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5a04295f17
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updated InlineMaterial.md
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2025-05-18 00:28:06 +08:00 |
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f1972908a1
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added InlineMaterial.md
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2025-05-18 00:19:45 +08:00 |
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2e7c2663e0
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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。
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2025-05-17 20:47:39 +08:00 |
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0e789b6f47
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各种类名结构名优化,不再使用GPU开头
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2025-05-17 20:26:36 +08:00 |
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29aa76a917
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GPUDeviceAttribute更名为VkDevAttr
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2025-05-17 20:13:23 +08:00 |
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2dd60fee7f
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将static MaterialFactory 定义移到.h
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2025-05-17 20:01:17 +08:00 |
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fd1a629941
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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。
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2025-05-16 09:12:33 +08:00 |
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4a4326826e
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preparing LoadMaterialFromJson(....)
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2025-05-16 01:57:29 +08:00 |
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e8e6c20305
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Added AssetPath.md
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2025-05-10 01:09:00 +08:00 |
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104e5ff615
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added doc/CreateMaterialInstance.md
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2025-05-10 00:29:20 +08:00 |
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5fec0732f3
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新的WorkObject::CreateMaterialInstance封装,直接根据材质名称创建创建实例
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2025-05-09 01:34:46 +08:00 |
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b030684cbd
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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
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2025-05-09 01:26:58 +08:00 |
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33976d9bf6
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MaterialFactoryMap改用ObjectMap
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2025-05-07 00:35:43 +08:00 |
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e88facf834
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初步实现CreateMaterialCreateInfo(name,cfg,vil),下一待整合进WorkObject/WorkManager后正式启用。
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2025-05-06 00:41:07 +08:00 |
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9be5de0f57
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准备增加MaterialLibrary
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2025-05-05 03:25:19 +08:00 |
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2b251f06d4
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Prim改名为PrimitiveType,ParsePrimName改名为ParsePrimitiveType
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2025-05-04 23:36:28 +08:00 |
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7169429ede
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数据模板跟随变动
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2025-05-04 19:33:04 +08:00 |
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a858fcab99
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增加批量从hyzgame远端拉取源代码的.bat
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2025-04-23 00:38:57 +08:00 |
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aed57437f9
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List模板改名为ArrayList
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2025-04-23 00:27:43 +08:00 |
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10d0c2c473
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定义空的CameraComponentManager/LightComponentManager
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2025-04-19 00:33:23 +08:00 |
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0e6546b514
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实现一些Component/ComponentManager定义StaticHashCode/GetHashCode()...RegistryComponentManager/GetComponentManager()
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2025-04-03 01:35:39 +08:00 |
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44b1f13048
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StaticMeshComponentManager
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2025-04-01 01:11:32 +08:00 |
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a50c3ef10b
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use combine instead of ComboFilename
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2025-03-28 00:07:16 +08:00 |
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964c17cf94
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增加新的StaticMeshComponent,并添加关于各Component关系的注释
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2025-03-25 23:15:38 +08:00 |
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87989a8e42
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删除旧的StaticMesh
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2025-03-25 23:14:40 +08:00 |
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efed9ff0dd
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删除旧的StaticMesh
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2025-03-25 23:13:30 +08:00 |
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f0512edb5a
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准备定义PrimitiveComponent用于取代原本SceneNode中的Renderable数据
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2025-03-25 02:19:32 +08:00 |
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ab3f771455
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SceneNode增加Component相关函数(但Component的释放还没有完全确定)
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2025-03-25 02:18:49 +08:00 |
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0b172bfc81
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SceneNode的Owner改名为ParentNode,以及相关函数改名
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2025-03-25 01:22:20 +08:00 |
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ee5d633596
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增加ComponentManager::GetComponents(..SceneNode)
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2025-03-25 01:17:18 +08:00 |
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6d211b3840
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初步完成Component/ComponentManager的定义
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2025-03-25 01:04:46 +08:00 |
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b05538b501
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开启写Component,参考AMD FidelityFX Framework
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2025-03-20 02:09:50 +08:00 |
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ada6a41fc6
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建立Component,第一步先将Renderable渲染迁移到这上面来
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2025-03-18 01:26:35 +08:00 |
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d43a877be1
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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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2025-03-18 00:38:43 +08:00 |
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a4cc34d03b
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few
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2025-03-17 00:49:56 +08:00 |
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b77ede95e5
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Added constexpr values
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2025-03-14 21:44:09 +08:00 |
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be3a8a2b00
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renew auto_merge_material_instance.cpp
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2025-03-14 00:17:54 +08:00 |
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b6a92e8cd3
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Added WorkObject::CreatePrimitive function.
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2025-03-14 00:17:19 +08:00 |
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7306581616
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fixed a bug at vdm compare in PrimitiveDataBuffer
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2025-03-14 00:16:53 +08:00 |
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2e2f306b6b
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RenderList used AutoDelete<>.
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2025-03-13 23:56:43 +08:00 |
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cf81e7bcff
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Fixed a but that compare PrimitiveDataBuffer wrong.
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2025-03-13 23:56:22 +08:00 |
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68089e13bc
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port auto_instance to new WorkObject/RenderFramework
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2025-03-13 23:41:51 +08:00 |
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eee00f3c8c
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Added CreateRenderList() in RenderFramework
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2025-03-13 23:37:10 +08:00 |
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52b6e88522
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Added Tick(double) in WorkObject
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2025-03-13 23:36:47 +08:00 |
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383a568daa
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adjusted order of codes in draw_triangle_use_UBO.cpp
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2025-03-13 01:19:29 +08:00 |
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ce095f97f2
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Fixed renew ubo bug.
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2025-03-12 02:08:20 +08:00 |
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774f106738
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example 0/1 run OK on newly RenderTarget
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2025-03-12 01:25:49 +08:00 |
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0706f27354
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slit RenderTarget, created VKRenderTargetData.h/.cpp, VKRenderTargetSingle.h/.cpp, VKRenderTargetMultiFrame.h, VKRenderTargetSwapchain.h
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2025-03-11 23:51:05 +08:00 |
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62e9d2f904
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rewrite CrateUBO
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2025-03-06 12:56:16 +08:00 |
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d5df06dca3
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Added Resize/event transmit
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2025-03-06 01:24:25 +08:00 |
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