整理SceneGraph的相关.CPP文件目录,现阶段分立render/scene两个。接下来准备建立SceneWorld,用于写世界管理
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@ -1,10 +1,10 @@
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#ifndef HGL_GRAPH_SCENE_NODE_INCLUDE
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#define HGL_GRAPH_SCENE_NODE_INCLUDE
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#pragma once
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#include<hgl/type/ObjectList.h>
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#include<hgl/type/IDName.h>
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#include<hgl/graph/SceneOrient.h>
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#include<hgl/graph/AABB.h>
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namespace hgl
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{
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namespace graph
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@ -111,4 +111,3 @@ namespace hgl
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SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_SCENE_NODE_INCLUDE
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@ -1,5 +1,4 @@
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#ifndef HGL_GRAPH_SCENE_ORIENT_INCLUDE
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#define HGL_GRAPH_SCENE_ORIENT_INCLUDE
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#pragma once
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#include<hgl/graph/VK.h>
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#include<hgl/graph/SceneMatrix.h>
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@ -51,4 +50,3 @@ namespace hgl
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};//class SceneOrient
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_SCENE_ORIENT_INCLUDE
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@ -9,23 +9,18 @@ namespace hgl
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* 场景管理器<Br>
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* 管理一个场景中的所有资源与场景节点
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*/
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class SceneManager
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class SceneWorld
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{
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SceneNode *root_node;
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public:
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SceneNode *GetSceneRoot() {return root_node;}
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const SceneNode *GetSceneRoot()const{return root_node;}
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const uint GetNodeCount()const { return node_list.GetCount(); }
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public:
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};//class SceneManager
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};//class SceneWorld
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}//namespace graph
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}//namespace hgl
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@ -31,7 +31,7 @@ SET(GEOMETRY_FILES ${SG_INCLUDE_PATH}/InlineGeometry.h
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#${SG_INCLUDE_PATH}/Mesh.h
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#${SG_INCLUDE_PATH}/Spline.h
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InlineGeometry.cpp
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#Mesh.cpp
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#Mesh.cpp
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)
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SOURCE_GROUP("Geometry" FILES ${GEOMETRY_FILES})
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@ -69,28 +69,32 @@ SET(GRAPH_FRAMEWORK_FILES ${SG_INCLUDE_PATH}/RenderFramework.h
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source_group("Framework" FILES ${GRAPH_FRAMEWORK_FILES})
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SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneManager.h
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${SG_INCLUDE_PATH}/SceneNodeAttributes.h
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${SG_INCLUDE_PATH}/SceneNode.h
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${SG_INCLUDE_PATH}/ShadowPolicy.h
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${SG_INCLUDE_PATH}/RenderNode.h
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${SG_INCLUDE_PATH}/SceneMatrix.h
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${SG_INCLUDE_PATH}/SceneOrient.h
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SET(SG_SCENE_SOURCE ${SG_INCLUDE_PATH}/SceneWorld.h
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${SG_INCLUDE_PATH}/SceneNodeAttributes.h
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${SG_INCLUDE_PATH}/SceneNode.h
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${SG_INCLUDE_PATH}/SceneMatrix.h
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${SG_INCLUDE_PATH}/SceneOrient.h
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Scene/SceneNode.cpp
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Scene/SceneOrient.cpp
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Scene/SceneMatrix.cpp
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Scene/SceneWorld.cpp
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)
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SET(SG_RENDER_SOURCE ${SG_INCLUDE_PATH}/RenderNode.h
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${SG_INCLUDE_PATH}/RenderList.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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render/RenderList.cpp
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render/MaterialRenderList.cpp
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render/RenderAssignBuffer.h
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render/RenderAssignBuffer.cpp
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)
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SET(SCENE_GRAPH_SOURCE RenderList.cpp
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MaterialRenderList.cpp
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RenderAssignBuffer.h
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RenderAssignBuffer.cpp
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SceneNode.cpp
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SceneOrient.cpp
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SceneMatrix.cpp
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)
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SOURCE_GROUP("Scene Graph\\Scene" FILES ${SG_SCENE_SOURCE})
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SOURCE_GROUP("Scene Graph\\Render" FILES ${SG_RENDER_SOURCE})
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SOURCE_GROUP("Scene Graph" FILES ${SCENE_GRAPH_HEADER} ${SCENE_GRAPH_SOURCE})
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SET(SCENE_GRAPH_FILES ${SG_SCENE_SOURCE} ${SG_RENDER_SOURCE})
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SET(STATIC_MESH_HEADER_FILES ${SG_INCLUDE_PATH}/StaticMesh.h
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${SG_INCLUDE_PATH}/StaticMeshLODPolicy.h)
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@ -355,8 +359,7 @@ SET(VULKAN_RENDER_SOURCE ${VK_RR_SOURCE}
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${VK_RENDERABLE_SOURCE}
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${VK_RENDER_DEVICE_SOURCE})
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add_cm_library(ULRE.SceneGraph "ULRE" ${SCENE_GRAPH_HEADER}
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${SCENE_GRAPH_SOURCE}
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add_cm_library(ULRE.SceneGraph "ULRE" ${SCENE_GRAPH_FILES}
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${SG_PRIMITIVE_SOURCE}
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${GEOMETRY_FILES}
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${LIGHT_FILES}
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src/SceneGraph/scene/SceneWorld.cpp
Normal file
0
src/SceneGraph/scene/SceneWorld.cpp
Normal file
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