2025-01-24 13:23:57 +08:00
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// 该范例主要演示使用NDC坐标系直接绘制一个渐变色的三角形
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#include"WorkObject.h"
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#include<hgl/math/HalfFloat.h>
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#include<hgl/graph/VKVertexInputConfig.h>
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#include<hgl/graph/PrimitiveCreater.h>
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#include<hgl/graph/mtl/Material2DCreateConfig.h>
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2025-01-25 17:17:55 +08:00
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#include<hgl/graph/VKMaterialInstance.h>
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2025-01-24 13:23:57 +08:00
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using namespace hgl;
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using namespace hgl::graph;
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constexpr uint32_t SCREEN_WIDTH=1280;
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constexpr uint32_t SCREEN_HEIGHT=720;
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constexpr uint32_t VERTEX_COUNT=3;
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constexpr float position_data_float[VERTEX_COUNT*2]=
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{
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0.0, -0.5,
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-0.5, 0.5,
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0.5, 0.5
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};
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constexpr VkFormat PositionFormat=VF_V2F;
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#define position_data position_data_float
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constexpr float color_data[VERTEX_COUNT*4]=
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{ 1,0,0,1,
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0,1,0,1,
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0,0,1,1
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};
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constexpr VkFormat ColorFormat=VF_V4F;
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class TestApp:public WorkObject
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{
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private:
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2025-01-25 17:17:55 +08:00
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Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
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2025-01-24 13:23:57 +08:00
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MaterialInstance * material_instance =nullptr;
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Renderable * render_obj =nullptr;
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Pipeline * pipeline =nullptr;
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private:
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bool InitAutoMaterial()
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{
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mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
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2025-01-24 13:23:57 +08:00
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cfg.coordinate_system=CoordinateSystem2D::NDC;
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cfg.local_to_world=false;
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
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2025-01-25 17:17:55 +08:00
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material_instance=db->CreateMaterialInstance(mci);
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2025-01-24 13:23:57 +08:00
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return material_instance;
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}
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bool InitPipeline()
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{
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2025-01-25 17:17:55 +08:00
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RenderPass *sc_render_pass=GetRenderFramework()->GetSwapchainModule()->GetRenderPass();
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2025-01-24 13:23:57 +08:00
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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2025-01-25 17:17:55 +08:00
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pipeline=sc_render_pass->CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行,为Framework重载,默认使用swapchain的render target
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2025-01-24 13:23:57 +08:00
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2025-01-25 17:17:55 +08:00
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return pipeline;
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2025-01-24 13:23:57 +08:00
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}
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bool InitVBO()
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{
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PrimitiveCreater rpc(GetDevice(),material_instance->GetVIL());
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2025-01-24 13:23:57 +08:00
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rpc.Init("Triangle",VERTEX_COUNT);
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if(!rpc.WriteVAB(VAN::Position, PositionFormat, position_data))return(false);
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if(!rpc.WriteVAB(VAN::Color, ColorFormat, color_data ))return(false);
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render_obj=db->CreateRenderable(&rpc,material_instance,pipeline);
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return(render_obj);
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}
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public:
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2025-01-25 17:17:55 +08:00
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TestApp(RenderFramework *rf):WorkObject(rf)
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{
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if(!InitAutoMaterial())
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2025-01-25 23:12:31 +08:00
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return;
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2025-01-24 13:23:57 +08:00
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if(!InitPipeline())
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return;
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2025-01-24 13:23:57 +08:00
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if(!InitVBO())
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return;
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2025-01-24 13:23:57 +08:00
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}
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2025-01-25 15:25:29 +08:00
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void Tick(double)override
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{}
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2025-01-25 17:17:55 +08:00
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void Render(RenderCmdBuffer *cb,Renderable *ri)
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{
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if(!ri)return;
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cb->BeginRenderPass();
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cb->BindPipeline(ri->GetPipeline());
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cb->BindDescriptorSets(ri->GetMaterial());
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cb->BindDataBuffer(ri->GetDataBuffer());
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cb->Draw(ri->GetDataBuffer(),ri->GetRenderData());
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cb->EndRenderPass();
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}
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2025-01-25 15:25:29 +08:00
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void Render(double)
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{
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//WorkObject是工作对象,不是渲染对象,所以不应该直接自动指定RenderTarget,更不能直接指定RenderCmdBuffer
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//目前这里只是为了测试,所以这样写
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RenderFramework *rf=GetRenderFramework();
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SwapchainModule *sm=rf->GetSwapchainModule();
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sm->BeginFrame(); //这里会有AcquireNextImage操作
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//这个使用完全不合理,录制CMD和推送swapchain是两回事,需要分开操作。
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//比如场景有的物件分静态和动态
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//可能静态物件就全部一次性录制好,而动态物件则是每帧录制
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RenderCmdBuffer *cb=sm->RecordCmdBuffer(); //这里会获取当前帧的RenderCmdBuffer、开启cmd录制、绑定FBO
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if(cb)
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{
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cb->SetClearColor(0,clear_color);
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Render(cb,render_obj);
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cb->End(); //结束cmd录制
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}
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sm->EndFrame(); //这里会Submit和PresentBackbuffer
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}
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2025-01-24 13:23:57 +08:00
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};//class TestApp:public VulkanApplicationFramework
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int main(int,char **)
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{
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RenderFramework rf(OS_TEXT("RenderFramework Test"));
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2025-01-25 17:17:55 +08:00
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if(!rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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2025-01-24 13:23:57 +08:00
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return(-1);
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2025-01-25 15:25:29 +08:00
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WorkManager wm(&rf);
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2025-01-24 13:23:57 +08:00
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2025-01-25 23:12:31 +08:00
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wm.Start(new TestApp(&rf));
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2025-01-24 13:23:57 +08:00
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}
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