Used Transform instead of Matrix4f in SceneOrient, MaterialRenderList/RenderAssignBuffer supports updating the L2WMatrix of only the changed objects

This commit is contained in:
hyzboy 2024-08-04 22:35:31 +08:00
parent 3768507169
commit 5213651054
14 changed files with 196 additions and 81 deletions

2
CMCore

@ -1 +1 @@
Subproject commit 0dd89d78abd3cb24c6ce36d57fd9d8ccac3ec983
Subproject commit 8e471259d2ecfa9c9f293ac45a6e9e119ec31fc9

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@ -5,6 +5,8 @@
using namespace hgl;
using namespace hgl::graph;
const Vector3f GizmoPosition(0,0,0);
/**
*
*/
@ -20,6 +22,7 @@ Vector2f WorldToScreen(const Vector3f &world_pos,const CameraInfo &ci,const View
class TestApp:public SceneAppFramework
{
SceneNode root;
SceneNode *rotate_white_torus=nullptr;
StaticMesh *sm_move=nullptr;
StaticMesh *sm_rotate=nullptr;
@ -41,6 +44,23 @@ private:
return(true);
}
void InitGizmoSceneTree()
{
camera_control->Refresh();
const CameraInfo &ci=camera_control->GetCameraInfo();
root.Clear();
root.CreateSubNode(sm_move->GetScene());
root.CreateSubNode(sm_rotate->GetScene());
rotate_white_torus=root.CreateSubNode(face_torus);
root.RefreshTransform();
render_list->SetCamera(&(camera_control->GetCameraInfo()));
render_list->Expend(&root);
}
public:
bool Init(uint w,uint h)
@ -51,6 +71,8 @@ public:
if(!InitGizmo())
return(false);
InitGizmoSceneTree();
camera->pos=Vector3f(32,32,32);
camera_control->SetTarget(Vector3f(0,0,0));
@ -71,29 +93,27 @@ public:
const float screen_height=vi.GetViewportHeight();
root.Clear();
const Vector3f GizmoPosition(0,0,0);
const Vector4f pos=ci.Project(GizmoPosition);
root.SetLocalMatrix(scale(pos.w*16.0f/screen_height));
root.CreateSubNode(sm_move->GetScene());
root.CreateSubNode(sm_rotate->GetScene());
{
Transform tm;
tm.SetRotation(CalculateFacingRotationQuat(GizmoPosition,ci.view,AxisVector::X));
tm.SetScale(15);
root.CreateSubNode(tm,face_torus);
rotate_white_torus->SetLocalTransform(tm);
}
root.RefreshMatrix();
render_list->SetCamera(&(camera_control->GetCameraInfo()));
render_list->Expend(&root);
{
Transform tm;
tm.SetScale(pos.w*16.0f/screen_height);
root.SetLocalTransform(tm);
}
root.RefreshTransform();
render_list->UpdateTransform();
SceneAppFramework::BuildCommandBuffer(index);
}

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@ -23,6 +23,8 @@ class MaterialRenderList
RenderNodeList rn_list;
RenderNodePointerList rn_update_l2w_list;
private:
RenderAssignBuffer *assign_buffer;
@ -92,5 +94,7 @@ public:
void End();
void Render(RenderCmdBuffer *);
void UpdateTransform(); //刷新所有对象的LocalToWorld矩阵
};//class MaterialRenderList
VK_NAMESPACE_END

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@ -31,5 +31,11 @@ public:
for(auto *it:data_list)
it->value->Render(rcb);
}
void UpdateTransform()
{
for(auto *it:data_list)
it->value->UpdateTransform();
}
};//class MaterialRenderMap
VK_NAMESPACE_END

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@ -39,6 +39,8 @@ namespace hgl
virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
virtual void UpdateTransform(); ///<更新所有对象的变换数据
virtual void Clear(); ///<彻底清理
};//class RenderList
}//namespace graph

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@ -15,11 +15,15 @@ namespace hgl
{
SceneNode *scene_node;
uint32 l2w_transform_version;
uint32 l2w_index;
Vector3f world_position;
float to_camera_distance;
};
using RenderNodeList=List<RenderNode>;
using RenderNodePointerList=List<RenderNode *>;
using MaterialInstanceSets=SortedSets<MaterialInstance *>; ///<材质实例集合
}//namespace graph

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@ -33,8 +33,8 @@ namespace hgl
SceneNode()=default;
SceneNode(SceneNode *);
SceneNode( Renderable *ri ) {render_obj=ri;}
SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
SceneNode(const Matrix4f &mat, Renderable *ri ):SceneOrient(mat) {render_obj=ri;}
SceneNode(const Transform &tf ):SceneOrient(tf) {}
SceneNode(const Transform &tf, Renderable *ri ):SceneOrient(tf) {render_obj=ri;}
virtual ~SceneNode()=default;
@ -120,7 +120,7 @@ namespace hgl
virtual void SetBoundingBox (const AABB &bb){BoundingBox=bb;} ///<设置绑定盒
virtual void RefreshMatrix (const Matrix4f *mat=nullptr); ///<刷新世界变换矩阵
virtual bool RefreshTransform (const Transform &tf=IdentityTransform) 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

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@ -4,7 +4,6 @@
//#include<hgl/type/List.h>
#include<hgl/math/Math.h>
#include<hgl/graph/VK.h>
//#include<hgl/graph/Transform.h>
namespace hgl
{
namespace graph
@ -16,50 +15,44 @@ namespace hgl
{
protected:
//ObjectList<Transform> TransformList;
Vector3f Position; ///<坐标
Vector3f Direction; ///<方向
bool IdentityLocalMatrix; ///<是否为空矩阵
Transform LocalTransform; ///<当前变换(指相对上一级的变换)
Transform WorldTransform; ///<当前到世界变换
Matrix4f LocalMatrix; ///<当前矩阵(指相对上一级的变换矩阵)
Matrix4f LocalToWorldMatrix; ///<当前到世界矩阵
protected:
Matrix4f InverseLocalMatrix; ///<反向当前矩阵
Matrix4f InverseLocalToWorldMatrix; ///<反向当前到世界矩阵
void SetWorldTransform (const Transform &); ///<设定当前节点到世界矩阵
public:
SceneOrient();
SceneOrient(const SceneOrient &);
SceneOrient(const Matrix4f &mat);
SceneOrient(const Transform &);
virtual ~SceneOrient()=default;
void SetPosition (const Vector3f &pos){Position=pos;}
void SetDirection (const Vector3f &dir){Direction=dir;}
const Vector3f & GetLocalPosition ()const{return Position;}
const Vector3f & GetLocalDirection ()const{return Direction;}
const Vector3f & GetWorldPosition ()const{return TransformPosition(LocalToWorldMatrix,Position);}
const Vector3f & GetWorldDirection ()const{return TransformDirection(LocalToWorldMatrix,Direction);}
const Vector3f & GetLocalPosition ()const {return Position;}
const Vector3f & GetLocalDirection ()const {return Direction;}
const Vector3f GetWorldPosition () {return WorldTransform.TransformPosition(Position);}
const Vector3f GetWorldDirection () {return WorldTransform.TransformDirection(Direction);}
public:
const bool IsIdentityLocalMatrix ()const{return IdentityLocalMatrix;} ///<是否为空矩阵(相对上一级没变化)
void SetLocalTransform (const Transform &); ///<设定当前节点矩阵
Matrix4f & SetLocalMatrix (const Matrix4f &); ///<设定当前节点矩阵
Matrix4f & SetLocalToWorldMatrix (const Matrix4f &); ///<设定当前节点到世界矩阵
const Transform & GetLocalTransform ()const {return LocalTransform;} ///<取得当前节点矩阵
const Transform & GetWorldTransform ()const {return WorldTransform;} ///<取得当前节点到世界矩阵
const Matrix4f & GetLocalMatrix ()const {return LocalMatrix;}
const Matrix4f & GetLocalToWorldMatrix ()const {return LocalToWorldMatrix;}
const Matrix4f & GetInverseLocalMatrix ()const {return InverseLocalMatrix;}
const Matrix4f & GetInverseLocalToWorldMatrix()const {return InverseLocalToWorldMatrix;}
Transform & GetLocalTransform () {LocalTransform.UpdateMatrix();return LocalTransform;} ///<取得当前节点矩阵
Transform & GetWorldTransform () {WorldTransform.UpdateMatrix();return WorldTransform;} ///<取得当前节点到世界矩阵
public:
virtual void RefreshLocalToWorldMatrix (const Matrix4f *); ///<刷新到世界空间矩阵
virtual bool RefreshTransform (const Transform &); ///<刷新到世界空间变换
};//class SceneOrient
}//namespace graph
}//namespace hgl

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@ -113,6 +113,9 @@ void MaterialRenderList::Add(SceneNode *sn)
rn.scene_node =sn;
rn.l2w_transform_version=sn->GetWorldTransform().GetVersion();
rn.l2w_index=0;
rn.world_position =sn->GetWorldPosition();
if(camera_info)
@ -138,6 +141,51 @@ void MaterialRenderList::End()
assign_buffer->WriteNode(rn_list);
}
void MaterialRenderList::UpdateTransform()
{
if(!assign_buffer)
return;
rn_update_l2w_list.Clear();
const int node_count=rn_list.GetCount();
if(node_count<=0)return;
int first=-1,last=-1;
int update_count=0;
RenderNode *rn=rn_list.GetData();
for(int i=0;i<node_count;i++)
{
Transform &tf=rn->scene_node->GetWorldTransform();
if(rn->l2w_transform_version!=tf.GetVersion()) //版本不对,需要更新
{
if(first==-1)
{
first=rn->l2w_index;
}
last=rn->l2w_index;
rn->l2w_transform_version=tf.GetVersion();
rn_update_l2w_list.Add(rn);
++update_count;
}
++rn;
}
if(update_count>0)
{
assign_buffer->UpdateTransform(rn_update_l2w_list,first,last);
rn_update_l2w_list.Clear();
}
}
void MaterialRenderList::RenderItem::Set(Renderable *ri)
{
pipeline=ri->GetPipeline();

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@ -73,7 +73,7 @@ void RenderAssignBuffer::StatL2W(const RenderNodeList &rn_list)
for(uint i=0;i<rn_list.GetCount();i++)
{
*l2wp=rn->scene_node->GetLocalToWorldMatrix();
*l2wp=rn->scene_node->GetWorldTransform().GetMatrix();
++l2wp;
++rn;
}
@ -81,6 +81,30 @@ void RenderAssignBuffer::StatL2W(const RenderNodeList &rn_list)
l2w_buffer->Unmap();
}
void RenderAssignBuffer::UpdateTransform(const RenderNodePointerList &rnp_list,const int first,const int last)
{
if(!l2w_buffer)
return;
if(rnp_list.IsEmpty())
return;
const uint count=rnp_list.GetCount();
RenderNode **rn=rnp_list.GetData();
Matrix4f *l2wp=(Matrix4f *)(l2w_buffer->DeviceBuffer::Map( sizeof(Matrix4f)*first,
sizeof(Matrix4f)*(last-first+1)));
for(uint i=0;i<count;i++)
{
l2wp[(*rn)->l2w_index-first]=(*rn)->scene_node->GetWorldTransform().GetMatrix();
++rn;
}
l2w_buffer->Unmap();
}
void RenderAssignBuffer::StatMI(const RenderNodeList &rn_list)
{
mi_set.Clear();
@ -181,6 +205,8 @@ void RenderAssignBuffer::WriteNode(const RenderNodeList &rn_list)
for(uint i=0;i<rn_list.GetCount();i++)
{
rn->l2w_index=i;
adp->l2w=i;
adp->mi=mi_set.Find(rn->scene_node->GetRenderable()->GetMaterialInstance());
++adp;

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@ -92,5 +92,6 @@ public:
void WriteNode(const RenderNodeList &);
void UpdateTransform(const RenderNodePointerList &,const int first,const int last);
};//struct RenderAssignBuffer
VK_NAMESPACE_END

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@ -77,5 +77,13 @@ namespace hgl
{
mrl_map.Clear();
}
void RenderList::UpdateTransform()
{
if(renderable_count<=0)
return;
mrl_map.UpdateTransform();
}
}//namespace graph
}//namespace hgl

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@ -40,15 +40,18 @@ namespace hgl
}
/**
*
* @param root_matrix
*
* @param parent_transform
*/
void SceneNode::RefreshMatrix(const Matrix4f *root_matrix)
bool SceneNode::RefreshTransform(const Transform &parent_transform)
{
if(root_matrix)
RefreshLocalToWorldMatrix(root_matrix);
if(!parent_transform.IsLastVersion())
return(false);
if(!parent_transform.IsIdentity())
SceneOrient::RefreshTransform(parent_transform);
else
SetLocalToWorldMatrix(LocalMatrix);
SetWorldTransform(LocalTransform);
const int count=SubNode.GetCount();
@ -56,10 +59,13 @@ namespace hgl
for(int i=0;i<count;i++)
{
(*sub)->RefreshMatrix(&LocalToWorldMatrix);
if(!(*sub)->RefreshTransform(WorldTransform))
return(false);
sub++;
}
return(true);
}
/**

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@ -7,13 +7,6 @@ namespace hgl
{
Position=Vector3f(0.0f);
Direction=Vector3f(0.0f);
IdentityLocalMatrix=true;
LocalMatrix =Identity4f;
LocalToWorldMatrix =Identity4f;
InverseLocalMatrix =Identity4f;
InverseLocalToWorldMatrix =Identity4f;
}
SceneOrient::SceneOrient(const SceneOrient &so)
@ -21,44 +14,48 @@ namespace hgl
hgl_cpy(*this,so);
}
SceneOrient::SceneOrient(const Matrix4f &mat)
SceneOrient::SceneOrient(const Transform &t)
{
SetLocalMatrix(mat);
LocalToWorldMatrix =Identity4f;
InverseLocalToWorldMatrix =Identity4f;
SetLocalTransform(t);
}
Matrix4f &SceneOrient::SetLocalMatrix(const Matrix4f &m)
void SceneOrient::SetLocalTransform(const Transform &t)
{
LocalMatrix=m;
if(LocalTransform==t)
return;
IdentityLocalMatrix=IsIdentity(m);
InverseLocalMatrix=inverse(LocalMatrix);
return LocalMatrix;
LocalTransform=t;
}
Matrix4f &SceneOrient::SetLocalToWorldMatrix(const Matrix4f &m)
void SceneOrient::SetWorldTransform(const Transform &t)
{
LocalToWorldMatrix=m;
if(WorldTransform==t)
return;
InverseLocalToWorldMatrix=inverse(LocalToWorldMatrix);
return LocalToWorldMatrix;
WorldTransform=t;
}
/**
*
* @param m local to world矩阵
*
* @param m local to world变换
*/
void SceneOrient::RefreshLocalToWorldMatrix(const Matrix4f *m)
bool SceneOrient::RefreshTransform(const Transform &t)
{
if(IdentityLocalMatrix)
SetLocalToWorldMatrix(*m);
if(!t.IsLastVersion()) //都不是最新版本
return(false);
//理论上讲Transform在正常转const的情况下就已经做了UpdateMatrix()的操作,这个需要测试一下
if(LocalTransform.IsIdentity())
{
SetWorldTransform(t);
}
else
SetLocalToWorldMatrix(TransformMatrix(*m,LocalMatrix));
{
SetWorldTransform(t.TransformTransform(LocalTransform));
}
return(true);
}
}//namespace graph
}//namespace hgl