ULRE/src/SceneGraph/InlineGeometry.cpp

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2019-05-24 19:28:27 +08:00
#include<hgl/graph/InlineGeometry.h>
#include<hgl/graph/VertexBuffer.h>
#include<hgl/graph/vulkan/VKDevice.h>
#include<hgl/graph/vulkan/VKMaterial.h>
#include<hgl/graph/vulkan/VKRenderable.h>
#include<hgl/graph/vulkan/VKShaderModule.h>
namespace hgl
{
namespace graph
{
vulkan::Renderable *CreateRectangle(vulkan::Device *device,vulkan::Material *mtl,const RectangleCreateInfo *rci)
{
const vulkan::VertexShaderModule *vsm=mtl->GetVertexShaderModule();
vulkan::Renderable *render_obj=mtl->CreateRenderable(4);
const int vertex_binding=vsm->GetStageInputBinding("Vertex");
if(vertex_binding!=-1)
{
VB2f *vertex=new VB2f(4);
vertex->Begin();
vertex->WriteRectFan(rci->scope);
vertex->End();
render_obj->Set(vertex_binding,device->CreateVBO(vertex));
delete vertex;
}
else
{
delete render_obj;
return nullptr;
}
return render_obj;
}
vulkan::Renderable *CreateRoundRectangle(vulkan::Device *device,vulkan::Material *mtl,const RoundRectangleCreateInfo *rci)
{
const vulkan::VertexShaderModule *vsm=mtl->GetVertexShaderModule();
vulkan::Renderable *render_obj=nullptr;
const int vertex_binding=vsm->GetStageInputBinding("Vertex");
if(vertex_binding==-1)
return(nullptr);
VB2f *vertex=nullptr;
if(rci->radius==0||rci->round_per<=1) //这是要画矩形
{
vertex=new VB2f(4);
vertex->Begin();
vertex->WriteRectFan(rci->scope);
vertex->End();
}
else
{
float radius=rci->radius;
if(radius>rci->scope.GetWidth()/2.0f)radius=rci->scope.GetWidth()/2.0f;
if(radius>rci->scope.GetHeight()/2.0f)radius=rci->scope.GetHeight()/2.0f;
vertex=new VB2f(rci->round_per*4);
vertex->Begin();
vec2<float> *coord=new vec2<float>[rci->round_per];
for(uint i=0;i<rci->round_per;i++)
{
float ang=float(i)/float(rci->round_per-1)*90.0f;
float x=sin(hgl_ang2rad(ang))*radius;
float y=cos(hgl_ang2rad(ang))*radius;
coord[i].x=x;
coord[i].y=y;
//右上角
vertex->Write( rci->scope.GetRight()-radius+x,
rci->scope.GetTop()+radius-y);
}
//右下角
for(uint i=0;i<rci->round_per;i++)
{
vertex->Write(rci->scope.GetRight() -radius+coord[rci->round_per-1-i].x,
rci->scope.GetBottom()-radius+coord[rci->round_per-1-i].y);
}
//左下角
for(uint i=0;i<rci->round_per;i++)
{
vertex->Write(rci->scope.GetLeft() +radius-coord[i].x,
rci->scope.GetBottom()-radius+coord[i].y);
}
//左上角
for(uint i=0;i<rci->round_per;i++)
{
vertex->Write(rci->scope.GetLeft() +radius-coord[rci->round_per-1-i].x,
rci->scope.GetTop() +radius-coord[rci->round_per-1-i].y);
}
delete[] coord;
vertex->End();
}
render_obj=mtl->CreateRenderable(vertex->GetCount());
render_obj->Set(vertex_binding,device->CreateVBO(vertex));
delete vertex;
return render_obj;
}
}//namespace graph
}//namespace hgl