118 lines
4.4 KiB
C++
118 lines
4.4 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/graph/Renderer.h>
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#include<hgl/graph/Scene.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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bool destroy_flag=false;
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bool render_dirty=true;
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protected:
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//以下数据均取自RenderFramework
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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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graph::Scene * scene=nullptr; //场景
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graph::Renderer * renderer=nullptr; //渲染器
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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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graph::TextureManager * GetTextureManager (){return render_framework->GetTextureManager();}
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const VkExtent2D & GetExtent (){return renderer->GetExtent();}
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graph::Scene * GetScene (){return scene;}
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graph::SceneNode * GetSceneRoot (){return scene->GetRootNode();}
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graph::Renderer * GetRenderer (){return renderer;}
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graph::Camera * GetCamera (){return renderer->GetCamera();}
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graph::CameraControl * GetCameraControl (){return render_framework->GetDefaultCameraControl();}
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bool GetMouseCoord (Vector2i *mc)const{return render_framework->GetMouseCoord(mc);}
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public:
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const bool IsDestroy ()const{return destroy_flag;}
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void MarkDestory(){destroy_flag=true;}
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const bool IsRenderDirty ()const{return render_dirty;}
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void MarkRenderDirty(){render_dirty=true;}
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public:
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WorkObject(graph::RenderFramework *,graph::Renderer *r=nullptr);
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virtual ~WorkObject()=default;
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virtual bool Init()=0;
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virtual void OnRendererChange(graph::RenderFramework *rf,graph::Renderer *r);
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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);
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public:
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#define WO_FUNC_FROM_RENDER_FRAMEWORK(name,return_type) template<typename ...ARGS> return_type name(ARGS...args){return render_framework?render_framework->name(args...):nullptr;}
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WO_FUNC_FROM_RENDER_FRAMEWORK(CreatePipeline,graph::Pipeline *)
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WO_FUNC_FROM_RENDER_FRAMEWORK(CreateMaterialInstance,graph::MaterialInstance *)
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WO_FUNC_FROM_RENDER_FRAMEWORK(GetPrimitiveCreater,SharedPtr<graph::PrimitiveCreater>)
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//WO_FUNC_FROM_RENDER_FRAMEWORK(CreatePrimitive,graph::Primitive *)
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WO_FUNC_FROM_RENDER_FRAMEWORK(CreateMesh,graph::Mesh *)
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#undef WO_FUNC_FROM_RENDER_FRAMEWORK
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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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{
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return render_framework?render_framework->CreatePrimitive(name,vertices_count,vil,vad_list):nullptr;
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}
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public: //Component 相关
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template<typename C,typename ...ARGS>
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inline C *CreateComponent(ARGS...args)
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{
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return render_framework?render_framework->CreateComponent<C>(args...):nullptr; //创建组件
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}
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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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