#ifndef HGL_GRAPH_RENDER_LIST_INCLUDE #define HGL_GRAPH_RENDER_LIST_INCLUDE #include #include #include #include #include namespace hgl { namespace graph { struct MVPArray; using SceneNodeList=List; class RenderList { GPUDevice *device; RenderCmdBuffer *cmd_buf; private: Camera *camera; MVPArray *mvp_array; SceneNodeList *scene_node_list; Pipeline * last_pipeline; RenderableInstance *last_ri; void Render(SceneNode *,RenderableInstance *); void Render(SceneNode *,List &); private: friend class GPUDevice; RenderList(GPUDevice *); public: virtual ~RenderList(); void Begin (); void Add (SceneNode *); void End (CameraMatrix *); bool Render (RenderCmdBuffer *); };//class RenderList class SceneTreeToRenderList { using PipelineSets=Sets; using MaterialSets=Sets; using MatInstanceSets=Sets; protected: GPUDevice *device; protected: Camera * camera; CameraMatrix * camera_matrix; Frustum frustum; protected: SceneNodeList * scene_node_list; ///<场景节点列表 PipelineSets pipeline_sets; ///<管线合集 MaterialSets material_sets; ///<材质合集 MatInstanceSets mat_instance_sets; ///<材质实例合集 RenderList * render_list; protected: virtual uint32 CameraLength(SceneNode *,SceneNode *); ///<摄像机距离比较函数 virtual bool InFrustum(const SceneNode *,void *); ///<平截头截剪函数 virtual bool Begin(); virtual bool Expend(SceneNode *); virtual bool End(); public: SceneTreeToRenderList(GPUDevice *d) { device=d; camera=nullptr; camera_matrix=nullptr; scene_node_list=nullptr; render_list=nullptr; } virtual ~SceneTreeToRenderList(); virtual bool Expend(RenderList *,Camera *,SceneNode *); };//class SceneTreeToRenderList }//namespace graph }//namespace hgl #endif//HGL_GRAPH_RENDER_LIST_INCLUDE