ULRE/example/Basic/draw_triangle_use_UBO.cpp

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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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#include<hgl/WorkManager.h>
#include<hgl/graph/VKVertexInputConfig.h>
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#include<hgl/graph/PrimitiveCreater.h>
#include<hgl/graph/mtl/Material2DCreateConfig.h>
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#include<hgl/component/StaticMeshComponent.h>
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using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t VERTEX_COUNT=3;
static float position_data_float[VERTEX_COUNT][2]=
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{
{0.5, 0.25},
{0.75, 0.75},
{0.25, 0.75}
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};
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static int16 position_data[VERTEX_COUNT][2]={};
constexpr uint8 color_data[VERTEX_COUNT*4]=
{
255,0,0,255,
0,255,0,255,
0,0,255,255
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};
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constexpr VAType POSITION_SHADER_FORMAT =VAT_IVEC2;
constexpr VkFormat POSITION_DATA_FORMAT =VF_V2I16;
constexpr VkFormat COLOR_DATA_FORMAT =VF_V4UN8;
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class TestApp:public WorkObject
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{
private:
MaterialInstance * material_instance =nullptr;
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Mesh * mesh_triangle =nullptr;
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Pipeline * pipeline =nullptr;
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StaticMeshComponent *sm_component=nullptr;
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private:
bool InitMaterial()
{
mtl::Material2DCreateConfig cfg(PrimitiveType::Triangles,
CoordinateSystem2D::Ortho,
mtl::WithLocalToWorld::With);
VILConfig vil_config;
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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
// ^
// + 这上下两种格式要配套,否则会出错
// 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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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
material_instance=CreateMaterialInstance(mtl::inline_material::VertexColor2D,&cfg,&vil_config);
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if(!material_instance)
return(false);
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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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return pipeline;
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}
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bool InitVBO()
{
const auto ext=GetExtent();
for(uint i=0;i<VERTEX_COUNT;i++)
{
position_data[i][0]=position_data_float[i][0]*ext.width;
position_data[i][1]=position_data_float[i][1]*ext.height;
}
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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},
{VAN::Color, COLOR_DATA_FORMAT, color_data}
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});
SceneNode *scene_root=GetSceneRoot(); ///<取得场景根节点
sm_component=CreateComponent<StaticMeshComponent>(scene_root,mesh_triangle); //创建一个静态网格组件
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scene_root->Add(new SceneNode(mesh_triangle));
return(mesh_triangle);
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}
public:
using WorkObject::WorkObject;
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~TestApp()
{
SAFE_CLEAR(sm_component);
}
bool Init() override
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{
if(!InitMaterial())
return(false);
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if(!InitVBO())
return(false);
return(true);
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}
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};//class TestApp:public WorkObject
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int os_main(int,os_char **)
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{
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return RunFramework<TestApp>(OS_TEXT("Draw triangle use UBO"));
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}