这一分支结束,下一分支基于03_auto_instance范例开发WorldManager用于全局World管理,直接由World提供RenderList/SceneRoot等。
96 lines
1.9 KiB
C++
96 lines
1.9 KiB
C++
#pragma once
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#include<hgl/WorkObject.h>
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#include<hgl/graph/VKRenderTargetSwapchain.h>
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namespace hgl
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{
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/**
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* 工作管理器,管理一个序列的WorkObject<br>
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*/
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class WorkManager
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{
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protected:
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graph::RenderFramework *render_framework;
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uint fps=60;
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double frame_time=1.0f/double(fps);
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double last_update_time=0;
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double last_render_time=0;
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double cur_time=0;
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WorkObject *cur_work_object=nullptr;
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public:
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WorkManager(graph::RenderFramework *rf)
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{
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render_framework=rf;
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}
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virtual ~WorkManager()
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{
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SAFE_CLEAR(cur_work_object);
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}
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void SetFPS(uint f)
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{
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fps=f;
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frame_time=1.0f/double(fps);
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}
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void Tick(WorkObject *wo);
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virtual void Render(WorkObject *wo);
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void Run(WorkObject *wo);
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};//class WorkManager
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class SwapchainWorkManager:public WorkManager,public io::WindowEvent
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{
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graph::SwapchainModule *swapchain_module;
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public:
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SwapchainWorkManager(graph::RenderFramework *rf):WorkManager(rf)
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{
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swapchain_module=rf->GetSwapchainModule();
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render_framework->Join(this);
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}
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~SwapchainWorkManager()
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{
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render_framework->Unjoin(this);
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}
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void Render(WorkObject *wo) override;
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void OnResize(uint w,uint h) override;
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};
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template<typename WO> int RunFramework(const OSString &title,uint width=1280,uint height=720)
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{
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graph::RenderFramework rf(title);
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if(!rf.Init(width,height))
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return(-1);
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SwapchainWorkManager wm(&rf);
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WO *wo=new WO(&rf);
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if(!wo->Init())
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{
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delete wo;
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return(-2);
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}
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wm.Run(wo);
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return 0;
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}
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}//namespcae hgl
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