SceneComponent增加了SceneOrient父类,所有SceneComponent增加变换属性
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@ -1 +1 @@
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Subproject commit 5009069a3081d458f41f21f30236e3afebf1fd8a
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Subproject commit 74e33b497274e51c35a5ee19a274b12dc86deecb
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@ -5,6 +5,7 @@
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#include<hgl/graph/PrimitiveCreater.h>
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#include<hgl/graph/VKVertexInputConfig.h>
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#include<hgl/graph/mtl/Material2DCreateConfig.h>
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#include<hgl/component/StaticMeshComponent.h>
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using namespace hgl;
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using namespace hgl::graph;
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@ -79,10 +80,10 @@ private:
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for(uint i=0;i<TRIANGLE_NUMBER;i++)
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{
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rad=deg2rad<double>((360.0f/double(TRIANGLE_NUMBER))*i); //这里一定要加<float>或<float>,否则结果用int保存会出现问题
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rad=deg2rad<double>((360.0f/double(TRIANGLE_NUMBER))*i); //这里一定要加<double>或<float>,否则结果用int保存会出现问题
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mat=rotate(rad,Vector3f(0,0,1));
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scene_root->Add(new SceneNode(mat,render_obj));
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CreateComponent<StaticMeshComponent>(mat,scene_root,render_obj);
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}
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return(true);
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@ -160,6 +160,30 @@ namespace hgl
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return c;
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}
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template<typename C,typename ...ARGS>
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inline C *CreateComponent(const graph::Matrix4f &mat,graph::SceneNode *parent_node,ARGS...args)
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{
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if(!parent_node)
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{
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// LOG_ERROR(OS_TEXT("CreateComponent failed, parent node is null!"));
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return(nullptr);
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}
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C *c=this->CreateComponent<C>(args...); //创建组件
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if(!c)
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{
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// LOG_ERROR(OS_TEXT("CreateComponent failed, create component failed!"));
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return(nullptr);
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}
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parent_node->AttachComponent(c); //将组件附加到父节点
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c->graph::SceneOrient::SetLocalMatrix(mat);
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return c;
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}
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};//class WorkObject
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/**
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@ -23,14 +23,15 @@
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*
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* Component是组件的基类,所有组件都从这里派生。
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*
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*
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* RenderComponent是可渲染组件的基类,所有可渲染组件都从这里派生。它继承于Component。
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*
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* PrimitiveComponent是图元组件的基类,所有图元组件都从这里派生。它继承于RenderComponent。
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* SceneComponent是场景组件基类,只要是放在场景中的都从它派生,
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*
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* PrimitiveComponent是图元组件的基类,所有图元组件都从这里派生。
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* 它再度派生出的任何Component都必须是一个有3D空间的几何图元。
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* 引擎中的空间、物理、等都由PrimitiveComponent提供数据进行计算。
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* RenderComponent是可渲染组件的基类,所有可渲染组件都从这里派生。
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*
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* StaticMeshComponent是静态网格组件,它是一个具体的PrimitiveComponent实现。
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* StaticMeshComponent是静态网格组件,它是一个具体的RenderComponent实现。
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*
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*/
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@ -89,6 +90,7 @@ public: //事件
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};//class Component
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using ComponentSet=SortedSet<Component *>;
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using ComponentList=ArrayList<Component *>;
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class ComponentManager
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{
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@ -1,6 +1,7 @@
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#pragma once
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#include<hgl/component/Component.h>
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#include<hgl/graph/SceneOrient.h>
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COMPONENT_NAMESPACE_BEGIN
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@ -8,12 +9,11 @@ COMPONENT_NAMESPACE_BEGIN
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* 场景组件<br>
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* 场景组件中的元素必须是针对场景起作用的,并不一定需要自己绘出来,但也对场景产生影响。比如太阳光、全局风场
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*/
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class SceneComponent:public Component
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class SceneComponent:public Component,public SceneOrient
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{
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public:
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using Component::Component;
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virtual ~SceneComponent()=default;
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};//class SceneComponent
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@ -63,11 +63,7 @@ class StaticMeshComponent:public RenderComponent
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public:
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StaticMeshComponent(StaticMeshComponentData *cd,StaticMeshComponentManager *cm)
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:RenderComponent(cd,cm)
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{
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sm_data=cd;
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}
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StaticMeshComponent(StaticMeshComponentData *cd,StaticMeshComponentManager *cm):RenderComponent(cd,cm){sm_data=cd;}
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virtual ~StaticMeshComponent()=default;
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@ -19,33 +19,33 @@ namespace hgl::graph
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*/
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class SceneNode:public SceneOrient ///场景节点类
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{
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SceneNode *ParentNode=nullptr; ///<上级节点
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SceneNode *parent_node=nullptr; ///<上级节点
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SceneNodeID NodeID=-1; ///<节点ID
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SceneNodeName NodeName; ///<节点名称
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SceneNodeID node_id=-1; ///<节点ID
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SceneNodeName node_name; ///<节点名称
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protected:
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AABB BoundingBox; ///<绑定盒
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AABB LocalBoundingBox; ///<本地坐标绑定盒
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AABB bounding_box; ///<绑定盒
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AABB local_bounding_box; ///<本地坐标绑定盒
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//AABB WorldBoundingBox; ///<世界坐标绑定盒
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protected:
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ObjectList<SceneNode> ChildNode; ///<子节点
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ObjectList<SceneNode> child_nodes; ///<子节点
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/**
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* 组件合集,一个SceneNode下可能会包含多个组件,同时一个组件也可能被多个SceneNode使用。
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* 所以这里只保留一个指针,不拥有组件的生命周期,组件的生命周期由其对应的ComponentManager管理。
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*/
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SortedSet<Component *> ComponentSet; ///<组件合集
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ComponentSet component_set; ///<组件合集
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public:
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const SceneNodeID & GetNodeID ()const { return NodeID; } ///<取得节点ID
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const SceneNodeName & GetNodeName ()const { return NodeName; } ///<取得节点名称
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const SceneNodeID & GetNodeID ()const { return node_id; } ///<取得节点ID
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const SceneNodeName & GetNodeName ()const { return node_name; } ///<取得节点名称
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const ObjectList<SceneNode> &GetChildNode()const { return ChildNode; } ///<取得子节点列表
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const ObjectList<SceneNode> &GetChildNode()const { return child_nodes; } ///<取得子节点列表
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public:
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@ -63,56 +63,56 @@ namespace hgl::graph
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{
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SceneOrient::Clear();
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ParentNode=nullptr;
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parent_node=nullptr;
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BoundingBox.SetZero();
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LocalBoundingBox.SetZero();
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bounding_box.SetZero();
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local_bounding_box.SetZero();
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ChildNode.Clear();
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ComponentSet.Clear();
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child_nodes.Clear();
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component_set.Clear();
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}
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const bool ChildNodeIsEmpty()const
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{
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if(ChildNode.GetCount())return(false);
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if(child_nodes.GetCount())return(false);
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return(true);
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}
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void SetParent(SceneNode *sn) {ParentNode=sn;}
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SceneNode * GetParent() noexcept{return ParentNode;}
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const SceneNode * GetParent()const noexcept{return ParentNode;}
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void SetParent(SceneNode *sn) {parent_node=sn;}
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SceneNode * GetParent() noexcept{return parent_node;}
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const SceneNode * GetParent()const noexcept{return parent_node;}
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SceneNode *Add(SceneNode *sn)
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{
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if(!sn)
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return(nullptr);
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ChildNode.Add(sn);
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child_nodes.Add(sn);
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sn->SetParent(this);
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return sn;
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}
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public: //坐标相关方法
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virtual void SetBoundingBox (const AABB &bb){BoundingBox=bb;} ///<设置绑定盒
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virtual void SetBoundingBox (const AABB &bb){bounding_box=bb;} ///<设置绑定盒
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virtual void RefreshMatrix () override; ///<刷新世界变换
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virtual void RefreshBoundingBox (); ///<刷新绑定盒
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virtual const AABB & GetBoundingBox ()const{return BoundingBox;} ///<取得绑定盒
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virtual const AABB & GetLocalBoundingBox ()const{return LocalBoundingBox;} ///<取得本地坐标绑定盒
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virtual const AABB & GetBoundingBox ()const{return bounding_box;} ///<取得绑定盒
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virtual const AABB & GetLocalBoundingBox ()const{return local_bounding_box;} ///<取得本地坐标绑定盒
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// virtual const AABB & GetWorldBoundingBox ()const{return WorldBoundingBox;} ///<取得世界坐标绑定盒
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public: //组件相关方法
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bool ComponentIsEmpty ()const{return ComponentSet.GetCount()==0;} ///<是否没有组件
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virtual int GetComponentCount ()const{return ComponentSet.GetCount();} ///<取得组件数量
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bool ComponentIsEmpty ()const{return component_set.GetCount()==0;} ///<是否没有组件
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virtual int GetComponentCount ()const{return component_set.GetCount();} ///<取得组件数量
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virtual bool AttachComponent (Component *comp) ///<添加一个组件
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{
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if(!comp)return(false);
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if(ComponentSet.Add(comp)<0)
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if(component_set.Add(comp)<0)
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return(false);
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comp->OnAttach(this); //调用组件的OnAttach方法
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@ -123,17 +123,17 @@ namespace hgl::graph
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{
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if (!comp)return;
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ComponentSet.Delete(comp);
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component_set.Delete(comp);
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comp->OnDetach(this); //调用组件的OnDetach方法
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}
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bool Contains (Component *comp){return ComponentSet.Contains(comp);} ///<是否包含指定组件
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bool Contains (Component *comp){return component_set.Contains(comp);} ///<是否包含指定组件
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bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
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virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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virtual int GetComponents (ComponentList &comp_list,const ComponentManager *); ///<取得所有组件
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const SortedSet<Component *> & GetComponents ()const{return ComponentSet;}
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const ComponentSet &GetComponents ()const{return component_set;}
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};//class SceneNode
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SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
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protected:
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AABB BoundingBox;
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AABB bounding_box;
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public:
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@ -48,6 +48,6 @@ public:
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VertexDataManager * GetVDM (); ///<取得顶点数据管理器
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const AABB & GetBoundingBox ()const{return BoundingBox;}
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const AABB & GetBoundingBox ()const{return bounding_box;}
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};//class Primitive
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VK_NAMESPACE_END
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@ -304,6 +304,7 @@ SET(COMPONENT_FILES ${COMPONENT_INCLUDE_PATH}/Component.h
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${COMPONENT_INCLUDE_PATH}/StaticMeshComponent.h
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component/Component.cpp
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component/ComponentManager.cpp
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component/SceneComponent.cpp
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component/StaticMeshComponentManager.cpp
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)
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5
src/SceneGraph/component/SceneComponent.cpp
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5
src/SceneGraph/component/SceneComponent.cpp
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#include<hgl/component/SceneComponent.h>
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COMPONENT_NAMESPACE_BEGIN
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COMPONENT_NAMESPACE_END
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@ -56,12 +56,10 @@ void MaterialRenderList::Add(StaticMeshComponent *smc)
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rn.sm_component =smc;
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SceneNode *sn=smc->GetOwnerNode(); //目前先这样处理,未来改成每个Component有自己的再一次的变换矩阵
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rn.l2w_version =sn->GetLocalToWorldMatrixVersion();
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rn.l2w_version =smc->GetLocalToWorldMatrixVersion();
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rn.l2w_index =0;
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rn.world_position =sn->GetWorldPosition();
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rn.world_position =smc->GetWorldPosition();
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if(camera_info)
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rn.to_camera_distance=length(camera_info->pos,rn.world_position);
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@ -104,7 +102,7 @@ void MaterialRenderList::UpdateLocalToWorld()
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for(int i=0;i<node_count;i++)
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{
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l2w_version=rn->sm_component->GetOwnerNode()->GetLocalToWorldMatrixVersion();
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l2w_version=rn->sm_component->GetLocalToWorldMatrixVersion();
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if(rn->l2w_version!=l2w_version) //版本不对,需要更新
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{
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@ -74,7 +74,7 @@ void RenderAssignBuffer::StatL2W(const RenderNodeList &rn_list)
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for(int i=0;i<rn_list.GetCount();i++)
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{
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*l2wp=rn->sm_component->GetOwnerNode()->GetLocalToWorldMatrix();
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*l2wp=rn->sm_component->GetLocalToWorldMatrix();
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++l2wp;
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++rn;
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}
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@ -98,7 +98,7 @@ void RenderAssignBuffer::UpdateLocalToWorld(const RenderNodePointerList &rnp_lis
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for(uint i=0;i<count;i++)
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{
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l2wp[(*rn)->l2w_index-first]=(*rn)->sm_component->GetOwnerNode()->GetLocalToWorldMatrix();
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l2wp[(*rn)->l2w_index-first]=(*rn)->sm_component->GetLocalToWorldMatrix();
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++rn;
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}
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79
src/SceneGraph/render/RenderNode.cpp
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79
src/SceneGraph/render/RenderNode.cpp
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#include<hgl/graph/RenderNode.h>
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#include<hgl/graph/VertexDataManager.h>
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#include<hgl/component/StaticMeshComponent.h>
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VK_NAMESPACE_BEGIN
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/**
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*
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* 理论上讲,我们需要按以下顺序排序
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*
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* for(material)
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* for(pipeline)
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* for(material_instance)
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* for(vab)
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*
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*
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* 关于Indirect Command Buffer
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建立一个大的IndirectCommandBuffer,用于存放所有的渲染指令,包括那些不能使用Indirect渲染的。
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这样就可以保证所有的渲染操作就算要切VBO,也不需要切换INDIRECT缓冲区,定位指令也很方便。
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*/
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const int RenderNode::compare(const RenderNode &other)const
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{
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hgl::int64 off;
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hgl::graph::Mesh *ri_one=other.sm_component->GetMesh();
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hgl::graph::Mesh *ri_two=sm_component->GetMesh();
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auto *prim_one=ri_one->GetPrimitive();
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auto *prim_two=ri_two->GetPrimitive();
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//比较VDM
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if(prim_one->GetVDM()) //有VDM
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{
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off=prim_one->GetVDM()
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-prim_two->GetVDM();
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if(off)
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return off;
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//比较模型
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{
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off=prim_one
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-prim_two;
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if(off)
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{
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off=prim_one->GetVertexOffset()-prim_two->GetVertexOffset(); //保证vertex offset小的在前面
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return off;
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}
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}
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}
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//比较距离。。。。。。。。。。。。。。。。。。。。。还不知道这个是正了还是反了,等测出来确认后修改下面的返回值和这里的注释
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float foff=other.to_camera_distance
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-to_camera_distance;
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if(foff>0)
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return 1;
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else
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return -1;
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}
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Mesh *RenderNode::GetMesh()const
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{
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return sm_component?sm_component->GetMesh():nullptr;
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}
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MaterialInstance *RenderNode::GetMaterialInstance()const
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{
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if(!sm_component)return(nullptr);
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if(!sm_component->GetMesh())return(nullptr);
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return sm_component->GetMesh()->GetMaterialInstance();
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}
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VK_NAMESPACE_END
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@ -1,4 +1,5 @@
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#include<hgl/graph/SceneNode.h>
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#include<hgl/component/SceneComponent.h>
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#include<hgl/graph/Mesh.h>
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namespace hgl::graph
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@ -30,10 +31,10 @@ namespace hgl::graph
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// }
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// else
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// {
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// BoundingBox.SetZero();
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// bounding_box.SetZero();
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// //WorldBoundingBox=
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// LocalBoundingBox=BoundingBox;
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// local_bounding_box=bounding_box;
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// }
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//}
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@ -49,16 +50,21 @@ namespace hgl::graph
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const Matrix4f &l2w=scene_matrix.GetLocalToWorldMatrix();
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const int count=ChildNode.GetCount();
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SceneNode **sub=ChildNode.GetData();
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for(int i=0;i<count;i++)
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for(SceneNode *sub:child_nodes)
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{
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(*sub)->SetParentMatrix(l2w);
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(*sub)->RefreshMatrix();
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sub->SetParentMatrix(l2w);
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sub->RefreshMatrix();
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}
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sub++;
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for(Component *com:component_set)
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{
|
||||
SceneComponent *sc=reinterpret_cast<SceneComponent *>(com);
|
||||
|
||||
if(!sc)
|
||||
continue;
|
||||
|
||||
sc->SetParentMatrix(l2w);
|
||||
sc->RefreshMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
@ -67,8 +73,8 @@ namespace hgl::graph
|
||||
*/
|
||||
void SceneNode::RefreshBoundingBox()
|
||||
{
|
||||
int count=ChildNode.GetCount();
|
||||
SceneNode **sub=ChildNode.GetData();
|
||||
int count=child_nodes.GetCount();
|
||||
SceneNode **sub=child_nodes.GetData();
|
||||
|
||||
AABB local,world;
|
||||
|
||||
@ -85,17 +91,17 @@ namespace hgl::graph
|
||||
++sub;
|
||||
}
|
||||
|
||||
LocalBoundingBox=local;
|
||||
local_bounding_box=local;
|
||||
}
|
||||
|
||||
int SceneNode::GetComponents(ArrayList<Component *> &comp_list,const ComponentManager *mgr)
|
||||
int SceneNode::GetComponents(ComponentList &comp_list,const ComponentManager *mgr)
|
||||
{
|
||||
if(!mgr)return(-1);
|
||||
if(ComponentIsEmpty())return(0);
|
||||
|
||||
int result=0;
|
||||
|
||||
for(Component *c:ComponentSet)
|
||||
for(Component *c:component_set)
|
||||
{
|
||||
if(c->GetManager()==mgr)
|
||||
{
|
||||
@ -112,7 +118,7 @@ namespace hgl::graph
|
||||
if(!mgr)return(false);
|
||||
if(ComponentIsEmpty())return(false);
|
||||
|
||||
for(Component *c:ComponentSet)
|
||||
for(Component *c:component_set)
|
||||
{
|
||||
if(c->GetManager()==mgr)
|
||||
return(true);
|
||||
|
Loading…
x
Reference in New Issue
Block a user