#ifndef HGL_GRAPH_RENDER_NODE_2D_INCLUDE #define HGL_GRAPH_RENDER_NODE_2D_INCLUDE #include #include #include namespace hgl { namespace graph { class Renderable; class Material; class GPUDevice; struct VertexInputData; struct IndexBufferData; struct RenderNode2D { Matrix4f local_to_world; Renderable *ri; }; using RenderNode2DList=List; struct RenderNode2DExtraBuffer; /** * 同一材质的对象渲染列表 */ class MaterialRenderList2D { GPUDevice *device; RenderCmdBuffer *cmd_buf; Material *mtl; RenderNode2DList rn_list; private: RenderNode2DExtraBuffer *extra_buffer; struct RenderItem { uint32_t first; uint32_t count; Pipeline * pipeline; MaterialInstance * mi; const VertexInputData * vid; public: void Set(Renderable *); }; List ri_list; uint ri_count; void Stat(); protected: uint32_t binding_count; VkBuffer *buffer_list; VkDeviceSize *buffer_offset; MaterialInstance * last_mi; Pipeline * last_pipeline; const VertexInputData * last_vid; uint last_index; void Bind(MaterialInstance *); bool Bind(const VertexInputData *,const uint); void Render(RenderItem *); public: MaterialRenderList2D(GPUDevice *d,Material *m); ~MaterialRenderList2D(); void Add(Renderable *ri,const Matrix4f &mat); void ClearData() { rn_list.ClearData(); } void End(); void Render(RenderCmdBuffer *); }; class MaterialRenderMap2D:public ObjectMap { public: MaterialRenderMap2D()=default; virtual ~MaterialRenderMap2D()=default; void Begin() { for(auto *it:data_list) it->value->ClearData(); } void End() { for(auto *it:data_list) it->value->End(); } void Render(RenderCmdBuffer *rcb) { if(!rcb)return; for(auto *it:data_list) it->value->Render(rcb); } }; }//namespace graph }//namespace hgl #endif//HGL_GRAPH_RENDER_NODE_2D_INCLUDE