功能向RenderPipe集中
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@@ -20,36 +20,18 @@ RenderPipe::~RenderPipe()
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void RenderPipe::pushRenderable(RenderableConstPtr renderable)
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{
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m_queue.push_back(renderable);
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m_renderableQueue.push_back(renderable);
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}
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RenderableConstPtr RenderPipe::getRenderable(size_t index) const
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void RenderPipe::process(RenderTarget& renderTarget)
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{
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assert(index < m_queue.size());
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if (index < m_queue.size())
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{
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return m_queue[index];
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}
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return nullptr;
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}
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void RenderPipe::build(const Scene& scene)
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{
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//Build render queue
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scene.getRootSceneNode()->buildRenderQueue(fMatrix4::IDENTITY, *this);
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}
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void RenderPipe::process(AntiAliasingTech aaTech, UniformBuffer& uniformBuffer, RenderTarget& renderTarget)
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{
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m_aaTech = aaTech;
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//Assembere input
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InputAssemberStep IA;
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IA.process(*this);
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IA.process(m_renderableQueue);
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//Vertex shader
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VertexShaderStep VS;
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VS.process(uniformBuffer, IA.m_nodes);
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VS.process(m_uniformBuffer, IA.m_nodes);
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//Pixel shader
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PixelShaderStep PS;
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@@ -3,12 +3,12 @@
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DV_CORE_BEGIN_NAMESPACE
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void InputAssemberStep::process(const RenderPipe& renderQueue)
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void InputAssemberStep::process(const RenderableArray& renderableArray)
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{
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size_t counts = renderQueue.getRenderableCounts();
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size_t counts = renderableArray.size();
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for (size_t i = 0; i < counts; i++)
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{
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RenderableConstPtr renderable = renderQueue.getRenderable(i);
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RenderableConstPtr renderable = renderableArray[i];
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if (renderable)
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{
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Node node;
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@@ -51,7 +51,7 @@ void CameraComponent::setCameraDefine(const CameraComponent::CameraDefine& camer
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m_viewProjMatrix = matProj * matView;
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}
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void CameraComponent::render(const fMatrix4& transParent, RenderPipe& queue) const
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void CameraComponent::buildRenderableQueue(const fMatrix4& transParent, RenderPipe& pipe) const
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{
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}
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@@ -13,7 +13,7 @@ SceneComponent::~SceneComponent()
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}
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void SceneComponent::render(const fMatrix4& transParent, RenderPipe& queue) const
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void SceneComponent::buildRenderableQueue(const fMatrix4& transParent, RenderPipe& pipe) const
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{
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}
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@@ -24,7 +24,7 @@ void LightComponent::setLightDefine(const LightDefine& lightDefine)
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m_define = lightDefine;
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}
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void LightComponent::render(const fMatrix4& transParent, RenderPipe& queue) const
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void LightComponent::buildRenderableQueue(const fMatrix4& transParent, RenderPipe& pipe) const
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{
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}
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@@ -27,9 +27,9 @@ void MeshComponent::setMesh(MeshConstPtr mesh)
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m_mesh = mesh;
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}
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void MeshComponent::render(const fMatrix4& transParent, RenderPipe& queue) const
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void MeshComponent::buildRenderableQueue(const fMatrix4& transParent, RenderPipe& pipe) const
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{
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SceneComponent::render(transParent, queue);
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SceneComponent::buildRenderableQueue(transParent, pipe);
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int32_t primitiveCounts = m_mesh->getPrimitiveCounts();
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for (int32_t i = 0; i < primitiveCounts; i++)
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@@ -37,7 +37,7 @@ void MeshComponent::render(const fMatrix4& transParent, RenderPipe& queue) const
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Mesh::PrimitiveConstPtr primitivePtr = m_mesh->getPrimitive(i);
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RenderablePtr renderable = std::make_shared<RenderableEntity>(primitivePtr, transParent);
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queue.pushRenderable(renderable);
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pipe.pushRenderable(renderable);
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}
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}
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@@ -120,4 +120,9 @@ SceneNodePtr Scene::getRootSceneNode(void) const
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return m_rootSceneNode;
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}
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void Scene::buildRenderableQueue(RenderPipe& pipe) const
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{
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getRootSceneNode()->buildRenderableQueue(fMatrix4::IDENTITY, pipe);
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}
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DV_CORE_END_NAMESPACE
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@@ -89,18 +89,18 @@ SceneComponentConstPtr SceneNode::getComponent(size_t index) const
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return m_componentArray[index];
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}
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void SceneNode::buildRenderQueue(const fMatrix4& transParent, RenderPipe& queue)
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void SceneNode::buildRenderableQueue(const fMatrix4& transParent, RenderPipe& pipe)
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{
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fMatrix4 transform = m_transform * transParent;
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for (auto component : m_componentArray)
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{
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component->render(transform, queue);
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component->buildRenderableQueue(transform, pipe);
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}
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for (auto child : m_childen)
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{
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child->buildRenderQueue(transform, queue);
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child->buildRenderableQueue(transform, pipe);
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}
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}
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