清除RenderTask/MaterialRenderList多余代码
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@ -102,7 +102,7 @@ protected:
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bool BindVAB(const MeshDataBuffer *,const uint);
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bool BindVAB(const MeshDataBuffer *,const uint);
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void ProcIndirectRender();
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void ProcIndirectRender();
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void Render(RenderItem *);
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bool Render(RenderItem *);
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public:
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public:
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@ -41,8 +41,6 @@ namespace hgl::graph
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bool Set(IRenderTarget *rt);
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bool Set(IRenderTarget *rt);
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void Set(Camera *c){camera=c;}
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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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bool RebuildRenderList(SceneNode *);
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bool RebuildRenderList(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 IsEmpty()const; ///<是否是空的,不可渲染或是没啥可渲染的
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@ -42,14 +42,6 @@ namespace hgl::graph
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return(true);
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return(true);
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}
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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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bool RenderTask::RebuildRenderList(SceneNode *root)
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bool RenderTask::RebuildRenderList(SceneNode *root)
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{
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{
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if(!root)
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if(!root)
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@ -58,7 +50,8 @@ namespace hgl::graph
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if(!render_list)
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if(!render_list)
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return(false);
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return(false);
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render_list->Clear();
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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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render_list->Expend(root);
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render_list->Expend(root);
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return(true);
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return(true);
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