110 lines
4.0 KiB
C++
110 lines
4.0 KiB
C++
#pragma once
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#include<hgl/type/object/TickObject.h>
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#include<hgl/graph/RenderFramework.h>
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/mtl/MaterialLibrary.h>
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#include<hgl/Time.h>
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//#include<iostream>
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namespace hgl
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{
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namespace graph::mtl
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{
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class MaterialCreateInfo;
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}
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/**
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* 工作对象</p>
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*
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* 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。
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*/
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class WorkObject:public TickObject
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{
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graph::RenderFramework *render_framework=nullptr;
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graph::IRenderTarget *cur_render_target=nullptr;
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graph::RenderPass *render_pass=nullptr;
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bool destroy_flag=false;
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bool renderable=true;
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bool render_dirty=true;
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protected:
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graph::RenderResource *db=nullptr; //暂时的,未来会被更好的机制替代
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public:
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graph::RenderFramework * GetRenderFramework (){return render_framework;}
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graph::VulkanDevice * GetDevice (){return render_framework->GetDevice();}
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graph::VulkanDevAttr * GetDevAttr (){return render_framework->GetDevAttr();}
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const VkExtent2D & GetExtent2D (){return cur_render_target->GetExtent();}
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public:
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const bool IsDestroy()const{return destroy_flag;}
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const bool IsRenderable()const{return renderable;}
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const bool IsRenderDirty()const{return render_dirty;}
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void MarkDestory(){destroy_flag=true;}
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void SetRenderable(bool r){renderable=r;}
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void MarkRenderDirty(){render_dirty=true;}
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public:
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WorkObject(graph::RenderFramework *,graph::IRenderTarget *);
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virtual ~WorkObject()=default;
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virtual void OnRenderTargetSwitch(graph::RenderFramework *rf,graph::IRenderTarget *rt);
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virtual void OnResize(const VkExtent2D &){}
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virtual void Tick(double){}
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virtual void Render(double delta_time,graph::RenderCmdBuffer *cmd)=0;
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virtual void Render(double delta_time);
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public:
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template<typename ...ARGS>
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graph::Pipeline *CreatePipeline(ARGS...args)
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{
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return render_pass->CreatePipeline(args...);
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}
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graph::MaterialInstance *CreateMaterialInstance(const AnsiString &mi_name,const graph::mtl::MaterialCreateInfo *mci,const graph::VILConfig *vil_cfg=nullptr)
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{
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return db->CreateMaterialInstance(mi_name,mci,vil_cfg);
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}
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graph::MaterialInstance *CreateMaterialInstance(const AnsiString &mtl_name,graph::mtl::MaterialCreateConfig *mtl_cfg,const graph::VILConfig *vil_cfg=nullptr)
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{
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AutoDelete<graph::mtl::MaterialCreateInfo> mci=graph::mtl::CreateMaterialCreateInfo(GetDevAttr(),mtl_name,mtl_cfg);
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return db->CreateMaterialInstance(mtl_name,mci,vil_cfg);
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}
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graph::Primitive *CreatePrimitive( const AnsiString &name,
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const uint32_t vertices_count,
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const graph::VIL *vil,
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const std::initializer_list<graph::VertexAttribDataPtr> &vad_list);
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graph::Mesh *CreateRenderable(const AnsiString &name,
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const uint32_t vertices_count,
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graph::MaterialInstance *mi,
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graph::Pipeline *pipeline,
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const std::initializer_list<graph::VertexAttribDataPtr> &vad_list);
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};//class WorkObject
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/**
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* 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.
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* 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。
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*
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* 开发者仅需要将要渲染的物件放置于场景树即可。
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* 但开发者也可以直接使用WorkObject,自行管理这些事。
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* */
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}//namespcae hgl
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