#pragma once
#include
#include
#include
#include
#include
#include
#include
//#include
namespace hgl
{
namespace graph::mtl
{
class MaterialCreateInfo;
}
/**
* 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;
bool destroy_flag=false;
bool render_dirty=true;
protected:
//以下数据均取自RenderFramework
graph::RenderResource *db=nullptr; //暂时的,未来会被更好的机制替代
graph::Scene * scene=nullptr; //场景
graph::Renderer * renderer=nullptr; //渲染器
public:
graph::RenderFramework * GetRenderFramework (){return render_framework;}
graph::VulkanDevice * GetDevice (){return render_framework->GetDevice();}
graph::VulkanDevAttr * GetDevAttr (){return render_framework->GetDevAttr();}
graph::TextureManager * GetTextureManager (){return render_framework->GetTextureManager();}
const VkExtent2D & GetExtent (){return renderer->GetExtent();}
graph::Scene * GetScene (){return scene;}
graph::SceneNode * GetSceneRoot (){return scene->GetRootNode();}
graph::Renderer * GetRenderer (){return renderer;}
graph::Camera * GetCamera (){return renderer->GetCamera();}
graph::CameraControl * GetCameraControl (){return render_framework->GetDefaultCameraControl();}
bool GetMouseCoord (Vector2i *mc)const{return render_framework->GetMouseCoord(mc);}
public:
const bool IsDestroy ()const{return destroy_flag;}
void MarkDestory(){destroy_flag=true;}
const bool IsRenderDirty ()const{return render_dirty;}
void MarkRenderDirty(){render_dirty=true;}
public:
WorkObject(graph::RenderFramework *,graph::Renderer *r=nullptr);
virtual ~WorkObject()=default;
virtual bool Init()=0;
virtual void OnRendererChange(graph::RenderFramework *rf,graph::Renderer *r);
virtual void OnResize(const VkExtent2D &){}
virtual void Tick(double){}
virtual void Render(double delta_time);
public:
template
graph::Pipeline *CreatePipeline(ARGS...args)
{
return renderer->GetRenderPass()->CreatePipeline(args...);
}
graph::MaterialInstance *CreateMaterialInstance(const AnsiString &mi_name,const graph::mtl::MaterialCreateInfo *mci,const graph::VILConfig *vil_cfg=nullptr)
{
return db->CreateMaterialInstance(mi_name,mci,vil_cfg);
}
graph::MaterialInstance *CreateMaterialInstance(const AnsiString &mtl_name,graph::mtl::MaterialCreateConfig *mtl_cfg,const graph::VILConfig *vil_cfg=nullptr)
{
AutoDelete mci=graph::mtl::CreateMaterialCreateInfo(GetDevAttr(),mtl_name,mtl_cfg);
return db->CreateMaterialInstance(mtl_name,mci,vil_cfg);
}
AutoDelete GetPrimitiveCreater(graph::Material *mtl)
{
if(!mtl)
return(nullptr);
return(new graph::PrimitiveCreater(GetDevice(),mtl->GetDefaultVIL()));
}
AutoDelete GetPrimitiveCreater(graph::MaterialInstance *mi)
{
if(!mi)
return(nullptr);
return(new graph::PrimitiveCreater(GetDevice(),mi->GetVIL()));
}
graph::Primitive *CreatePrimitive( const AnsiString &name,
const uint32_t vertices_count,
const graph::VIL *vil,
const std::initializer_list &vad_list)
{
return render_framework?render_framework->CreatePrimitive(name,vertices_count,vil,vad_list):nullptr; //创建Primitive
}
graph::Mesh *CreateMesh(const AnsiString &name,
const uint32_t vertices_count,
graph::MaterialInstance *mi,
graph::Pipeline *pipeline,
const std::initializer_list &vad_list)
{
return render_framework?render_framework->CreateMesh(name,vertices_count,mi,pipeline,vad_list):nullptr; //创建Mesh
}
public: //Component 相关
template
inline C *CreateComponent(ARGS...args)
{
return render_framework?render_framework->CreateComponent(args...):nullptr; //创建组件
}
};//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