改进命名和注释
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@ -50,7 +50,7 @@ protected:
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CameraComponentManager *camera_component_manager=nullptr;
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LightComponentManager *light_component_manager =nullptr;
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protected:
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protected: //RenderContext,未来合并成一个RenderContext结构
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Scene * default_scene =nullptr;
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Camera * default_camera =nullptr;
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@ -50,8 +50,9 @@ public:
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};//class VulkanCmdBuffer
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class DescriptorBinding;
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using DescriptorBindingPtr=DescriptorBinding *;
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using DescriptorBindingArray=DescriptorBindingPtr[size_t(DescriptorSetType::RANGE_SIZE)];
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using DescriptorBindingPtrArray=DescriptorBindingPtr[size_t(DescriptorSetType::RANGE_SIZE)];
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class RenderCmdBuffer:public VulkanCmdBuffer
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{
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@ -66,10 +67,11 @@ class RenderCmdBuffer:public VulkanCmdBuffer
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/*
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* 绝大部分desc绑定会全部使用这些自动绑定器绑定
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* 该数据在渲染前分别会有各自的模块设置进来
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* 比如DescriptSetType::RenderTarget即该由RenderTarget模块设置
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* ::Scene的自然由Scene模块设置
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* 比如
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* DescriptSetType::RenderTarget 即该由RenderTarget模块设置
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* DescriptSetType::Scene 的自然由Scene模块设置
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*/
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DescriptorBindingArray desc_binding{};
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DescriptorBindingPtrArray desc_binding{};
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private:
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@ -135,6 +135,8 @@ bool RenderFramework::Init(uint w,uint h)
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void RenderFramework::CreateDefaultRenderer()
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{
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SAFE_CLEAR(default_renderer)
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default_renderer=new Renderer(GetSwapchainRenderTarget());
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@ -50,8 +50,8 @@ namespace hgl::graph
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if(!render_list)
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return(false);
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//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
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//render_list->Expend会自己复位所有数据,但并不释放内存
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//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
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//render_list->Expend会自己复位所有数据,且并不会释放内存
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render_list->Expend(root);
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return(true);
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