ULRE/example/LightBasic/BlinnPhongDirectionLight.cpp

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// BlinnPhong direction light
#include"VulkanAppFramework.h"
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/InlineGeometry.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/graph/RenderList.h>
#include<hgl/graph/Camera.h>
#include<hgl/graph/Ray.h>
#include<hgl/graph/VKVertexAttribBuffer.h>
#include<hgl/graph/mtl/Material3DCreateConfig.h>
#include<hgl/graph/mtl/BlinnPhong.h>
#include<hgl/graph/VertexDataManager.h>
#include<hgl/graph/PrimitiveCreater.h>
using namespace hgl;
using namespace hgl::graph;
static float lumiance_data[2]={1,1};
static Color4f white_color(1,1,1,1);
static mtl::blinnphong::SunLight sun_light=
{
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Vector4f(1,1,1,0), //direction
Vector4f(1,0.95,0.9,1) //color
};
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constexpr const COLOR AxisColor[4]=
{
//COLOR::Red, //X轴颜色
//COLOR::Green, //Y轴颜色
//COLOR::Blue, //Z轴颜色
COLOR::White, //全局颜色
COLOR::GhostWhite,
COLOR::BlanchedAlmond,
COLOR::AntiqueWhite
};
constexpr const os_char *tex_filename[]=
{
OS_TEXT("eucalyptus-cross-versailles.Tex2D"),
OS_TEXT("tints-ashton-green-stretcher.Tex2D"),
OS_TEXT("worn-clay-cobble-in-desert-stretcher.Tex2D"),
OS_TEXT("plain-grey-sheer.Tex2D"),
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};
constexpr const size_t TexCount=sizeof(tex_filename)/sizeof(os_char *);
class TestApp:public SceneAppFramework
{
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private: //plane grid
Material * mtl_vertex_lum =nullptr;
MaterialInstance * mi_plane_grid =nullptr;
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Pipeline * p_line =nullptr;
Primitive * prim_plane_grid =nullptr;
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private:
DeviceBuffer * ubo_sun =nullptr;
Texture2DArray * texture =nullptr;
Sampler * sampler =nullptr;
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private: //sphere
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Material * mtl_blinnphong =nullptr;
PrimitiveCreater * pc_blinnphong =nullptr;
VertexDataManager * vdm_blinnphong =nullptr;
MaterialInstance * mi_blinnphong[4]{};
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Pipeline * p_blinnphong =nullptr;
Primitive * prim_sphere =nullptr;
Primitive * prim_cone =nullptr;
Primitive * prim_cylinder =nullptr;
private:
bool InitTexture()
{
texture=db->CreateTexture2DArray( "SeamlessBackground",
256,256, ///<纹理尺寸
TexCount, ///<纹理层数
PF_BC1_RGBUN, ///<纹理格式
false); ///<是否自动产生mipmaps
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if(!texture)return(false);
OSString filename;
for(uint i=0;i<TexCount;i++)
{
filename=filesystem::MergeFilename(OS_TEXT("res/image/seamless"),tex_filename[i]);
if(!db->LoadTexture2DToArray(texture,i,filename))
return(false);
}
return(true);
}
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bool InitVertexLumMP()
{
mtl::Material3DCreateConfig cfg(device->GetDevAttr(),"VertexLuminance3D",PrimitiveType::Lines);
cfg.local_to_world=true;
mtl_vertex_lum=db->LoadMaterial("Std3D/VertexLum3D",&cfg);
if(!mtl_vertex_lum)return(false);
mi_plane_grid=db->CreateMaterialInstance(mtl_vertex_lum,nullptr,&white_color);
if(!mi_plane_grid)return(false);
p_line=CreatePipeline(mtl_vertex_lum,InlinePipeline::Solid3D,PrimitiveType::Lines);
if(!p_line)
return(false);
return(true);
}
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bool CreateBlinnPhongUBO()
{
ubo_sun=db->CreateUBO("sun",sizeof(sun_light),&sun_light);
if(!ubo_sun)return(false);
return(true);
}
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bool InitBlinnPhongSunLightMP()
{
mtl::Material3DCreateConfig cfg(device->GetDevAttr(),"BlinnPhong3D",PrimitiveType::Triangles);
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cfg.local_to_world=true;
cfg.material_instance=true;
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mtl_blinnphong=db->LoadMaterial("Std3D/BlinnPhong/SunLightPureColorTexture",&cfg);
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if(!mtl_blinnphong)return(false);
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mtl_blinnphong->BindUBO(DescriptorSetType::Global,"sun",ubo_sun);
mtl_blinnphong->Update();
sampler=db->CreateSampler();
if(!mtl_blinnphong->BindImageSampler( DescriptorSetType::PerMaterial, ///<描述符合集
mtl::SamplerName::BaseColor, ///<采样器名称
texture, ///<纹理
sampler)) ///<采样器
return(false);
struct MIData
{
Color4f color;
uint32 tex_id[4];
}mi_data;
constexpr const uint MIDataStride=sizeof(MIData);
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for(uint i=0;i<4;i++)
{
mi_data.color=GetColor4f(AxisColor[i],4);
mi_data.tex_id[0]=i;
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mi_blinnphong[i]=db->CreateMaterialInstance(mtl_blinnphong, //材质
nullptr, //顶点输入配置,这里使用nullptr即代表会使用默认配置那么结果将等同于上面的mtl_blinnphong->GetDefaultVIL()
&mi_data); //材质实例参数
if(!mi_blinnphong[i])return(false);
}
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p_blinnphong=CreatePipeline(mtl_blinnphong,InlinePipeline::Solid3D,PrimitiveType::Triangles);
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if(!p_blinnphong)
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return(false);
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return(true);
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}
bool InitVDMAndPC()
{
vdm_blinnphong=new VertexDataManager(device,mtl_blinnphong->GetDefaultVIL());
if(!vdm_blinnphong->Init( 1024*1024, //VAB最大容量
1024*1024, //索引最大容量
IndexType::U16)) //索引类型
{
delete vdm_blinnphong;
vdm_blinnphong=nullptr;
return(false);
}
pc_blinnphong=new PrimitiveCreater(vdm_blinnphong);
//pc_blinnphong=new PrimitiveCreater(device,mtl_blinnphong->GetDefaultVIL());
return(true);
}
bool CreateRenderObject()
{
using namespace inline_geometry;
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//Plane Grid
//{
// struct PlaneGridCreateInfo pgci;
// pgci.grid_size.Set(32,32);
// pgci.sub_count.Set(8,8);
// pgci.lum=0.5;
// pgci.sub_lum=0.75;
// prim_plane_grid=CreatePlaneGrid(pc_blinnphong,mtl_vertex_lum->GetDefaultVIL(),&pgci);
//}
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//Sphere
prim_sphere=CreateSphere(pc_blinnphong,16);
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//Cone
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{
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struct ConeCreateInfo cci;
cci.radius =1; //圆锥半径
cci.halfExtend =1; //圆锤一半高度
cci.numberSlices=16; //圆锥底部分割数
cci.numberStacks=8; //圆锥高度分割数
prim_cone=CreateCone(pc_blinnphong,&cci);
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}
//Cyliner
{
struct CylinderCreateInfo cci;
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cci.halfExtend =1.25; //圆柱一半高度
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cci.numberSlices=16; //圆柱底部分割数
cci.radius =1.25f; //圆柱半径
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prim_cylinder=CreateCylinder(pc_blinnphong,&cci);
}
return(true);
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}
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Mesh *Add(Primitive *r,MaterialInstance *mi,Pipeline *p,const Matrix4f &mat=Identity4f)
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{
if(!r)
return(nullptr);
if(!mi)
return(nullptr);
if(!p)
return(nullptr);
Mesh *ri=db->CreateMesh(r,mi,p);
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if(!ri)
{
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LOG_ERROR("Create Mesh failed! Primitive: "+r->GetName());
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return(nullptr);
}
render_root.CreateSubNode(mat,ri);
return ri;
}
bool InitScene()
{
//Add(prim_plane_grid,mi_plane_grid,p_line,Identity4f);
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Add(prim_sphere, mi_blinnphong[0],p_blinnphong,translate(Vector3f(0,0,2)));
Add(prim_cone, mi_blinnphong[1],p_blinnphong);
Add(prim_cylinder, mi_blinnphong[2],p_blinnphong,translate(Vector3f(0,0,-5)));
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camera->pos=Vector3f(32,32,32);
camera_control->SetTarget(Vector3f(0,0,0));
camera_control->Refresh();
render_root.RefreshMatrix();
render_list->Expend(&render_root);
return(true);
}
public:
bool Init(uint w,uint h)
{
if(!SceneAppFramework::Init(w,h))
return(false);
if(!InitTexture())
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return(false);
//if(!InitVertexLumMP())
// return(false);
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if(!CreateBlinnPhongUBO())
return(false);
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if(!InitBlinnPhongSunLightMP())
return(false);
if(!InitVDMAndPC())
return(false);
if(!CreateRenderObject())
return(false);
if(!InitScene())
return(false);
return(true);
}
~TestApp()
{
SAFE_CLEAR(prim_cone)
SAFE_CLEAR(prim_cylinder)
SAFE_CLEAR(prim_sphere)
SAFE_CLEAR(prim_plane_grid)
SAFE_CLEAR(pc_blinnphong)
SAFE_CLEAR(vdm_blinnphong)
}
};//class TestApp:public CameraAppFramework
int main(int,char **)
{
return RunApp<TestApp>(1280,720);
}