初步定义RenderTask
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CMCore
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CMCore
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Subproject commit f1a6f0b90eb7766be90afb7e62ec539dfa30f746
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Subproject commit fd0dbb00550bf8aee92ae19651fe8a780d8d5205
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@ -37,6 +37,8 @@ namespace hgl
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virtual void SetCamera(CameraInfo *ci){camera_info=ci;} ///<设置相机信息
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virtual bool Expend(SceneNode *); ///<展开场景树到渲染列表
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bool IsEmpty()const{return !renderable_count;} ///<是否是空的
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virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
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virtual void UpdateLocalToWorld(); ///<更新所有对象的变换数据
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68
inc/hgl/graph/RenderTask.h
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68
inc/hgl/graph/RenderTask.h
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#pragma once
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#include<hgl/graph/VK.h>
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#include<hgl/type/IDName.h>
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namespace hgl::graph
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{
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class SceneNode;
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class SceneWorld;
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class Camera;
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class IRenderTarget;
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class RenderList;
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HGL_DEFINE_IDNAME(RenderTaskName,char)
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/**
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* 最终的具体渲染任务
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*/
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class RenderTask
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{
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RenderTaskName task_name;
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RenderList * render_list;
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IRenderTarget * render_target;
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Camera * camera;
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public:
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const RenderTaskName &GetName ()const;
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IRenderTarget * GetRenderTarget ()const{return render_target;}
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RenderList * GetRenderList ()const{return render_list;}
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Camera * GetCamera ()const{return camera;}
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public:
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RenderTask(const RenderTaskName &tn)
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{
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task_name=tn;
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render_list=nullptr;
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render_target=nullptr;
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camera=nullptr;
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}
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RenderTask(const RenderTaskName &tn,RenderList *rl,IRenderTarget *rt=nullptr,Camera *c=nullptr)
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{
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task_name=tn;
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render_list=rl;
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render_target=rt;
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camera=c;
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}
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virtual ~RenderTask();
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void Set(IRenderTarget *rt){render_target=rt;}
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void Set(Camera *c){camera=c;}
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void Restart(); ///<复位数据,清空渲染列表
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void MakeRenderList(SceneNode *);
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bool IsEmpty()const; ///<是否是空的,不可渲染或是没啥可渲染的
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bool Render(RenderCmdBuffer *);
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};//class RenderTask
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}//namespace hgl::graph
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27
inc/hgl/graph/Renderer.h
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inc/hgl/graph/Renderer.h
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#pragma once
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#include<hgl/graph/RenderTask.h>
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#include<hgl/type/Map.h>
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namespace hgl::graph
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{
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class SceneWorld;
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using RenderTaskNameMap=Map<RenderTaskName,RenderTask *>;
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/**
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* 渲染器
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* 管理相对的所有的渲染资源,包括场景、相机、渲染目标、渲染任务等
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*/
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class Renderer
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{
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SceneWorld *world;
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RenderTaskNameMap static_render_task_list; ///<静态渲染任务列表
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RenderTaskNameMap dynamic_render_task_list; ///<动态渲染任务列表
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public:
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};//class Renderer
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}//namespace hgl::graph
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@ -7,7 +7,7 @@
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STD_MTL_NAMESPACE_BEGIN
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DefineIDName(MaterialName, char)
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HGL_DEFINE_IDNAME(MaterialName, char)
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class MaterialFactory
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{
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@ -87,6 +87,10 @@ SET(SG_RENDER_SOURCE ${SG_INCLUDE_PATH}/RenderNode.h
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${SG_INCLUDE_PATH}/MaterialRenderList.h
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${SG_INCLUDE_PATH}/MaterialRenderMap.h
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# ${SG_INCLUDE_PATH}/ShadowPolicy.h
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${SG_INCLUDE_PATH}/RenderTask.h
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${SG_INCLUDE_PATH}/Renderer.h
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render/Renderer.cpp
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render/RenderTask.cpp
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render/RenderList.cpp
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render/MaterialRenderList.cpp
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render/RenderAssignBuffer.h
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53
src/SceneGraph/render/RenderTask.cpp
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53
src/SceneGraph/render/RenderTask.cpp
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#include<hgl/graph/RenderTask.h>
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#include<hgl/graph/RenderList.h>
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namespace hgl::graph
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{
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RenderTask::~RenderTask()
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{
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SAFE_CLEAR(render_list)
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}
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void RenderTask::Restart()
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{
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if(!render_list)
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return;
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render_list->Clear();
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}
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void RenderTask::MakeRenderList(SceneNode *root)
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{
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if(!root)
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return;
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if(!render_list)
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return;
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render_list->Clear();
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render_list->Expend(root);
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}
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bool RenderTask::IsEmpty()const
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{
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if(!render_list)
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return(true);
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return render_list->IsEmpty();
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}
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bool RenderTask::Render(RenderCmdBuffer *cmd)
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{
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if(!cmd)
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return(false);
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if(!render_list)
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return(false);
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if(render_list->IsEmpty())
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return(false);
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render_list->Render(cmd);
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return(true);
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}
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}//namespace hgl::graph
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0
src/SceneGraph/render/Renderer.cpp
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0
src/SceneGraph/render/Renderer.cpp
Normal file
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