36 Commits

Author SHA1 Message Date
f9675fc1e5 迁移到StaticMeshComponent渲染 2025-06-14 21:05:36 +08:00
bc987e7d7b 清除RenderTask/MaterialRenderList多余代码 2025-06-06 00:23:27 +08:00
455cb0aa63 Layout codes of MaterialRenderList/SceneNode/SceneOrient 2025-05-18 22:56:38 +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
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
bd0a3d8be1 to support newly String<>/IDName/Compare 2025-01-15 02:42:04 +08:00
4614562929 optimized SceneNode class. 2024-10-06 02:30:59 +08:00
72ceffeda2 Added UpdateMaterialInstance method. but no any test. 2024-08-30 03:36:01 +08:00
a9526ce956 Updated to support Newly SceneOrient,compiled all OK! but Non test..next step is test samples. 2024-08-27 01:27:53 +08:00
5213651054 Used Transform instead of Matrix4f in SceneOrient, MaterialRenderList/RenderAssignBuffer supports updating the L2WMatrix of only the changed objects 2024-08-04 22:35:31 +08:00
3768507169 save full SceneNode in RenderNode,added length sort. 2024-08-02 23:17:07 +08:00
898d01ac62 Change MaterialRenderList::Add 2024-07-18 01:53:23 +08:00
22868dafab [Important] Indirect Draw Finished....test OK!! 2024-05-30 13:39:16 +08:00
6ce713aed5 finished to stat about IndirectDraw data in MaterialRenderList 2024-05-30 13:14:13 +08:00
bf7c6bdeac preparing VKIndirectCommandBuffer.h 2024-05-30 01:14:27 +08:00
55001843ea added vdm sort 2024-05-28 23:49:28 +08:00
ca8e36687f OK! Can RUN! full OK!...next step is to create VDMRender in MaterialRenderList 2024-05-28 23:10:50 +08:00
86ff7517d9 [WIP] optimizing VDM Support 2024-05-28 02:21:33 +08:00
742fe201ad rename and layout codes. 2024-05-27 01:42:10 +08:00
0dcf004f4c renamed to VAB from VBO 2024-05-25 22:57:29 +08:00
6740764f07 create DrawData that it split from VertexInputData 2024-05-25 22:08:01 +08:00
a5e76988c7 resume Assign instead of local2world and materialinstanceId in VertexInputStream 2024-05-25 17:58:39 +08:00
0f38f94139 split to two class they are RenderL2WBuffer and RenderMIBuffer from RenderAssignBuffer, two sample program RUN OK! 2024-03-26 01:51:59 +08:00
a60ffbb7da first step OK that it's to resumed to use L2W in VertexInputStream. 2024-03-26 01:20:20 +08:00
317635877b
optimized MaterialRenderList, removed last_vil(pipeline already include vil), don't create assign_buffer if material don't include assign 2023-10-12 02:24:58 +08:00
69646971ce used VIL instead of MI in MaterialRenderList 2023-09-20 17:19:46 +08:00
dbe2370a44 1.used uvec2/ushort2 in AssignVBO
2.completed first step then merge MI buffer
2023-09-20 15:55:14 +08:00
4208e47534 newly material instance stat,but can't run. 2023-09-19 21:45:54 +08:00
cef5ad073b a few update 2023-09-07 18:09:31 +08:00
28b2b53d03 renamed to RenderAssignBuffer from RenderExtraBuffer 2023-09-05 20:48:47 +08:00
8bb742f3f4 OK???? 3rd_draw_triangle_use_RenderList run OK!. 2023-09-05 20:19:53 +08:00
6e8932fc2f comments few codes and then start next step. 2023-09-05 10:28:03 +08:00
74003df08b updated list/pool/map....,but can't run. 2023-08-14 21:03:20 +08:00
f8fe0e46d6 added WriteMaterialInstance in RenderExtraBuffer 2023-06-01 21:25:50 +08:00
e076b72f1a splited MaterialRenderList and MaterialRenderMap, RenderExtraBuffer 2023-06-01 15:08:45 +08:00