改进命名和注释

This commit is contained in:
hyzboy 2025-06-07 01:39:27 +08:00
parent 304c3a9bf4
commit 5b2f2dbb9f
4 changed files with 11 additions and 7 deletions

View File

@ -50,7 +50,7 @@ protected:
CameraComponentManager *camera_component_manager=nullptr; CameraComponentManager *camera_component_manager=nullptr;
LightComponentManager *light_component_manager =nullptr; LightComponentManager *light_component_manager =nullptr;
protected: protected: //RenderContext,未来合并成一个RenderContext结构
Scene * default_scene =nullptr; Scene * default_scene =nullptr;
Camera * default_camera =nullptr; Camera * default_camera =nullptr;

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@ -50,8 +50,9 @@ public:
};//class VulkanCmdBuffer };//class VulkanCmdBuffer
class DescriptorBinding; class DescriptorBinding;
using DescriptorBindingPtr=DescriptorBinding *; using DescriptorBindingPtr=DescriptorBinding *;
using DescriptorBindingArray=DescriptorBindingPtr[size_t(DescriptorSetType::RANGE_SIZE)]; using DescriptorBindingPtrArray=DescriptorBindingPtr[size_t(DescriptorSetType::RANGE_SIZE)];
class RenderCmdBuffer:public VulkanCmdBuffer class RenderCmdBuffer:public VulkanCmdBuffer
{ {
@ -66,10 +67,11 @@ class RenderCmdBuffer:public VulkanCmdBuffer
/* /*
* desc绑定会全部使用这些自动绑定器绑定 * desc绑定会全部使用这些自动绑定器绑定
* *
* DescriptSetType::RenderTarget即该由RenderTarget模块设置 *
* ::Scene的自然由Scene模块设置 * DescriptSetType::RenderTarget RenderTarget模块设置
* DescriptSetType::Scene Scene模块设置
*/ */
DescriptorBindingArray desc_binding{}; DescriptorBindingPtrArray desc_binding{};
private: private:

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@ -135,6 +135,8 @@ bool RenderFramework::Init(uint w,uint h)
void RenderFramework::CreateDefaultRenderer() void RenderFramework::CreateDefaultRenderer()
{ {
SAFE_CLEAR(default_renderer) SAFE_CLEAR(default_renderer)
default_renderer=new Renderer(GetSwapchainRenderTarget()); default_renderer=new Renderer(GetSwapchainRenderTarget());

View File

@ -50,8 +50,8 @@ namespace hgl::graph
if(!render_list) if(!render_list)
return(false); return(false);
//记往不需要也千万不要手动render_list->Clear因为那会完全释放掉所有数据 //记往不需要也千万不要手动render_list->Clear因为那会释放内存。再次使用时重新分配
//render_list->Expend会自己复位所有数据但并不释放内存 //render_list->Expend会自己复位所有数据且并不会释放内存
render_list->Expend(root); render_list->Expend(root);
return(true); return(true);