first RenderList2D
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1ec88c65f8
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@ -13,9 +13,10 @@ namespace hgl
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{
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namespace graph
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{
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/**
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* 渲染对象列表<br>
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* 已经展开的渲染对象列表,产生mvp用UBO/SSBO等数据,最终创建RenderCommandBuffer
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* 已经展开的渲染对象列表,最终创建RenderCommandBuffer
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*/
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class RenderList
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{
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@ -26,13 +27,11 @@ namespace hgl
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private:
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GPUArrayBuffer * mvp_array;
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CameraInfo camera_info;
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RenderNode3DList render_node_list; ///<场景节点列表
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MaterialSets material_sets; ///<材质合集
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MaterialRenderMap mrl_map;
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RenderNode3DComparator *render_node_comparator;
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RenderNodeComparator *render_node_comparator;
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private:
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@ -10,18 +10,6 @@ namespace hgl
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{
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namespace graph
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{
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using RenderableList=List<Renderable *>;
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struct MaterialRenderableList
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{
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Material *mtl;
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RenderableList ri_list;
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GPUArrayBuffer *.........array;
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};
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/**
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* 渲染对象列表<br>
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* 已经展开的渲染对象列表,产生mvp用UBO/SSBO等数据,最终创建RenderCommandBuffer
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@ -35,25 +23,15 @@ namespace hgl
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private:
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// GPUArrayBuffer * mvp_array;
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MaterialRenderMap2D mrl_map; ///<按材质分类的渲染列表
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RenderNode2DList render_node_list; ///<场景节点列表
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MaterialSets material_sets; ///<材质合集
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RenderNode2DComparator render_node_comparator;
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RenderNode2DComparator render_node_comparator;
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private:
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RenderableList ri_list;
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*ri_list_by_mtl; 按材质区分的渲染列表
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VkDescriptorSet ds_list[DESCRIPTOR_SET_TYPE_COUNT];
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DescriptorSet *renderable_desc_sets;
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uint32_t ubo_offset;
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uint32_t ubo_align;
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protected:
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virtual bool Begin();
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@ -10,9 +10,23 @@ namespace hgl
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{
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class Renderable;
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struct RenderNode
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{
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Renderable *render_obj;
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};
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using RenderNodeList=List<RenderNode *>;
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struct RenderNode2D:public RenderNode
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{
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Matrix3x4f local_to_world;
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};
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using RenderNode2DList=List<RenderNode2D *>;
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constexpr double RenderNode3DDistanceFactor=100.0;
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struct RenderNode3D
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struct RenderNode3D:public RenderNode
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{
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MVPMatrix matrix;
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@ -22,20 +36,18 @@ namespace hgl
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double distance_to_camera;
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Renderable *ri;
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public:
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/**
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* 取得渲染对象ubo独占区大小
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*/
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virtual const uint32 GetUBOBytes()const{return sizeof(MVPMatrix);}
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};//struct RenderNode
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using RenderNode3DList=List<RenderNode3D *>;
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}//namespace graph
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}//namespace hgl
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using RenderNodePointer=hgl::graph::RenderNode *;
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using RenderNodeComparator=Comparator<RenderNodePointer>;
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using RenderNode2DPointer=hgl::graph::RenderNode2D *;
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using RenderNode2DComparator=Comparator<RenderNode2DPointer>;
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using RenderNode3DPointer=hgl::graph::RenderNode3D *;
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using RenderNode3DComparator=Comparator<RenderNode3DPointer>;
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#endif//HGL_GRAPH_RENDER_NODE_INCLUDE
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@ -2,11 +2,13 @@
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#define HGL_GRAPH_RENDER_NODE_2D_INCLUDE
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#include<hgl/math/Math.h>
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#include<hgl/type/Map.h>
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namespace hgl
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{
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namespace graph
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{
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class Renderable;
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class Material;
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struct RenderNode2D
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{
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@ -16,6 +18,30 @@ namespace hgl
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};
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using RenderNode2DList=List<RenderNode2D *>;
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/**
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* 同一材质的对象渲染列表
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*/
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struct MaterialRenderList2D
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{
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Material *mtl;
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RenderNode2DList rn_list;
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};
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class MaterialRenderMap2D:public ObjectMap<Material *,MaterialRenderList2D>
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{
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public:
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MaterialRenderMap2D()=default;
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virtual ~MaterialRenderMap2D()=default;
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void ClearData()
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{
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for(auto *it:data_list)
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it->value->rn_list.ClearData();
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}
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};
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}//namespace graph
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}//namespace hgl
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@ -53,7 +53,7 @@ public:
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~MaterialCreateInfo()=default;
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bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
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bool AddStruct(const InlineDescriptor::ShaderBufferSource &ss)
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bool AddStruct(const ShaderBufferSource &ss)
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{
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return AddStruct(ss.struct_name,ss.codes);
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}
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@ -61,12 +61,12 @@ public:
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
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bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType &set_type,const InlineDescriptor::ShaderBufferSource &ss)
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType &set_type,const ShaderBufferSource &ss)
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{
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if(!mdi.hasStruct(ss.struct_name))
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mdi.AddStruct(ss.struct_name,ss.codes);
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return AddUBO(flag_bits,set_type,ss.struct_name,ss.name);
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return AddUBO(flag_bits,set_type,ss.struct_name,ss.value_name);
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}
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bool CreateShader();
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@ -79,15 +79,10 @@ namespace hgl
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device =dev;
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cmd_buf =nullptr;
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ubo_offset =0;
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ubo_align =0;
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last_mtl =nullptr;
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last_pipeline =nullptr;
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hgl_zero(last_mp);
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last_vbo =0;
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// mvp_array =new GPUArrayBuffer(device,VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,MVPMatrixBytes);
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}
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RenderList2D::~RenderList2D()
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@ -96,10 +91,7 @@ namespace hgl
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bool RenderList2D::Begin()
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{
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render_node_list.ClearData();
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ri_list.ClearData();
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material_sets.ClearData();
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mrl_map.ClearData();
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return(true);
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}
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{
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mci->AddUBO(VK_SHADER_STAGE_VERTEX_BIT,
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DescriptorSetType::Global,
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InlineDescriptor::ViewportInfo);
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SBS_ViewportInfo);
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sfGetPosition="vec4 GetPosition(){return viewport.ortho_matrix*vec4(Position,0,1);}";
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}
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