16#include <unordered_map>
45 std::vector<DX12RenderObject>
ROs;
50 void Init(
const std::vector<GameObject*>&
Os);
55 std::unordered_map<ResourceRef<BaseShader>,
56 std::unique_ptr<DX12PipelineState>,
Definition DX12Common.h:35
常量缓冲区
Definition DX12ConstBuffer.h:18
Definition DX12PipelineState.h:19
Definition DX12RenderBatch.h:43
DX12RenderBatch(DX12Render *render, bool preserveOrder=false)
Definition DX12RenderBatch.cpp:19
void Draw()
Definition DX12RenderBatch.cpp:82
bool PreserveOrder
Definition DX12RenderBatch.h:59
DX12ConstBuffer Buffer
Definition DX12RenderBatch.h:46
std::unordered_map< ResourceRef< BaseShader >, std::unique_ptr< DX12PipelineState >, ResourceRefHash< BaseShader > > Pipelines
Definition DX12RenderBatch.h:57
void Init(const std::vector< GameObject * > &Os)
Definition DX12RenderBatch.cpp:22
std::vector< DX12RenderObject > ROs
Definition DX12RenderBatch.h:45
void Update() const
Definition DX12RenderBatch.cpp:75
Definition DX12Render.h:33
描述渲染物体所需的数据
Definition DX12RenderBatch.h:29
ResourceRef< BaseMaterial > Material
Definition DX12RenderBatch.h:34
unsigned ConstBufIndex
Definition DX12RenderBatch.h:38
ResourceRef< BaseShader > Program
Definition DX12RenderBatch.h:35
DX12SubMesh * SubMesh
Definition DX12RenderBatch.h:32
ResourceRef< BaseTexture > Texture
Definition DX12RenderBatch.h:36
ResourceRef< BaseMesh > Mesh
Definition DX12RenderBatch.h:33
DX12RenderObject(GameObject *O)
Definition DX12RenderBatch.cpp:15
DX12PipelineState * Pipeline
Definition DX12RenderBatch.h:37
GameObject * Object
Definition DX12RenderBatch.h:31
有形状的渲染物体,一般包括:
Definition GameObject.h:54
资源的强类型引用,同时覆盖持久化 ID 与运行时索引两种边界。
Definition ResourceRef.h:36
世界矩阵 描述坐标系,左手坐标系 使用 DirectX12 坐标系的描述
Definition Application.h:15
Definition DX12MeshManager.h:17