2123 Commits

Author SHA1 Message Date
2138f9046a RenderResource中的Renderable/RenderableID改名为Mesh/MeshID 2025-06-06 00:28:13 +08:00
a04adb897e draw_triangle_use_UBO迁移到新框架 2025-06-06 00:24:26 +08:00
8436e57ed7 RenderResource中移除static_descriptor/global_descriptor 2025-06-06 00:24:06 +08:00
bc987e7d7b 清除RenderTask/MaterialRenderList多余代码 2025-06-06 00:23:27 +08:00
427340132f VABList数据写入增加越界检查 2025-06-06 00:22:45 +08:00
f762d77b1d [OK] AutoInstance 范例完成迁移并测试成功。新结构下不再需要自己管理RenderList/SceneRoot。接下来请迁移其它范例。 2025-06-04 01:09:05 +08:00
118ee6e570 变量改名 2025-06-04 00:18:32 +08:00
520b7cae9e SceneWorld文件改名为Scene 2025-06-04 00:10:27 +08:00
839e187cb2 临时可运行版本。已将SceneWorld改名为Scene,下一步改文件名。并将default_scene,default_renderer放在RenderFramework中 2025-06-04 00:04:46 +08:00
5c186fdb95 [WIP] Renderer/RenderTask 2025-05-30 00:32:45 +08:00
8f1b891f9e 初步定义RenderTask 2025-05-28 02:27:59 +08:00
75da8cabef 建立最基础的SceneWorldManager 2025-05-22 01:42:16 +08:00
8a99a331c0 将WorkObject增加bool Init()=0纯虚函数用于负责初始化。
这一分支结束,下一分支基于03_auto_instance范例开发WorldManager用于全局World管理,直接由World提供RenderList/SceneRoot等。
2025-05-22 01:11:30 +08:00
66bb363035 部分范例迁移到新WorkObject/CreateMaterialInstance结构 2025-05-18 23:42:39 +08:00
455cb0aa63 Layout codes of MaterialRenderList/SceneNode/SceneOrient 2025-05-18 22:56:38 +08:00
e778f64f00 renamed to CreateMesh from CreateRenderable 2025-05-18 02:19:14 +08:00
a641c56381 renamed to Mesh.h/.cpp from VKRenderable.h/.cpp 2025-05-18 02:15:33 +08:00
4b2f344c5c renamed to MeshDataBuffer from PrimitiveDataBuffer,
renamed to MeshRenderData from PrimitiveRenderData
2025-05-18 02:07:10 +08:00
014fce2c8e renamed Renderable to Mesh 2025-05-18 02:03:16 +08:00
692eeff4a3 Removed mtl_name from MaterialCreateConfig 2025-05-18 01:33:48 +08:00
5a04295f17 updated InlineMaterial.md 2025-05-18 00:28:06 +08:00
f1972908a1 added InlineMaterial.md 2025-05-18 00:19:45 +08:00
2e7c2663e0 所有材质全部使用新方法注册,但此举带来一个问题就是所有代码中的材质代码都被链接,会造成核心可执行程序变大。 2025-05-17 20:47:39 +08:00
0e789b6f47 各种类名结构名优化,不再使用GPU开头 2025-05-17 20:26:36 +08:00
29aa76a917 GPUDeviceAttribute更名为VkDevAttr 2025-05-17 20:13:23 +08:00
2dd60fee7f 将static MaterialFactory 定义移到.h 2025-05-17 20:01:17 +08:00
fd1a629941 将dev_attr从MaterialCreateConfig中移除改到最终的Create函数中。代码能编过,但是static自动注册失效了,待查。 2025-05-16 09:12:33 +08:00
4a4326826e preparing LoadMaterialFromJson(....) 2025-05-16 01:57:29 +08:00
e8e6c20305 Added AssetPath.md 2025-05-10 01:09:00 +08:00
104e5ff615 added doc/CreateMaterialInstance.md 2025-05-10 00:29:20 +08:00
5fec0732f3 新的WorkObject::CreateMaterialInstance封装,直接根据材质名称创建创建实例 2025-05-09 01:34:46 +08:00
b030684cbd 成功使用字符串创建MaterialCreateInfo,为后续使用名称创建材质提供基础 2025-05-09 01:26:58 +08:00
33976d9bf6 MaterialFactoryMap改用ObjectMap 2025-05-07 00:35:43 +08:00
e88facf834 初步实现CreateMaterialCreateInfo(name,cfg,vil),下一待整合进WorkObject/WorkManager后正式启用。 2025-05-06 00:41:07 +08:00
9be5de0f57 准备增加MaterialLibrary 2025-05-05 03:25:19 +08:00
2b251f06d4 Prim改名为PrimitiveType,ParsePrimName改名为ParsePrimitiveType 2025-05-04 23:36:28 +08:00
7169429ede 数据模板跟随变动 2025-05-04 19:33:04 +08:00
a858fcab99 增加批量从hyzgame远端拉取源代码的.bat 2025-04-23 00:38:57 +08:00
aed57437f9 List模板改名为ArrayList 2025-04-23 00:27:43 +08:00
10d0c2c473 定义空的CameraComponentManager/LightComponentManager 2025-04-19 00:33:23 +08:00
0e6546b514 实现一些Component/ComponentManager定义StaticHashCode/GetHashCode()...RegistryComponentManager/GetComponentManager() 2025-04-03 01:35:39 +08:00
44b1f13048 StaticMeshComponentManager 2025-04-01 01:11:32 +08:00
a50c3ef10b use combine instead of ComboFilename 2025-03-28 00:07:16 +08:00
964c17cf94 增加新的StaticMeshComponent,并添加关于各Component关系的注释 2025-03-25 23:15:38 +08:00
87989a8e42 删除旧的StaticMesh 2025-03-25 23:14:40 +08:00
efed9ff0dd 删除旧的StaticMesh 2025-03-25 23:13:30 +08:00
f0512edb5a 准备定义PrimitiveComponent用于取代原本SceneNode中的Renderable数据 2025-03-25 02:19:32 +08:00
ab3f771455 SceneNode增加Component相关函数(但Component的释放还没有完全确定) 2025-03-25 02:18:49 +08:00
0b172bfc81 SceneNode的Owner改名为ParentNode,以及相关函数改名 2025-03-25 01:22:20 +08:00
ee5d633596 增加ComponentManager::GetComponents(..SceneNode) 2025-03-25 01:17:18 +08:00