2023-09-27 11:36:39 +08:00
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// 该范例主要演示使用2D坐系统直接绘制一个渐变色的三角形,使用UBO传递Viewport信息
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2020-12-02 20:27:36 +08:00
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2025-02-01 16:32:08 +08:00
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#include<hgl/WorkManager.h>
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2023-10-12 15:00:39 +08:00
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#include<hgl/graph/VKVertexInputConfig.h>
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2024-05-31 23:07:05 +08:00
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#include<hgl/graph/PrimitiveCreater.h>
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2023-10-07 20:59:44 +08:00
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#include<hgl/graph/mtl/Material2DCreateConfig.h>
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2020-12-02 20:27:36 +08:00
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2025-06-15 17:53:15 +08:00
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#include<hgl/component/MeshComponent.h>
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2025-06-14 04:13:49 +08:00
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2020-12-02 20:27:36 +08:00
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using namespace hgl;
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using namespace hgl::graph;
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constexpr uint32_t VERTEX_COUNT=3;
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2023-10-12 15:00:39 +08:00
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static float position_data_float[VERTEX_COUNT][2]=
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2020-12-02 20:27:36 +08:00
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{
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2023-03-22 17:56:36 +08:00
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{0.5, 0.25},
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{0.75, 0.75},
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{0.25, 0.75}
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2020-12-02 20:27:36 +08:00
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};
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2025-03-14 21:44:09 +08:00
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static int16 position_data[VERTEX_COUNT][2]={};
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2023-10-12 15:00:39 +08:00
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constexpr uint8 color_data[VERTEX_COUNT*4]=
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2022-10-14 17:52:35 +08:00
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{
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2023-10-12 15:00:39 +08:00
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255,0,0,255,
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0,255,0,255,
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0,0,255,255
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2020-12-02 20:27:36 +08:00
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};
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2025-03-14 21:44:09 +08:00
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constexpr VAType POSITION_SHADER_FORMAT =VAT_IVEC2;
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constexpr VkFormat POSITION_DATA_FORMAT =VF_V2I16;
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constexpr VkFormat COLOR_DATA_FORMAT =VF_V4UN8;
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2025-02-01 16:32:08 +08:00
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class TestApp:public WorkObject
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2020-12-02 20:27:36 +08:00
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{
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private:
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2021-06-16 21:03:52 +08:00
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MaterialInstance * material_instance =nullptr;
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2025-06-12 03:01:50 +08:00
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Mesh * mesh_triangle =nullptr;
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2020-12-02 20:27:36 +08:00
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Pipeline * pipeline =nullptr;
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private:
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bool InitMaterial()
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2023-03-22 17:56:36 +08:00
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{
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2025-05-18 23:42:39 +08:00
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mtl::Material2DCreateConfig cfg(PrimitiveType::Triangles,
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CoordinateSystem2D::Ortho,
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2025-06-06 00:24:26 +08:00
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mtl::WithLocalToWorld::With);
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2023-03-22 19:39:53 +08:00
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2023-10-12 15:00:39 +08:00
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VILConfig vil_config;
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2025-03-14 21:44:09 +08:00
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cfg.position_format = POSITION_SHADER_FORMAT; //这里指定shader中使用ivec2当做顶点输入格式
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2023-10-12 15:00:39 +08:00
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// ^
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// + 这上下两种格式要配套,否则会出错
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// v
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vil_config.Add(VAN::Position, POSITION_DATA_FORMAT); //这里指定VAB中使用RG16I当做顶点数据格式
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2023-03-22 15:58:59 +08:00
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2025-03-14 21:44:09 +08:00
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vil_config.Add(VAN::Color, COLOR_DATA_FORMAT); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式
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material_instance=CreateMaterialInstance(mtl::inline_material::VertexColor2D,&cfg,&vil_config);
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2020-12-02 20:27:36 +08:00
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if(!material_instance)
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return(false);
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2023-10-11 18:49:29 +08:00
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2021-09-22 17:22:17 +08:00
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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2025-06-12 00:00:14 +08:00
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pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D); //等同上一行,为Framework重载,默认使用swapchain的render target
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2022-06-24 16:27:43 +08:00
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2021-09-22 17:22:17 +08:00
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return pipeline;
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2020-12-02 20:27:36 +08:00
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}
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2025-06-18 01:55:53 +08:00
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2020-12-02 20:27:36 +08:00
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bool InitVBO()
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{
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2025-06-06 00:24:26 +08:00
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const auto ext=GetExtent();
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2025-03-13 01:19:29 +08:00
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for(uint i=0;i<VERTEX_COUNT;i++)
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{
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position_data[i][0]=position_data_float[i][0]*ext.width;
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position_data[i][1]=position_data_float[i][1]*ext.height;
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}
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2025-06-12 03:01:50 +08:00
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mesh_triangle=CreateMesh("Triangle",VERTEX_COUNT,material_instance,pipeline,
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{
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{VAN::Position,POSITION_DATA_FORMAT,position_data},
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{VAN::Color, COLOR_DATA_FORMAT, color_data}
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2025-02-01 16:32:08 +08:00
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});
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2025-06-06 00:24:26 +08:00
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2025-06-14 21:05:36 +08:00
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if(!mesh_triangle)
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return(false);
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2025-06-15 17:53:15 +08:00
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return CreateComponent<MeshComponent>(GetSceneRoot(),mesh_triangle); //创建一个静态网格组件
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2020-12-02 20:27:36 +08:00
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}
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public:
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2025-05-22 01:11:30 +08:00
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using WorkObject::WorkObject;
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bool Init() override
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2020-12-02 20:27:36 +08:00
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{
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if(!InitMaterial())
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2025-05-22 01:11:30 +08:00
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return(false);
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2020-12-02 20:27:36 +08:00
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if(!InitVBO())
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return(false);
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return(true);
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2020-12-02 20:27:36 +08:00
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}
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2025-02-01 16:32:08 +08:00
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};//class TestApp:public WorkObject
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2025-02-01 16:32:08 +08:00
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int os_main(int,os_char **)
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2020-12-02 20:27:36 +08:00
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{
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return RunFramework<TestApp>(OS_TEXT("Draw triangle use UBO"));
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2020-12-02 20:27:36 +08:00
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}
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