64 lines
1.6 KiB
C++
64 lines
1.6 KiB
C++
#ifndef HGL_GRAPH_RENDER_LIST_INCLUDE
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#define HGL_GRAPH_RENDER_LIST_INCLUDE
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#include<hgl/graph/VK.h>
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#include<hgl/graph/Camera.h>
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/VKArrayBuffer.h>
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#include<hgl/graph/MVPMatrix.h>
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#include<hgl/type/Color4f.h>
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#include<hgl/type/Sets.h>
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namespace hgl
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{
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namespace graph
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{
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using SceneNodeList=List<SceneNode *>;
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using MVPArrayBuffer=GPUArrayBuffer<MVPMatrix>;
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using MVPOffsetBuffer=List<uint32_t>;
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/**
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* 渲染对象列表<br>
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* 已经展开的渲染对象列表,产生mvp用UBO/SSBO等数据,最终创建RenderCommandBuffer
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*/
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class RenderList
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{
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GPUDevice *device;
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RenderCmdBuffer *cmd_buf;
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private:
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Camera *camera;
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SceneNodeList scene_node_list;
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MVPArrayBuffer *mvp_array;
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MVPOffsetBuffer mvp_offset;
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private:
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Pipeline * last_pipeline;
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RenderableInstance *last_ri;
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void Render(SceneNode *,RenderableInstance *);
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void Render(SceneNode *,List<RenderableInstance *> &);
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private:
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friend class GPUDevice;
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RenderList(GPUDevice *);
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public:
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virtual ~RenderList();
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void Begin ();
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void Add (SceneNode *);
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void End (CameraInfo *);
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bool Render (RenderCmdBuffer *);
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};//class RenderList
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_RENDER_LIST_INCLUDE
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