ULRE/example/Basic/rf_test.cpp

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2025-01-24 13:23:57 +08:00
// 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
#include"WorkObject.h"
#include<hgl/math/HalfFloat.h>
#include<hgl/graph/VKVertexInputConfig.h>
#include<hgl/graph/PrimitiveCreater.h>
#include<hgl/graph/mtl/Material2DCreateConfig.h>
using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t SCREEN_WIDTH=1280;
constexpr uint32_t SCREEN_HEIGHT=720;
constexpr uint32_t VERTEX_COUNT=3;
constexpr float position_data_float[VERTEX_COUNT*2]=
{
0.0, -0.5,
-0.5, 0.5,
0.5, 0.5
};
#define USE_HALF_FLOAT_POSITION
#ifdef USE_HALF_FLOAT_POSITION
constexpr VkFormat PositionFormat=VF_V2HF;
half_float position_data_hf[VERTEX_COUNT*2];
#define position_data position_data_hf
#else
constexpr VkFormat PositionFormat=VF_V2F;
#define position_data position_data_float
#endif//USE_HALF_FLOAT_POSITION
#define USE_UNORM8_COLOR
#ifdef USE_UNORM8_COLOR
constexpr uint8 color_data[VERTEX_COUNT*4]=
{ 255,0,0,255,
0,255,0,255,
0,0,255,255
};
constexpr VkFormat ColorFormat=VF_V4UN8;
#else
constexpr float color_data[VERTEX_COUNT*4]=
{ 1,0,0,1,
0,1,0,1,
0,0,1,1
};
constexpr VkFormat ColorFormat=VF_V4F;
#endif//USE_UNORM8_COLOR
class TestApp:public WorkObject
{
private:
#if defined(USE_HALF_FLOAT_POSITION)||defined(USE_UNORM8_COLOR)
VILConfig vil_config;
#endif
MaterialInstance * material_instance =nullptr;
Renderable * render_obj =nullptr;
Pipeline * pipeline =nullptr;
private:
void InitVIL()
{
#ifdef USE_HALF_FLOAT_POSITION
vil_config.Add(VAN::Position,PositionFormat);
#endif//USE_HALF_FLOAT_POSITION
#ifdef USE_UNORM8_COLOR
vil_config.Add(VAN::Color,ColorFormat);
#endif//USE_HALF_FLOAT_POSITION
}
bool InitAutoMaterial()
{
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=false;
AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
material_instance=db->CreateMaterialInstance(mci,&vil_config);
return material_instance;
}
bool InitPipeline()
{
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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
return pipeline;
}
bool InitVBO()
{
PrimitiveCreater rpc(device,material_instance->GetVIL());
rpc.Init("Triangle",VERTEX_COUNT);
#ifdef USE_HALF_FLOAT_POSITION
Float32toFloat16(position_data_hf,position_data_float,VERTEX_COUNT*2);
#endif//USE_HALF_FLOAT_POSITION
if(!rpc.WriteVAB(VAN::Position, PositionFormat, position_data))return(false);
if(!rpc.WriteVAB(VAN::Color, ColorFormat, color_data ))return(false);
render_obj=db->CreateRenderable(&rpc,material_instance,pipeline);
return(render_obj);
}
public:
bool Init(uint w,uint h)
{
if(!VulkanApplicationFramework::Init(w,h))
return(false);
InitVIL();
if(!InitAutoMaterial())
return(false);
if(!InitPipeline())
return(false);
if(!InitVBO())
return(false);
if(!BuildCommandBuffer(render_obj))
return(false);
return(true);
}
void Resize(uint w,uint h)override
{
VulkanApplicationFramework::Resize(w,h);
BuildCommandBuffer(render_obj);
}
};//class TestApp:public VulkanApplicationFramework
int main(int,char **)
{
RenderFramework rf(OS_TEXT("RenderFramework Test"));
if(rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(-1);
WorkManager wm;
wm.Start(new TestApp());
}