1218 Commits

Author SHA1 Message Date
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
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
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
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
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
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
6d211b3840 初步完成Component/ComponentManager的定义 2025-03-25 01:04:46 +08:00
b05538b501 开启写Component,参考AMD FidelityFX Framework 2025-03-20 02:09:50 +08:00
ada6a41fc6 建立Component,第一步先将Renderable渲染迁移到这上面来 2025-03-18 01:26:35 +08:00
d43a877be1 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 2025-03-18 00:38:43 +08:00
b6a92e8cd3 Added WorkObject::CreatePrimitive function. 2025-03-14 00:17:19 +08:00
eee00f3c8c Added CreateRenderList() in RenderFramework 2025-03-13 23:37:10 +08:00
52b6e88522 Added Tick(double) in WorkObject 2025-03-13 23:36:47 +08:00
774f106738 example 0/1 run OK on newly RenderTarget 2025-03-12 01:25:49 +08:00
0706f27354 slit RenderTarget, created VKRenderTargetData.h/.cpp, VKRenderTargetSingle.h/.cpp, VKRenderTargetMultiFrame.h, VKRenderTargetSwapchain.h 2025-03-11 23:51:05 +08:00
62e9d2f904 rewrite CrateUBO 2025-03-06 12:56:16 +08:00
d5df06dca3 Added Resize/event transmit 2025-03-06 01:24:25 +08:00
9c3e16032e improved SwapchainModule::GetSwapchainSize(). 2025-03-06 01:23:39 +08:00
55765cf112 Added DeviceBufferMap, first used in ViewportInfo 2025-03-06 01:22:35 +08:00
c5e9f151fc Put the Viewport in a RenderTarget and pass it after RenderCmdBuffer::Begin. auto bind ViewportInfo to any material. 2025-03-05 01:01:48 +08:00
2f1ccda442 removed mtl/UniformBuffer.h 2025-03-04 22:44:44 +08:00
b63edb2f89 renamed to ShaderBufferSource from ShaderBuffer 2025-03-04 22:41:07 +08:00
9f0625ed4e fixed a bug that crash after window resize. because WorkObject::cur_render_target don't reset after window resize. 2025-02-05 23:36:53 +08:00