#pragma once
#include
#include
#include
//#include
namespace hgl
{
/**
* 工作对象
*
* WorkObject被定义为工作对象,所有的渲染控制都需要被写在WorkObject的Render函数下。
*/
class WorkObject:public TickObject
{
graph::RenderFramework *render_framework=nullptr;
graph::IRenderTarget *cur_render_target=nullptr;
graph::RenderPass *render_pass=nullptr;
bool destroy_flag=false;
bool renderable=true;
bool render_dirty=true;
protected:
graph::RenderResource *db=nullptr; //暂时的,未来会被更好的机制替代
public:
graph::RenderFramework * GetRenderFramework (){return render_framework;}
graph::GPUDevice * GetDevice (){return render_framework->GetDevice();}
graph::GPUDeviceAttribute * GetDeviceAttribute (){return render_framework->GetDeviceAttribute();}
public:
const bool IsDestroy()const{return destroy_flag;}
const bool IsRenderable()const{return renderable;}
const bool IsRenderDirty()const{return render_dirty;}
void MarkDestory(){destroy_flag=true;}
void SetRenderable(bool r){renderable=r;}
void MarkRenderDirty(){render_dirty=true;}
public:
WorkObject(graph::RenderFramework *,graph::IRenderTarget *);
virtual ~WorkObject()=default;
virtual void OnRenderTargetSwitch(graph::RenderFramework *rf,graph::IRenderTarget *rt);
virtual void Render(double delta_time,graph::RenderCmdBuffer *cmd)=0;
virtual void Render(double delta_time);
public:
template
graph::Pipeline *CreatePipeline(ARGS...args)
{
return render_pass->CreatePipeline(args...);
}
graph::Renderable *CreateRenderable( const AnsiString &name,
uint32_t vertices_count,
graph::MaterialInstance *mi,
graph::Pipeline *pipeline,
const std::initializer_list &vad_list);
};//class WorkObject
/**
* 但我们认为游戏开发者不应该关注如何控制渲染,而应该关注如何处理游戏逻辑.
* 所以我们在WorkObject的基础上再提供RenderWorkObject派生类,用于直接封装好的渲染场景树控制。
*
* 开发者仅需要将要渲染的物件放置于场景树即可。
* 但开发者也可以直接使用WorkObject,自行管理这些事。
* */
}//namespcae hgl