ULRE/example/Vulkan/Geometry2D.cpp

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// 3.Geometry2D
// 该范例有两个作用:
// 一、测试绘制2D几何体
// 二、试验动态合并材质渲染机制、包括普通合并与Instance
#include"VulkanAppFramework.h"
#include<hgl/math/Math.h>
#include<hgl/filesystem/FileSystem.h>
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#include<hgl/graph/VertexBuffer.h>
using namespace hgl;
using namespace hgl::graph;
bool SaveToFile(const OSString &filename,VK_NAMESPACE::PipelineCreater *pc);
bool LoadFromFile(const OSString &filename,VK_NAMESPACE::PipelineCreater *pc);
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constexpr uint32_t SCREEN_WIDTH=128;
constexpr uint32_t SCREEN_HEIGHT=128;
struct WorldConfig
{
Matrix4f mvp;
}world;
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struct RectangleCreateInfo
{
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RectScope2f scope;
};
VK_NAMESPACE_BEGIN
/**
* DB
*/
class SceneDatabase
{
Set<Material *> material_sets; ///<材质合集
Set<Pipeline *> pipeline_sets; ///<管线合集
Set<DescriptorSets *> desc_sets_sets; ///<描述符合集
Set<Renderable *> renderable_sets; ///<可渲染对象合集
};//class SceneDatabase
/**
*
*/
class RenderableInstance
{
Pipeline * pipeline;
DescriptorSets * desc_sets;
Renderable * render_obj;
public:
RenderableInstance(Pipeline *p,DescriptorSets *ds,Renderable *r):pipeline(p),desc_sets(ds),render_obj(r){}
virtual ~RenderableInstance()=default;
Pipeline * GetPipeline (){return pipeline;}
DescriptorSets *GetDescriptorSets (){return desc_sets;}
Renderable * GetRenderable (){return render_obj;}
const int Comp(const RenderableInstance *ri)const
{
//绘制顺序:
// ARM Mali GPU : 不透明、AlphaTest、半透明
// Adreno/NV/AMD: AlphaTest、不透明、半透明
// PowerVR: 同Adreno/NV/AMD但不透明部分可以不排序
if(pipeline->IsAlphaTest())
{
if(!ri->pipeline->IsAlphaTest())
return -1;
}
else
{
if(ri->pipeline->IsAlphaTest())
return 1;
}
if(pipeline->IsAlphaBlend())
{
if(!ri->pipeline->IsAlphaBlend())
return 1;
}
else
{
if(ri->pipeline->IsAlphaBlend())
return -1;
}
if(pipeline!=ri->pipeline)
return pipeline-ri->pipeline;
if(desc_sets!=ri->desc_sets)
return desc_sets-ri->desc_sets;
return render_obj-ri->render_obj;
}
CompOperator(const RenderableInstance *,Comp)
};//class RenderableInstance
VK_NAMESPACE_END
constexpr uint32_t VERTEX_COUNT=4;
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vulkan::Renderable *CreateRectangle(vulkan::Device *device,vulkan::Material *mtl,const RectangleCreateInfo *rci)
{
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const vulkan::VertexShaderModule *vsm=mtl->GetVertexShaderModule();
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vulkan::Renderable *render_obj=mtl->CreateRenderable(VERTEX_COUNT);
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const int vertex_binding=vsm->GetStageInputBinding("Vertex");
if(vertex_binding!=-1)
{
VB2f *vertex=new VB2f(VERTEX_COUNT);
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vertex->Begin();
vertex->WriteRectFan(rci->scope);
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vertex->End();
render_obj->Set(vertex_binding,device->CreateVBO(vertex));
delete vertex;
}
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else
{
delete render_obj;
return nullptr;
}
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return render_obj;
}
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struct RoundRectangleCreateInfo:public RectangleCreateInfo
{
float radius; //圆角半径
uint32_t round_per; //圆角精度
};
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vulkan::Renderable *CreateRoundRectangle(vulkan::Device *device,vulkan::Material *mtl,const RoundRectangleCreateInfo *rci)
{
const vulkan::VertexShaderModule *vsm=mtl->GetVertexShaderModule();
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vulkan::Renderable *render_obj=nullptr;
const int vertex_binding=vsm->GetStageInputBinding("Vertex");
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if(vertex_binding==-1)
return(nullptr);
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VB2f *vertex=nullptr;
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if(rci->radius==0||rci->round_per<=1) //这是要画矩形
{
vertex=new VB2f(4);
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vertex->Begin();
vertex->WriteRectFan(rci->scope);
vertex->End();
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}
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else
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{
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float radius=rci->radius;
if(radius>rci->scope.GetWidth()/2.0f)radius=rci->scope.GetWidth()/2.0f;
if(radius>rci->scope.GetHeight()/2.0f)radius=rci->scope.GetHeight()/2.0f;
vertex=new VB2f(1+rci->round_per*4);
vertex->Begin();
vec2<float> *coord=new vec2<float>[rci->round_per];
for(uint i=0;i<rci->round_per;i++)
{
float ang=float(i)/float(rci->round_per-1)*90.0f;
float x=sin(hgl_ang2rad(ang))*radius;
float y=cos(hgl_ang2rad(ang))*radius;
coord[i].x=x;
coord[i].y=y;
//生成的是右上角的
vertex->Write( rci->scope.GetRight()-radius+x,
rci->scope.GetTop()+radius-y);
}
//右下角
for(uint i=0;i<rci->round_per;i++)
{
vertex->Write(rci->scope.GetRight() -radius+coord[rci->round_per-1-i].x,
rci->scope.GetBottom()-radius+coord[rci->round_per-1-i].y);
}
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//左下角
for(uint i=0;i<rci->round_per;i++)
{
vertex->Write(rci->scope.GetLeft() +radius-coord[i].x,
rci->scope.GetBottom()-radius+coord[i].y);
}
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//左上角
for(uint i=0;i<rci->round_per;i++)
{
vertex->Write(rci->scope.GetLeft() +radius-coord[rci->round_per-1-i].x,
rci->scope.GetTop() +radius-coord[rci->round_per-1-i].y);
}
vertex->Write(rci->scope.GetRight() -radius+coord[0].x,
rci->scope.GetTop() +radius-coord[0].y);
delete[] coord;
vertex->End();
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}
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render_obj=mtl->CreateRenderable(vertex->GetCount());
render_obj->Set(vertex_binding,device->CreateVBO(vertex));
delete vertex;
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return render_obj;
}
class TestApp:public VulkanApplicationFramework
{
private:
uint swap_chain_count=0;
vulkan::Material * material =nullptr;
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vulkan::DescriptorSets * descriptor_sets =nullptr;
vulkan::Renderable * render_obj =nullptr;
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vulkan::RenderableInstance *render_instance =nullptr;
vulkan::Buffer * ubo_mvp =nullptr;
vulkan::Pipeline * pipeline =nullptr;
vulkan::CommandBuffer ** cmd_buf =nullptr;
vulkan::VertexBuffer * vertex_buffer =nullptr;
vulkan::VertexBuffer * color_buffer =nullptr;
public:
~TestApp()
{
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SAFE_CLEAR(render_instance);
SAFE_CLEAR(color_buffer);
SAFE_CLEAR(vertex_buffer);
SAFE_CLEAR_OBJECT_ARRAY(cmd_buf,swap_chain_count);
SAFE_CLEAR(pipeline);
SAFE_CLEAR(ubo_mvp);
SAFE_CLEAR(render_obj);
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SAFE_CLEAR(descriptor_sets);
SAFE_CLEAR(material);
}
private:
bool InitMaterial()
{
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material=shader_manage->CreateMaterial(OS_TEXT("OnlyPosition.vert.spv"),
OS_TEXT("FlatColor.frag.spv"));
if(!material)
return(false);
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descriptor_sets=material->CreateDescriptorSets();
return(true);
}
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bool CreateRenderObject()
{
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//struct RectangleCreateInfo rci;
//rci.scope.Set(10,10,10,10);
//render_obj=CreateRectangle(device,material,&rci);
struct RoundRectangleCreateInfo rrci;
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rrci.scope.Set(10,10,SCREEN_WIDTH-20,SCREEN_HEIGHT-20);
rrci.radius=8; //半径为8
rrci.round_per=8; //圆角切分成8段
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render_obj=CreateRoundRectangle(device,material,&rrci);
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return render_obj;
}
bool InitUBO()
{
const VkExtent2D extent=device->GetExtent();
world.mvp=ortho(extent.width,extent.height);
ubo_mvp=device->CreateUBO(sizeof(WorldConfig),&world);
if(!ubo_mvp)
return(false);
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if(!descriptor_sets->BindUBO(material->GetUBO("world"),*ubo_mvp))
return(false);
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descriptor_sets->Update();
return(true);
}
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bool InitPipeline()
{
constexpr os_char PIPELINE_FILENAME[]=OS_TEXT("2DSolid.pipeline");
{
vulkan::PipelineCreater *pipeline_creater=new vulkan::PipelineCreater(device,material,device->GetRenderPass(),device->GetExtent());
pipeline_creater->SetDepthTest(false);
pipeline_creater->SetDepthWrite(false);
pipeline_creater->CloseCullFace();
pipeline_creater->Set(PRIM_TRIANGLE_FAN);
pipeline=pipeline_creater->Create();
delete pipeline_creater;
}
return pipeline;
}
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void Draw(vulkan::CommandBuffer *cb,vulkan::RenderableInstance *ri)
{
cb->Bind(ri->GetPipeline());
cb->Bind(ri->GetDescriptorSets());
vulkan::Renderable *obj=ri->GetRenderable();
cb->Bind(obj);
const vulkan::IndexBuffer *ib=obj->GetIndexBuffer();
if(ib)
{
cb->DrawIndexed(ib->GetCount());
}
else
{
cb->Draw(obj->GetDrawCount());
}
}
bool InitCommandBuffer()
{
cmd_buf=hgl_zero_new<vulkan::CommandBuffer *>(swap_chain_count);
for(uint i=0;i<swap_chain_count;i++)
{
cmd_buf[i]=device->CreateCommandBuffer();
if(!cmd_buf[i])
return(false);
cmd_buf[i]->Begin();
cmd_buf[i]->BeginRenderPass(device->GetRenderPass(),device->GetFramebuffer(i));
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Draw(cmd_buf[i],render_instance);
cmd_buf[i]->EndRenderPass();
cmd_buf[i]->End();
}
return(true);
}
public:
bool Init()
{
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(false);
swap_chain_count=device->GetSwapChainImageCount();
if(!InitMaterial())
return(false);
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if(!CreateRenderObject())
return(false);
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if(!InitUBO())
return(false);
if(!InitPipeline())
return(false);
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render_instance=new vulkan::RenderableInstance(pipeline,descriptor_sets,render_obj);
if(!InitCommandBuffer())
return(false);
return(true);
}
void Draw() override
{
const uint32_t frame_index=device->GetCurrentFrameIndices();
const vulkan::CommandBuffer *cb=cmd_buf[frame_index];
Submit(*cb);
}
};//class TestApp:public VulkanApplicationFramework
int main(int,char **)
{
TestApp app;
if(!app.Init())
return(-1);
while(app.Run());
return 0;
}