[WIP] preparing SceneManager
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@ -1,38 +0,0 @@
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#ifndef HGL_GRAPH_SCENE_INFO_INCLUDE
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#define HGL_GRAPH_SCENE_INFO_INCLUDE
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#include<hgl/math/Matrix.h>
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#include<hgl/CompOperator.h>
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namespace hgl
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{
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namespace graph
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{
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/**
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* MVP矩阵
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*/
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struct MVPMatrix
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{
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Matrix4f model; ///< model: Local to World
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//Matrix4f normal; ///<transpose(inverse(mat3(model)));
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Matrix3x4f normal; ///<这里用3x4,在Shader中是3x3(但实际它是3x4保存)
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Matrix4f mv; ///< view * model
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Matrix4f mvp; ///< projection * view * model
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public:
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void Set(const Matrix4f &local_to_world,const Matrix4f &view_projection,const Matrix4f &view)
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{
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model =local_to_world;
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normal =transpose(inverse(model));
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mv =view*model;
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mvp =view_projection*model;
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}
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CompOperatorMemcmp(const MVPMatrix &);
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};//struct MVPMatrix
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constexpr size_t MVPMatrixBytes=sizeof(MVPMatrix);
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_SCENE_INFO_INCLUDE
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46
inc/hgl/graph/SceneManager.h
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46
inc/hgl/graph/SceneManager.h
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#pragma once
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#include<hgl/graph/SceneNode.h>
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namespace hgl
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{
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namespace graph
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{
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template<typename T> class ObjectAllocator
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{
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template<typename OBJECT,typename ID,typename NAME> class IDNameObjectMap
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{
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ObjectList<OBJECT> obj_list;
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Map<ID,OBJECT *> obj_map_by_id;
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Map<NAME,OBJECT *> obj_map_by_name;
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public:
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virtual ~IDNameObjectMap()=default;
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};//class NodeManager;
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/**
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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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{
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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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}//namespace graph
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}//namespace hgl
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@ -2,12 +2,16 @@
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#define HGL_GRAPH_SCENE_NODE_INCLUDE
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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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{
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using SceneNodeID =uint64;
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using SceneNodeName =AnsiIDName;
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/**
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* 场景节点数据类<br>
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* 从场景坐标变换(SceneOrient)类继承,
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@ -15,6 +19,9 @@ namespace hgl
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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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SceneNodeID NodeID; ///<节点ID
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SceneNodeName NodeName; ///<节点名称
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protected:
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AABB BoundingBox; ///<绑定盒
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@ -29,12 +36,21 @@ namespace hgl
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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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private:
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SceneNode()=default;
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SceneNode(SceneNode *);
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SceneNode( Renderable *ri ) {render_obj=ri;}
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SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
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SceneNode(const Matrix4f &mat, Renderable *ri ):SceneOrient(mat) {render_obj=ri;}
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friend SceneNode *CreateSceneNode(const SceneNodeName &);
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public:
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virtual ~SceneNode()=default;
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void Clear() override
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@ -140,6 +156,8 @@ namespace hgl
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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 & GetWorldBoundingBox ()const{return WorldBoundingBox;} ///<取得世界坐标绑定盒
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};//class SceneNode
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SceneNode *CreateSceneNode(const SceneNodeName &);
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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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@ -40,7 +40,7 @@ SET(LIGHT_FILES ${SG_INCLUDE_PATH}/Light.h)
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source_group("Light" FILES ${LIGHT_FILES})
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SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneInfo.h
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SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneManager.h
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${SG_INCLUDE_PATH}/SceneNode.h
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${SG_INCLUDE_PATH}/RenderNode.h
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${SG_INCLUDE_PATH}/SceneMatrix.h
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