ULRE/example/Gizmo/RayPicking.cpp

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// RayPicking
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#include"VulkanAppFramework.h"
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/InlineGeometry.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/graph/RenderList.h>
#include<hgl/graph/Camera.h>
#include<hgl/graph/Ray.h>
#include<hgl/graph/VKVertexAttribBuffer.h>
#include<hgl/graph/mtl/Material3DCreateConfig.h>
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using namespace hgl;
using namespace hgl::graph;
static float position_data[2][3]=
{
{100,100,100},
{0,0,0}
};
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static float lumiance_data[2]={1,1};
static Color4f white_color(1,1,1,1);
static Color4f yellow_color(1,1,0,1);
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class TestApp:public SceneAppFramework
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{
Color4f color;
DeviceBuffer *ubo_color=nullptr;
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private:
Material * material =nullptr;
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MaterialInstance * mi_plane_grid =nullptr;
MaterialInstance * mi_line =nullptr;
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Pipeline * pipeline =nullptr;
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Primitive * prim_plane_grid =nullptr;
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Primitive * ro_line =nullptr;
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VAB * vab_pos =nullptr;
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Ray ray;
private:
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bool InitMaterialAndPipeline()
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{
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mtl::Material3DCreateConfig cfg(device->GetDeviceAttribute(),"VertexLuminance3D",Prim::Lines);
cfg.local_to_world=true;
material=db->LoadMaterial("Std3D/VertexLum3D",&cfg);
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if(!material)return(false);
mi_plane_grid=db->CreateMaterialInstance(material,nullptr,&white_color);
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if(!mi_plane_grid)return(false);
mi_line=db->CreateMaterialInstance(material,nullptr,&yellow_color);
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if(!mi_line)return(false);
pipeline=CreatePipeline(material,InlinePipeline::Solid3D,Prim::Lines);
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if(!pipeline)
return(false);
return(true);
}
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Renderable *Add(Primitive *r,MaterialInstance *mi)
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{
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Renderable *ri=db->CreateRenderable(r,mi,pipeline);
if(!ri)
{
LOG_ERROR(OS_TEXT("Create Renderable failed."));
return(nullptr);
}
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render_root.CreateSubNode(ri);
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return ri;
}
bool CreateRenderObject()
{
using namespace inline_geometry;
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{
struct PlaneGridCreateInfo pgci;
pgci.grid_size.Set(32,32);
pgci.sub_count.Set(8,8);
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pgci.lum=0.5;
pgci.sub_lum=0.75;
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prim_plane_grid=CreatePlaneGrid(db,material->GetDefaultVIL(),&pgci);
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}
{
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ro_line=db->CreatePrimitive("Line",2);
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if(!ro_line)return(false);
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if(!ro_line->Set(VAN::Position, vab_pos= db->CreateVAB(VF_V3F,2,position_data )))return(false);
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if(!ro_line->Set(VAN::Luminance, db->CreateVAB(VF_V1F,2,lumiance_data )))return(false);
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}
return(true);
}
bool InitScene()
{
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Add(prim_plane_grid,mi_plane_grid);
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Add(ro_line,mi_line);
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camera->pos=Vector3f(32,32,32);
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camera_control->SetTarget(Vector3f(0,0,0));
camera_control->Refresh();
render_root.RefreshMatrix();
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render_list->Expend(&render_root);
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return(true);
}
public:
bool Init(uint w,uint h)
{
if(!SceneAppFramework::Init(w,h))
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return(false);
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if(!InitMaterialAndPipeline())
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return(false);
if(!CreateRenderObject())
return(false);
if(!InitScene())
return(false);
return(true);
}
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void BuildCommandBuffer(uint32 index) override
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{
const CameraInfo &ci=GetCameraInfo();
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const ViewportInfo &vi=GetViewportInfo();
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ray.Set(GetMouseCoord(),&ci,&vi); //设置射线查询的屏幕坐标点
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const Vector3f pos=ray.ClosestPoint(Vector3f(0,0,0)); //求射线上与点(0,0,0)最近的点的坐标
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vab_pos->Write(&pos,3*sizeof(float)); //更新VAB上这个点的位置
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SceneAppFramework::BuildCommandBuffer(index);
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}
};//class TestApp:public CameraAppFramework
int main(int,char **)
{
return RunApp<TestApp>(1280,720);
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}