84 lines
1.8 KiB
C++
84 lines
1.8 KiB
C++
#include<hgl/graph/RenderList.h>
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/VKBuffer.h>
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#include<hgl/graph/VKPrimitive.h>
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#include<hgl/graph/VKCommandBuffer.h>
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#include<hgl/graph/VertexAttribDataAccess.h>
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#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/util/sort/Sort.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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RenderList::RenderList(GPUDevice *dev)
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{
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device =dev;
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renderable_count=0;
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}
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RenderList::~RenderList()
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{
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}
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bool RenderList::ExpendNode(SceneNode *sn)
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{
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if(!sn)return(false);
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Renderable *ri=sn->GetRenderable();
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if(ri)
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{
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Material *mtl=ri->GetMaterial();
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MaterialRenderList *mrl;
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if(!mrl_map.Get(mtl,mrl))
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{
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mrl=new MaterialRenderList(device,true,mtl);
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mrl_map.Add(mtl,mrl);
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}
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mrl->Add(ri,sn->GetLocalToWorldMatrix());
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++renderable_count;
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}
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for(SceneNode *sub:sn->SubNode)
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ExpendNode(sub);
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return(true);
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}
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bool RenderList::Expend(SceneNode *sn)
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{
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if(!device|!sn)return(false);
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mrl_map.Begin();
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ExpendNode(sn);
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mrl_map.End();
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return(true);
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}
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bool RenderList::Render(RenderCmdBuffer *cb)
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{
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if(!cb)
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return(false);
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if(renderable_count<=0)
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return(true);
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mrl_map.Render(cb);
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return(true);
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}
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void RenderList::Clear()
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{
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mrl_map.Clear();
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}
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}//namespace graph
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}//namespace hgl
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