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2 Commits
edaf5aa3ca
...
f9675fc1e5
Author | SHA1 | Date | |
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f9675fc1e5 | |||
92f612f675 |
@ -89,17 +89,22 @@ private:
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{VAN::Color, COLOR_DATA_FORMAT, color_data}
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{VAN::Color, COLOR_DATA_FORMAT, color_data}
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});
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});
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return(mesh_triangle);
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}
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bool InitScene()
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{
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if(!mesh_triangle)
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return(false);
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SceneNode *scene_root=GetSceneRoot(); ///<取得场景根节点
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SceneNode *scene_root=GetSceneRoot(); ///<取得场景根节点
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auto manager=StaticMeshComponentManager::GetDefaultManager();
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sm_component=CreateComponent<StaticMeshComponent>(scene_root,mesh_triangle); //创建一个静态网格组件
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sm_component=manager->CreateStaticMeshComponent(mesh_triangle);
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if(!sm_component)
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return(false);
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scene_root->AttachComponent(sm_component);
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return(true);
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scene_root->Add(new SceneNode(mesh_triangle));
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return(mesh_triangle);
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}
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}
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public:
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public:
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@ -119,6 +124,9 @@ public:
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if(!InitVBO())
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if(!InitVBO())
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return(false);
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return(false);
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if(!InitScene())
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return(false);
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return(true);
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return(true);
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}
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}
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};//class TestApp:public WorkObject
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};//class TestApp:public WorkObject
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@ -122,6 +122,44 @@ namespace hgl
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graph::MaterialInstance *mi,
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graph::MaterialInstance *mi,
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graph::Pipeline *pipeline,
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graph::Pipeline *pipeline,
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const std::initializer_list<graph::VertexAttribDataPtr> &vad_list);
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const std::initializer_list<graph::VertexAttribDataPtr> &vad_list);
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public: //Component 相关
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template<typename C,typename ...ARGS>
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inline C *CreateComponent(ARGS...args)
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{
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auto manager=C::GetDefaultManager(); //取得默认管理器
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if(!manager)
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{
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// LOG_ERROR(OS_TEXT("CreateComponent failed, no default manager!"));
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return(nullptr);
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}
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return manager->CreateComponent(args...); //创建组件
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}
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template<typename C,typename ...ARGS>
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inline C *CreateComponent(graph::SceneNode *parent_node,ARGS...args)
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{
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if(!parent_node)
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{
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// LOG_ERROR(OS_TEXT("CreateComponent failed, parent node is null!"));
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return(nullptr);
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}
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C *c=this->CreateComponent<C>(args...); //创建组件
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if(!c)
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{
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// LOG_ERROR(OS_TEXT("CreateComponent failed, create component failed!"));
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return(nullptr);
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}
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parent_node->AttachComponent(c); //将组件附加到父节点
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return c;
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}
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};//class WorkObject
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};//class WorkObject
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/**
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/**
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@ -82,7 +82,7 @@ public:
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public: //事件
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public: //事件
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virtual void OnAttach(SceneNode *node){if(node)OwnerNode=node;} ///<附加到节点事件
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virtual void OnAttach(SceneNode *node){if(node)OwnerNode=node;} ///<附加到节点事件
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virtual void OnDetach(){OwnerNode=nullptr;} ///<从节点分离事件
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virtual void OnDetach(SceneNode *node){OwnerNode=nullptr;} ///<从节点分离事件
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virtual void OnFocusLost(){} ///<焦点丢失事件
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virtual void OnFocusLost(){} ///<焦点丢失事件
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virtual void OnFocusGained(){} ///<焦点获得事件
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virtual void OnFocusGained(){} ///<焦点获得事件
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include<hgl/component/RenderComponent.h>
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#include<hgl/component/SceneComponent.h>
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COMPONENT_NAMESPACE_BEGIN
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COMPONENT_NAMESPACE_BEGIN
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@ -8,11 +8,11 @@ COMPONENT_NAMESPACE_BEGIN
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* 图元组件<br>
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* 图元组件<br>
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* 组件中的元素必须是一个可以明确描述的几何体,可以被明确标记尺寸、参与空间、物理计算等。
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* 组件中的元素必须是一个可以明确描述的几何体,可以被明确标记尺寸、参与空间、物理计算等。
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*/
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*/
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class PrimitiveComponent:public RenderComponent
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class PrimitiveComponent:public SceneComponent
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{
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{
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public:
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public:
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using RenderComponent::RenderComponent;
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using SceneComponent::SceneComponent;
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virtual ~PrimitiveComponent()=default;
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virtual ~PrimitiveComponent()=default;
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};//class PrimitiveComponent
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};//class PrimitiveComponent
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@ -1,17 +1,17 @@
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#pragma once
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#pragma once
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#include<hgl/component/Component.h>
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#include<hgl/component/PrimitiveComponent.h>
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COMPONENT_NAMESPACE_BEGIN
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COMPONENT_NAMESPACE_BEGIN
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/**
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/**
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* 可渲染组件
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* 可渲染组件
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*/
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*/
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class RenderComponent: public Component
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class RenderComponent:public PrimitiveComponent
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{
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{
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public:
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public:
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using Component::Component;
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using PrimitiveComponent::PrimitiveComponent;
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virtual ~RenderComponent()=default;
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virtual ~RenderComponent()=default;
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};//class RenderComponent
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};//class RenderComponent
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20
inc/hgl/component/SceneComponent.h
Normal file
20
inc/hgl/component/SceneComponent.h
Normal file
@ -0,0 +1,20 @@
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#pragma once
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#include<hgl/component/Component.h>
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COMPONENT_NAMESPACE_BEGIN
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/**
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* 场景组件<br>
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* 场景组件中的元素必须是针对场景起作用的,并不一定需要自己绘出来,但也对场景产生影响。比如太阳光、全局风场
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*/
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class SceneComponent:public Component
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{
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public:
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using Component::Component;
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virtual ~SceneComponent()=default;
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};//class SceneComponent
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COMPONENT_NAMESPACE_END
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include<hgl/component/PrimitiveComponent.h>
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#include<hgl/component/RenderComponent.h>
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#include<hgl/graph/Mesh.h>
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#include<hgl/graph/Mesh.h>
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COMPONENT_NAMESPACE_BEGIN
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COMPONENT_NAMESPACE_BEGIN
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@ -45,32 +45,37 @@ public:
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StaticMeshComponentManager()=default;
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StaticMeshComponentManager()=default;
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StaticMeshComponent *CreateStaticMeshComponent(StaticMeshComponentData *data);
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StaticMeshComponent *CreateComponent(StaticMeshComponentData *data);
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StaticMeshComponent *CreateStaticMeshComponent(Mesh *m)
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StaticMeshComponent *CreateComponent(Mesh *m)
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{
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{
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auto sm_cd=new StaticMeshComponentData(m);
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auto sm_cd=new StaticMeshComponentData(m);
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return CreateStaticMeshComponent(sm_cd);
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return CreateComponent(sm_cd);
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}
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}
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virtual Component *CreateComponent(ComponentData *data) override;
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virtual Component *CreateComponent(ComponentData *data) override;
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};//class StaticMeshComponentManager
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};//class StaticMeshComponentManager
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class StaticMeshComponent:public PrimitiveComponent
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class StaticMeshComponent:public RenderComponent
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{
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{
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StaticMeshComponentData *sm_data;
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StaticMeshComponentData *sm_data;
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public:
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public:
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StaticMeshComponent(StaticMeshComponentData *cd,StaticMeshComponentManager *cm)
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StaticMeshComponent(StaticMeshComponentData *cd,StaticMeshComponentManager *cm)
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:PrimitiveComponent(cd,cm)
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:RenderComponent(cd,cm)
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{
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{
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sm_data=cd;
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sm_data=cd;
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}
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}
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virtual ~StaticMeshComponent()=default;
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virtual ~StaticMeshComponent()=default;
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static StaticMeshComponentManager *GetDefaultManager()
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{
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return StaticMeshComponentManager::GetDefaultManager();
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}
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static constexpr const size_t StaticHashCode()
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static constexpr const size_t StaticHashCode()
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{
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{
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return hgl::GetTypeHash<StaticMeshComponent>();
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return hgl::GetTypeHash<StaticMeshComponent>();
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@ -109,7 +109,7 @@ public:
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MaterialRenderList(VulkanDevice *d,bool l2w,const RenderPipelineIndex &rpi);
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MaterialRenderList(VulkanDevice *d,bool l2w,const RenderPipelineIndex &rpi);
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~MaterialRenderList();
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~MaterialRenderList();
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void Add(SceneNode *);
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void Add(StaticMeshComponent *);
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void SetCameraInfo(CameraInfo *ci){camera_info=ci;}
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void SetCameraInfo(CameraInfo *ci){camera_info=ci;}
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@ -120,6 +120,6 @@ public:
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void Render(RenderCmdBuffer *);
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void Render(RenderCmdBuffer *);
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void UpdateLocalToWorld(); //刷新所有对象的LocalToWorld矩阵
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void UpdateLocalToWorld(); //刷新所有对象的LocalToWorld矩阵
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void UpdateMaterialInstance(SceneNode *);
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void UpdateMaterialInstance(StaticMeshComponent *);
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};//class MaterialRenderList
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};//class MaterialRenderList
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VK_NAMESPACE_END
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VK_NAMESPACE_END
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@ -46,7 +46,7 @@ namespace hgl
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virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
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virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
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virtual void UpdateLocalToWorld(); ///<更新所有对象的变换数据
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virtual void UpdateLocalToWorld(); ///<更新所有对象的变换数据
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virtual void UpdateMaterialInstance(SceneNode *); ///<有对象互换了材质实例
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virtual void UpdateMaterialInstance(StaticMeshComponent *); ///<有对象互换了材质实例
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virtual void Clear(); ///<彻底清理
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virtual void Clear(); ///<彻底清理
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};//class RenderList
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};//class RenderList
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@ -9,13 +9,13 @@ namespace hgl
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{
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{
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class Mesh;
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class Mesh;
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class MaterialInstance;
|
class MaterialInstance;
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class SceneNode;
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class StaticMeshComponent;
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struct RenderNode:public Comparator<RenderNode>
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struct RenderNode:public Comparator<RenderNode>
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{
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{
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uint index; ///<在MaterialRenderList中的索引
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uint index; ///<在MaterialRenderList中的索引
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SceneNode * scene_node;
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StaticMeshComponent *sm_component; ///<静态网格组件
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|
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uint32 l2w_version;
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uint32 l2w_version;
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uint32 l2w_index;
|
uint32 l2w_index;
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@ -27,6 +27,11 @@ namespace hgl
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|
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//该函数位于MaterialRenderList.cpp
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//该函数位于MaterialRenderList.cpp
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const int compare(const RenderNode &)const override;
|
const int compare(const RenderNode &)const override;
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|
public:
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|
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|
Mesh *GetMesh()const;
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MaterialInstance *GetMaterialInstance()const;
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};
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};
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using RenderNodeList=ArrayList<RenderNode>;
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using RenderNodeList=ArrayList<RenderNode>;
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@ -30,8 +30,6 @@ namespace hgl::graph
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AABB LocalBoundingBox; ///<本地坐标绑定盒
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AABB LocalBoundingBox; ///<本地坐标绑定盒
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//AABB WorldBoundingBox; ///<世界坐标绑定盒
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//AABB WorldBoundingBox; ///<世界坐标绑定盒
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Mesh *render_obj=nullptr; ///<可渲染实例
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protected:
|
protected:
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|
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ObjectList<SceneNode> ChildNode; ///<子节点
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ObjectList<SceneNode> ChildNode; ///<子节点
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@ -55,9 +53,7 @@ namespace hgl::graph
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SceneNode(const SceneNode &)=delete;
|
SceneNode(const SceneNode &)=delete;
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SceneNode(const SceneNode *)=delete;
|
SceneNode(const SceneNode *)=delete;
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SceneNode(const SceneOrient &so ):SceneOrient(so) {}
|
SceneNode(const SceneOrient &so ):SceneOrient(so) {}
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SceneNode( Mesh *ri ) {render_obj=ri;}
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|
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SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
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SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
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SceneNode(const Matrix4f &mat, Mesh *ri ):SceneOrient(mat) {render_obj=ri;}
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public:
|
public:
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@ -74,12 +70,10 @@ namespace hgl::graph
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ChildNode.Clear();
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ChildNode.Clear();
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ComponentSet.Clear();
|
ComponentSet.Clear();
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render_obj=nullptr;
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}
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}
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const bool ChildNodeIsEmpty()const
|
const bool ChildNodeIsEmpty()const
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{
|
{
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if(render_obj)return(false);
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if(ChildNode.GetCount())return(false);
|
if(ChildNode.GetCount())return(false);
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return(true);
|
return(true);
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@ -89,10 +83,6 @@ namespace hgl::graph
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SceneNode * GetParent() noexcept{return ParentNode;}
|
SceneNode * GetParent() noexcept{return ParentNode;}
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const SceneNode * GetParent()const noexcept{return ParentNode;}
|
const SceneNode * GetParent()const noexcept{return ParentNode;}
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void SetRenderable(Mesh *);
|
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Mesh * GetRenderable() noexcept{return render_obj;}
|
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const Mesh * GetRenderable()const noexcept{return render_obj;}
|
|
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|
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SceneNode *Add(SceneNode *sn)
|
SceneNode *Add(SceneNode *sn)
|
||||||
{
|
{
|
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if(!sn)
|
if(!sn)
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@ -118,13 +108,32 @@ namespace hgl::graph
|
|||||||
|
|
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bool ComponentIsEmpty ()const{return ComponentSet.GetCount()==0;} ///<是否没有组件
|
bool ComponentIsEmpty ()const{return ComponentSet.GetCount()==0;} ///<是否没有组件
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virtual int GetComponentCount ()const{return ComponentSet.GetCount();} ///<取得组件数量
|
virtual int GetComponentCount ()const{return ComponentSet.GetCount();} ///<取得组件数量
|
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virtual void AttachComponent (Component *comp){ComponentSet.Add(comp);} ///<添加一个组件
|
virtual bool AttachComponent (Component *comp) ///<添加一个组件
|
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virtual void DetachComponent (Component *comp){ComponentSet.Delete(comp);} ///<删除一个组件
|
{
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|
if(!comp)return(false);
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|
|
||||||
|
if(ComponentSet.Add(comp)<0)
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|
return(false);
|
||||||
|
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comp->OnAttach(this); //调用组件的OnAttach方法
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|
return(true);
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||||||
|
}
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||||||
|
|
||||||
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virtual void DetachComponent (Component *comp) ///<删除一个组件
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|
{
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|
if (!comp)return;
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||||||
|
|
||||||
|
ComponentSet.Delete(comp);
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|
|
||||||
|
comp->OnDetach(this); //调用组件的OnDetach方法
|
||||||
|
}
|
||||||
|
|
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bool Contains (Component *comp){return ComponentSet.Contains(comp);} ///<是否包含指定组件
|
bool Contains (Component *comp){return ComponentSet.Contains(comp);} ///<是否包含指定组件
|
||||||
|
|
||||||
bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
|
bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
|
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virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
|
virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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|
|
||||||
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const SortedSet<Component *> & GetComponents ()const{return ComponentSet;}
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||||||
};//class SceneNode
|
};//class SceneNode
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||||||
|
|
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SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
|
SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
|
||||||
|
@ -91,6 +91,7 @@ SET(SG_RENDER_SOURCE ${SG_INCLUDE_PATH}/RenderNode.h
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|||||||
${SG_INCLUDE_PATH}/RenderTask.h
|
${SG_INCLUDE_PATH}/RenderTask.h
|
||||||
${SG_INCLUDE_PATH}/Renderer.h
|
${SG_INCLUDE_PATH}/Renderer.h
|
||||||
render/Renderer.cpp
|
render/Renderer.cpp
|
||||||
|
render/RenderNode.cpp
|
||||||
render/RenderTask.cpp
|
render/RenderTask.cpp
|
||||||
render/RenderList.cpp
|
render/RenderList.cpp
|
||||||
render/MaterialRenderList.cpp
|
render/MaterialRenderList.cpp
|
||||||
@ -297,8 +298,9 @@ SOURCE_GROUP("Vulkan\\Mesh" FILES ${VK_MESH_SOURCE})
|
|||||||
set(COMPONENT_INCLUDE_PATH ${ROOT_INCLUDE_PATH}/hgl/component)
|
set(COMPONENT_INCLUDE_PATH ${ROOT_INCLUDE_PATH}/hgl/component)
|
||||||
|
|
||||||
SET(COMPONENT_FILES ${COMPONENT_INCLUDE_PATH}/Component.h
|
SET(COMPONENT_FILES ${COMPONENT_INCLUDE_PATH}/Component.h
|
||||||
${COMPONENT_INCLUDE_PATH}/RenderComponent.h
|
${COMPONENT_INCLUDE_PATH}/SceneComponent.h
|
||||||
${COMPONENT_INCLUDE_PATH}/PrimitiveComponent.h
|
${COMPONENT_INCLUDE_PATH}/PrimitiveComponent.h
|
||||||
|
${COMPONENT_INCLUDE_PATH}/RenderComponent.h
|
||||||
${COMPONENT_INCLUDE_PATH}/StaticMeshComponent.h
|
${COMPONENT_INCLUDE_PATH}/StaticMeshComponent.h
|
||||||
component/Component.cpp
|
component/Component.cpp
|
||||||
component/ComponentManager.cpp
|
component/ComponentManager.cpp
|
||||||
|
@ -55,7 +55,7 @@ namespace hgl::graph
|
|||||||
if(!component_manager_map->contains(hash_code))
|
if(!component_manager_map->contains(hash_code))
|
||||||
return(nullptr);
|
return(nullptr);
|
||||||
|
|
||||||
//[]对于不存的会自行插入一个,所以不要把下面的.at改成[]
|
//tsl::robin_map的[]对于不存在的会自行插入一个,所以不要把下面的.at改成[]
|
||||||
return component_manager_map->at(hash_code);
|
return component_manager_map->at(hash_code);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -17,10 +17,10 @@ Component *StaticMeshComponentManager::CreateComponent(ComponentData *data)
|
|||||||
{
|
{
|
||||||
if(!data)return(nullptr);
|
if(!data)return(nullptr);
|
||||||
|
|
||||||
return CreateStaticMeshComponent(reinterpret_cast<StaticMeshComponentData *>(data));
|
return CreateComponent(reinterpret_cast<StaticMeshComponentData *>(data));
|
||||||
}
|
}
|
||||||
|
|
||||||
StaticMeshComponent *StaticMeshComponentManager::CreateStaticMeshComponent(StaticMeshComponentData *data)
|
StaticMeshComponent *StaticMeshComponentManager::CreateComponent(StaticMeshComponentData *data)
|
||||||
{
|
{
|
||||||
if(!data)return(nullptr);
|
if(!data)return(nullptr);
|
||||||
|
|
||||||
|
@ -6,72 +6,11 @@
|
|||||||
#include<hgl/graph/VKRenderAssign.h>
|
#include<hgl/graph/VKRenderAssign.h>
|
||||||
#include<hgl/util/sort/Sort.h>
|
#include<hgl/util/sort/Sort.h>
|
||||||
#include"RenderAssignBuffer.h"
|
#include"RenderAssignBuffer.h"
|
||||||
#include<hgl/graph/VertexDataManager.h>
|
|
||||||
#include<hgl/graph/SceneNode.h>
|
#include<hgl/graph/SceneNode.h>
|
||||||
#include<hgl/graph/CameraInfo.h>
|
#include<hgl/graph/CameraInfo.h>
|
||||||
|
#include<hgl/component/StaticMeshComponent.h>
|
||||||
/**
|
|
||||||
*
|
|
||||||
* 理论上讲,我们需要按以下顺序排序
|
|
||||||
*
|
|
||||||
* for(material)
|
|
||||||
* for(pipeline)
|
|
||||||
* for(material_instance)
|
|
||||||
* for(vab)
|
|
||||||
*
|
|
||||||
*
|
|
||||||
* 关于Indirect Command Buffer
|
|
||||||
|
|
||||||
建立一个大的IndirectCommandBuffer,用于存放所有的渲染指令,包括那些不能使用Indirect渲染的。
|
|
||||||
这样就可以保证所有的渲染操作就算要切VBO,也不需要切换INDIRECT缓冲区,定位指令也很方便。
|
|
||||||
*/
|
|
||||||
|
|
||||||
VK_NAMESPACE_BEGIN
|
VK_NAMESPACE_BEGIN
|
||||||
const int RenderNode::compare(const RenderNode &other)const
|
|
||||||
{
|
|
||||||
hgl::int64 off;
|
|
||||||
|
|
||||||
hgl::graph::Mesh *ri_one=other.scene_node->GetRenderable();
|
|
||||||
hgl::graph::Mesh *ri_two=scene_node->GetRenderable();
|
|
||||||
|
|
||||||
auto *prim_one=ri_one->GetPrimitive();
|
|
||||||
auto *prim_two=ri_two->GetPrimitive();
|
|
||||||
|
|
||||||
//比较VDM
|
|
||||||
|
|
||||||
if(prim_one->GetVDM()) //有VDM
|
|
||||||
{
|
|
||||||
off=prim_one->GetVDM()
|
|
||||||
-prim_two->GetVDM();
|
|
||||||
|
|
||||||
if(off)
|
|
||||||
return off;
|
|
||||||
|
|
||||||
//比较模型
|
|
||||||
{
|
|
||||||
off=prim_one
|
|
||||||
-prim_two;
|
|
||||||
|
|
||||||
if(off)
|
|
||||||
{
|
|
||||||
off=prim_one->GetVertexOffset()-prim_two->GetVertexOffset(); //保证vertex offset小的在前面
|
|
||||||
|
|
||||||
return off;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//比较距离。。。。。。。。。。。。。。。。。。。。。还不知道这个是正了还是反了,等测出来确认后修改下面的返回值和这里的注释
|
|
||||||
|
|
||||||
float foff=other.to_camera_distance
|
|
||||||
-to_camera_distance;
|
|
||||||
|
|
||||||
if(foff>0)
|
|
||||||
return 1;
|
|
||||||
else
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
MaterialRenderList::MaterialRenderList(VulkanDevice *d,bool l2w,const RenderPipelineIndex &rpi)
|
MaterialRenderList::MaterialRenderList(VulkanDevice *d,bool l2w,const RenderPipelineIndex &rpi)
|
||||||
{
|
{
|
||||||
device=d;
|
device=d;
|
||||||
@ -106,13 +45,18 @@ MaterialRenderList::~MaterialRenderList()
|
|||||||
SAFE_CLEAR(assign_buffer);
|
SAFE_CLEAR(assign_buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
void MaterialRenderList::Add(SceneNode *sn)
|
void MaterialRenderList::Add(StaticMeshComponent *smc)
|
||||||
{
|
{
|
||||||
|
if(!smc)
|
||||||
|
return;
|
||||||
|
|
||||||
RenderNode rn;
|
RenderNode rn;
|
||||||
|
|
||||||
rn.index =rn_list.GetCount();
|
rn.index =rn_list.GetCount();
|
||||||
|
|
||||||
rn.scene_node =sn;
|
rn.sm_component =smc;
|
||||||
|
|
||||||
|
SceneNode *sn=smc->GetOwnerNode(); //目前先这样处理,未来改成每个Component有自己的再一次的变换矩阵
|
||||||
|
|
||||||
rn.l2w_version =sn->GetLocalToWorldMatrixVersion();
|
rn.l2w_version =sn->GetLocalToWorldMatrixVersion();
|
||||||
rn.l2w_index =0;
|
rn.l2w_index =0;
|
||||||
@ -160,7 +104,7 @@ void MaterialRenderList::UpdateLocalToWorld()
|
|||||||
|
|
||||||
for(int i=0;i<node_count;i++)
|
for(int i=0;i<node_count;i++)
|
||||||
{
|
{
|
||||||
l2w_version=rn->scene_node->GetLocalToWorldMatrixVersion();
|
l2w_version=rn->sm_component->GetOwnerNode()->GetLocalToWorldMatrixVersion();
|
||||||
|
|
||||||
if(rn->l2w_version!=l2w_version) //版本不对,需要更新
|
if(rn->l2w_version!=l2w_version) //版本不对,需要更新
|
||||||
{
|
{
|
||||||
@ -188,9 +132,9 @@ void MaterialRenderList::UpdateLocalToWorld()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void MaterialRenderList::UpdateMaterialInstance(SceneNode *sn)
|
void MaterialRenderList::UpdateMaterialInstance(StaticMeshComponent *smc)
|
||||||
{
|
{
|
||||||
if(!sn)return;
|
if(!smc)return;
|
||||||
|
|
||||||
if(!assign_buffer)
|
if(!assign_buffer)
|
||||||
return;
|
return;
|
||||||
@ -202,7 +146,7 @@ void MaterialRenderList::UpdateMaterialInstance(SceneNode *sn)
|
|||||||
|
|
||||||
for(int i=0;i<node_count;i++)
|
for(int i=0;i<node_count;i++)
|
||||||
{
|
{
|
||||||
if(rn->scene_node==sn)
|
if(rn->sm_component==smc)
|
||||||
{
|
{
|
||||||
assign_buffer->UpdateMaterialInstance(rn);
|
assign_buffer->UpdateMaterialInstance(rn);
|
||||||
return;
|
return;
|
||||||
@ -270,7 +214,7 @@ void MaterialRenderList::Stat()
|
|||||||
ri_array.Alloc(count);
|
ri_array.Alloc(count);
|
||||||
|
|
||||||
RenderItem *ri=ri_array.GetData();
|
RenderItem *ri=ri_array.GetData();
|
||||||
Mesh *ro=rn->scene_node->GetRenderable();
|
Mesh *ro=rn->sm_component->GetMesh();
|
||||||
|
|
||||||
ri_count=1;
|
ri_count=1;
|
||||||
|
|
||||||
@ -286,7 +230,7 @@ void MaterialRenderList::Stat()
|
|||||||
|
|
||||||
for(uint i=1;i<count;i++)
|
for(uint i=1;i<count;i++)
|
||||||
{
|
{
|
||||||
ro=rn->scene_node->GetRenderable();
|
ro=rn->sm_component->GetMesh();
|
||||||
|
|
||||||
if(*last_data_buffer==*ro->GetDataBuffer())
|
if(*last_data_buffer==*ro->GetDataBuffer())
|
||||||
if(*last_render_data==*ro->GetRenderData())
|
if(*last_render_data==*ro->GetRenderData())
|
||||||
|
@ -7,6 +7,7 @@
|
|||||||
#include<hgl/graph/Mesh.h>
|
#include<hgl/graph/Mesh.h>
|
||||||
#include<hgl/graph/VKRenderAssign.h>
|
#include<hgl/graph/VKRenderAssign.h>
|
||||||
#include<hgl/graph/mtl/UBOCommon.h>
|
#include<hgl/graph/mtl/UBOCommon.h>
|
||||||
|
#include<hgl/component/StaticMeshComponent.h>
|
||||||
|
|
||||||
VK_NAMESPACE_BEGIN
|
VK_NAMESPACE_BEGIN
|
||||||
RenderAssignBuffer::RenderAssignBuffer(VulkanDevice *dev,Material *mtl)
|
RenderAssignBuffer::RenderAssignBuffer(VulkanDevice *dev,Material *mtl)
|
||||||
@ -73,7 +74,7 @@ void RenderAssignBuffer::StatL2W(const RenderNodeList &rn_list)
|
|||||||
|
|
||||||
for(int i=0;i<rn_list.GetCount();i++)
|
for(int i=0;i<rn_list.GetCount();i++)
|
||||||
{
|
{
|
||||||
*l2wp=rn->scene_node->GetLocalToWorldMatrix();
|
*l2wp=rn->sm_component->GetOwnerNode()->GetLocalToWorldMatrix();
|
||||||
++l2wp;
|
++l2wp;
|
||||||
++rn;
|
++rn;
|
||||||
}
|
}
|
||||||
@ -97,7 +98,7 @@ void RenderAssignBuffer::UpdateLocalToWorld(const RenderNodePointerList &rnp_lis
|
|||||||
|
|
||||||
for(uint i=0;i<count;i++)
|
for(uint i=0;i<count;i++)
|
||||||
{
|
{
|
||||||
l2wp[(*rn)->l2w_index-first]=(*rn)->scene_node->GetLocalToWorldMatrix();
|
l2wp[(*rn)->l2w_index-first]=(*rn)->sm_component->GetOwnerNode()->GetLocalToWorldMatrix();
|
||||||
|
|
||||||
++rn;
|
++rn;
|
||||||
}
|
}
|
||||||
@ -112,7 +113,7 @@ void RenderAssignBuffer::UpdateMaterialInstance(const RenderNode *rn)
|
|||||||
|
|
||||||
AssignData *adp=(AssignData *)(assign_vab->DeviceBuffer::Map(sizeof(AssignData)*rn->index,sizeof(AssignData)));
|
AssignData *adp=(AssignData *)(assign_vab->DeviceBuffer::Map(sizeof(AssignData)*rn->index,sizeof(AssignData)));
|
||||||
|
|
||||||
adp->mi=mi_set.Find(rn->scene_node->GetRenderable()->GetMaterialInstance());
|
adp->mi=mi_set.Find(rn->sm_component->GetMesh()->GetMaterialInstance());
|
||||||
|
|
||||||
assign_vab->Unmap();
|
assign_vab->Unmap();
|
||||||
}
|
}
|
||||||
@ -152,7 +153,7 @@ void RenderAssignBuffer::StatMI(const RenderNodeList &rn_list)
|
|||||||
mi_set.PreAlloc(rn_list.GetCount());
|
mi_set.PreAlloc(rn_list.GetCount());
|
||||||
|
|
||||||
for(RenderNode &rn:rn_list)
|
for(RenderNode &rn:rn_list)
|
||||||
mi_set.Add(rn.scene_node->GetRenderable()->GetMaterialInstance());
|
mi_set.Add(rn.sm_component->GetMesh()->GetMaterialInstance());
|
||||||
|
|
||||||
if(mi_set.GetCount()>material->GetMIMaxCount())
|
if(mi_set.GetCount()>material->GetMIMaxCount())
|
||||||
{
|
{
|
||||||
@ -220,7 +221,7 @@ void RenderAssignBuffer::WriteNode(const RenderNodeList &rn_list)
|
|||||||
rn->l2w_index=i;
|
rn->l2w_index=i;
|
||||||
|
|
||||||
adp->l2w=i;
|
adp->l2w=i;
|
||||||
adp->mi=mi_set.Find(rn->scene_node->GetRenderable()->GetMaterialInstance());
|
adp->mi=mi_set.Find(rn->sm_component->GetMesh()->GetMaterialInstance());
|
||||||
++adp;
|
++adp;
|
||||||
|
|
||||||
++rn;
|
++rn;
|
||||||
|
@ -5,6 +5,7 @@
|
|||||||
#include<hgl/graph/VKCommandBuffer.h>
|
#include<hgl/graph/VKCommandBuffer.h>
|
||||||
#include<hgl/graph/VKMaterial.h>
|
#include<hgl/graph/VKMaterial.h>
|
||||||
#include<hgl/graph/Mesh.h>
|
#include<hgl/graph/Mesh.h>
|
||||||
|
#include<hgl/component/StaticMeshComponent.h>
|
||||||
|
|
||||||
namespace hgl
|
namespace hgl
|
||||||
{
|
{
|
||||||
@ -22,11 +23,16 @@ namespace hgl
|
|||||||
{
|
{
|
||||||
if(!sn)return(false);
|
if(!sn)return(false);
|
||||||
|
|
||||||
Mesh *ri=sn->GetRenderable();
|
for(auto component:sn->GetComponents())
|
||||||
|
|
||||||
if(ri)
|
|
||||||
{
|
{
|
||||||
RenderPipelineIndex rpi(ri->GetMaterial(),ri->GetPipeline());
|
if(component->GetHashCode()!=StaticMeshComponent::StaticHashCode()) //暂时只支持StaticMeshComponent
|
||||||
|
continue;
|
||||||
|
|
||||||
|
StaticMeshComponent *smc=reinterpret_cast<StaticMeshComponent *>(component);
|
||||||
|
|
||||||
|
Mesh *mesh=smc->GetMesh();
|
||||||
|
|
||||||
|
RenderPipelineIndex rpi(mesh->GetMaterial(),mesh->GetPipeline());
|
||||||
|
|
||||||
MaterialRenderList *mrl;
|
MaterialRenderList *mrl;
|
||||||
|
|
||||||
@ -37,7 +43,7 @@ namespace hgl
|
|||||||
mrl_map.Add(rpi,mrl);
|
mrl_map.Add(rpi,mrl);
|
||||||
}
|
}
|
||||||
|
|
||||||
mrl->Add(sn);
|
mrl->Add(smc);
|
||||||
|
|
||||||
++renderable_count;
|
++renderable_count;
|
||||||
}
|
}
|
||||||
@ -85,11 +91,11 @@ namespace hgl
|
|||||||
mrl_map.UpdateLocalToWorld();
|
mrl_map.UpdateLocalToWorld();
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderList::UpdateMaterialInstance(SceneNode *sn)
|
void RenderList::UpdateMaterialInstance(StaticMeshComponent *smc)
|
||||||
{
|
{
|
||||||
if(!sn)return;
|
if(!smc)return;
|
||||||
|
|
||||||
Mesh *ri=sn->GetRenderable();
|
Mesh *ri=smc->GetMesh();
|
||||||
|
|
||||||
if(!ri)return;
|
if(!ri)return;
|
||||||
|
|
||||||
@ -99,7 +105,7 @@ namespace hgl
|
|||||||
if(!mrl_map.Get(rli,mrl)) //找到对应的
|
if(!mrl_map.Get(rli,mrl)) //找到对应的
|
||||||
return;
|
return;
|
||||||
|
|
||||||
mrl->UpdateMaterialInstance(sn);
|
mrl->UpdateMaterialInstance(smc);
|
||||||
}
|
}
|
||||||
}//namespace graph
|
}//namespace graph
|
||||||
}//namespace hgl
|
}//namespace hgl
|
||||||
|
@ -3,39 +3,39 @@
|
|||||||
|
|
||||||
namespace hgl::graph
|
namespace hgl::graph
|
||||||
{
|
{
|
||||||
SceneNode *Duplication(SceneNode *src_node)
|
//SceneNode *Duplication(SceneNode *src_node)
|
||||||
{
|
//{
|
||||||
if(!src_node)
|
// if(!src_node)
|
||||||
return nullptr;
|
// return nullptr;
|
||||||
|
|
||||||
SceneNode *node=new SceneNode(*(SceneOrient *)src_node);
|
// SceneNode *node=new SceneNode(*(SceneOrient *)src_node);
|
||||||
|
|
||||||
node->SetRenderable(src_node->GetRenderable());
|
// node->SetRenderable(src_node->GetRenderable());
|
||||||
|
|
||||||
for(SceneNode *sn:src_node->GetChildNode())
|
// for(SceneNode *sn:src_node->GetChildNode())
|
||||||
{
|
// {
|
||||||
node->Add(Duplication(sn));
|
// node->Add(Duplication(sn));
|
||||||
}
|
// }
|
||||||
|
|
||||||
return node;
|
// return node;
|
||||||
}
|
//}
|
||||||
|
|
||||||
void SceneNode::SetRenderable(Mesh *ri)
|
//void SceneNode::SetRenderable(Mesh *ri)
|
||||||
{
|
//{
|
||||||
render_obj=ri;
|
// render_obj=ri;
|
||||||
|
|
||||||
if(render_obj)
|
// if(render_obj)
|
||||||
{
|
// {
|
||||||
SetBoundingBox(render_obj->GetBoundingBox());
|
// SetBoundingBox(render_obj->GetBoundingBox());
|
||||||
}
|
// }
|
||||||
else
|
// else
|
||||||
{
|
// {
|
||||||
BoundingBox.SetZero();
|
// BoundingBox.SetZero();
|
||||||
|
|
||||||
//WorldBoundingBox=
|
// //WorldBoundingBox=
|
||||||
LocalBoundingBox=BoundingBox;
|
// LocalBoundingBox=BoundingBox;
|
||||||
}
|
// }
|
||||||
}
|
//}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 刷新矩阵变换
|
* 刷新矩阵变换
|
||||||
|
Loading…
x
Reference in New Issue
Block a user