
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namespace hgl
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{
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namespace graph
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namespace hgl::graph
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{
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using SceneNodeID =uint64;
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using SceneNodeName =U16IDName;
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@ -124,5 +122,4 @@ namespace hgl
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};//class SceneNode
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SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
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}//namespace graph
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}//namespace hgl
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}//namespace hgl::graph
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@ -2,9 +2,7 @@
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#include<hgl/graph/VK.h>
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#include<hgl/graph/SceneMatrix.h>
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namespace hgl
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{
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namespace graph
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namespace hgl::graph
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{
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/**
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* 方向定位数据基类<br>
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@ -48,5 +46,4 @@ namespace hgl
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virtual void RefreshMatrix();
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};//class SceneOrient
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}//namespace graph
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}//namespace hgl
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}//namespace hgl::graph
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@ -82,10 +82,19 @@ MaterialRenderList::MaterialRenderList(VulkanDevice *d,bool l2w,const RenderPipe
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assign_buffer=new RenderAssignBuffer(device,rp_index.material);
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vab_list=new VABList(rp_index.material->GetVertexInput()->GetCount());
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icb_draw=nullptr;
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icb_draw_indexed=nullptr;
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ri_count=0;
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vab_list=new VABList(rp_index.material->GetVertexInput()->GetCount());
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last_data_buffer=nullptr;
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last_vdm=nullptr;
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last_render_data=nullptr;
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first_indirect_draw_index=-1;
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indirect_draw_count=0;
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}
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MaterialRenderList::~MaterialRenderList()
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