166 lines
3.9 KiB
C++
166 lines
3.9 KiB
C++
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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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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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#define USE_HALF_FLOAT_POSITION
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#ifdef USE_HALF_FLOAT_POSITION
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constexpr VkFormat PositionFormat=VF_V2HF;
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half_float position_data_hf[VERTEX_COUNT*2];
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#define position_data position_data_hf
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#else
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constexpr VkFormat PositionFormat=VF_V2F;
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#define position_data position_data_float
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#endif//USE_HALF_FLOAT_POSITION
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#define USE_UNORM8_COLOR
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#ifdef USE_UNORM8_COLOR
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constexpr uint8 color_data[VERTEX_COUNT*4]=
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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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};
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constexpr VkFormat ColorFormat=VF_V4UN8;
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#else
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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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#endif//USE_UNORM8_COLOR
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class TestApp:public WorkObject
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{
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private:
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#if defined(USE_HALF_FLOAT_POSITION)||defined(USE_UNORM8_COLOR)
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VILConfig vil_config;
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#endif
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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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void InitVIL()
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{
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#ifdef USE_HALF_FLOAT_POSITION
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vil_config.Add(VAN::Position,PositionFormat);
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#endif//USE_HALF_FLOAT_POSITION
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#ifdef USE_UNORM8_COLOR
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vil_config.Add(VAN::Color,ColorFormat);
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#endif//USE_HALF_FLOAT_POSITION
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}
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bool InitAutoMaterial()
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{
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
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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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material_instance=db->CreateMaterialInstance(mci,&vil_config);
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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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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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pipeline=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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return pipeline;
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}
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bool InitVBO()
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{
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PrimitiveCreater rpc(device,material_instance->GetVIL());
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rpc.Init("Triangle",VERTEX_COUNT);
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#ifdef USE_HALF_FLOAT_POSITION
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Float32toFloat16(position_data_hf,position_data_float,VERTEX_COUNT*2);
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#endif//USE_HALF_FLOAT_POSITION
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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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bool Init(uint w,uint h)
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{
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if(!VulkanApplicationFramework::Init(w,h))
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return(false);
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InitVIL();
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if(!InitAutoMaterial())
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return(false);
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if(!InitPipeline())
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return(false);
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if(!InitVBO())
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return(false);
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if(!BuildCommandBuffer(render_obj))
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return(false);
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return(true);
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}
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void Resize(uint w,uint h)override
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{
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VulkanApplicationFramework::Resize(w,h);
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BuildCommandBuffer(render_obj);
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}
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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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if(rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(-1);
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WorkManager wm;
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wm.Start(new TestApp());
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}
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