Change MaterialRenderList::Add
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CMCore
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CMCore
@ -1 +1 @@
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Subproject commit b07a4bb5be991df77d601c78924f15b5ee8c95cf
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Subproject commit 8bb9976503947b89d181e6957afe801c62d8d9d9
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@ -6,6 +6,7 @@
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VK_NAMESPACE_BEGIN
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VK_NAMESPACE_BEGIN
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class RenderAssignBuffer;
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class RenderAssignBuffer;
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class SceneNode;
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/**
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/**
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* 同一材质的对象渲染列表
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* 同一材质的对象渲染列表
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@ -73,7 +74,7 @@ public:
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MaterialRenderList(GPUDevice *d,bool l2w,Material *m);
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MaterialRenderList(GPUDevice *d,bool l2w,Material *m);
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~MaterialRenderList();
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~MaterialRenderList();
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void Add(Renderable *ri,const Matrix4f &mat);
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void Add(SceneNode *);
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void Clear()
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void Clear()
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{
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{
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@ -7,6 +7,7 @@
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#include<hgl/util/sort/Sort.h>
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#include<hgl/util/sort/Sort.h>
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#include"RenderAssignBuffer.h"
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#include"RenderAssignBuffer.h"
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#include<hgl/graph/VertexDataManager.h>
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#include<hgl/graph/VertexDataManager.h>
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#include<hgl/graph/SceneNode.h>
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/**
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/**
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*
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*
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@ -93,12 +94,12 @@ MaterialRenderList::~MaterialRenderList()
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SAFE_CLEAR(assign_buffer);
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SAFE_CLEAR(assign_buffer);
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}
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}
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void MaterialRenderList::Add(Renderable *ri,const Matrix4f &mat)
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void MaterialRenderList::Add(SceneNode *sn)
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{
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{
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RenderNode rn;
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RenderNode rn;
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rn.local_to_world=mat;
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rn.local_to_world =sn->GetLocalToWorldMatrix();
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rn.ri=ri;
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rn.ri =sn->GetRenderable();
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rn_list.Add(rn);
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rn_list.Add(rn);
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}
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}
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