ULRE/example/Vulkan/Atomsphere.cpp

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// 8.大气渲染
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// 画一个球纯粹使用shader计算出颜色
#include"VulkanAppFramework.h"
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/InlineGeometry.h>
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#include<hgl/graph/vulkan/VKDatabase.h>
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#include<hgl/graph/RenderableInstance.h>
#include<hgl/graph/RenderList.h>
using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t SCREEN_WIDTH=128;
constexpr uint32_t SCREEN_HEIGHT=128;
struct AtmosphereData
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{
Vector3f position;
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float intensity;
float scattering_direction;
public:
AtmosphereData()
{
position.Set(0,0.1f,-1.0f);
intensity=22.0f;
scattering_direction=0.758f;
}
};//struct AtmosphereData
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class TestApp:public CameraAppFramework
{
private:
SceneNode render_root;
RenderList render_list;
vulkan::MaterialInstance * material_instance =nullptr;
vulkan::Pipeline * pipeline_solid =nullptr;
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vulkan::Buffer * ubo_atomsphere =nullptr;
AtmosphereData atomsphere_data;
vulkan::Renderable * ro_sphere =nullptr;
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private:
bool InitMaterial()
{
material_instance=db->CreateMaterialInstance(OS_TEXT("res/material/Atmosphere")); //不需要优先创建Material也不需要写扩展名
if(!material_instance)return(false);
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pipeline_solid=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/sky"));
if(!pipeline_solid)return(false);
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return(true);
}
bool InitUBO()
{
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if(!material_instance->BindUBO("world",GetCameraMatrixBuffer()))
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return(false);
ubo_atomsphere=db->CreateUBO(sizeof(AtmosphereData),&atomsphere_data);
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if(!ubo_atomsphere)
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return(false);
if(!material_instance->BindUBO("sun",ubo_atomsphere))
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return(false);
material_instance->Update();
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return(true);
}
bool InitScene()
{
ro_sphere=CreateRenderableSphere(db,material_instance->GetMaterial(),128);
render_root.Add(db->CreateRenderableInstance(pipeline_solid,material_instance,ro_sphere),scale(100));
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render_root.RefreshMatrix();
render_root.ExpendToList(&render_list);
return(true);
}
public:
bool Init()
{
if(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(false);
if(!InitMaterial())
return(false);
if(!InitUBO())
return(false);
if(!InitScene())
return(false);
return(true);
}
void BuildCommandBuffer(uint32_t index) override
{
render_root.RefreshMatrix();
render_list.Clear();
render_root.ExpendToList(&render_list);
VulkanApplicationFramework::BuildCommandBuffer(index,&render_list);
}
};//class TestApp:public CameraAppFramework
int main(int,char **)
{
TestApp app;
if(!app.Init())
return(-1);
while(app.Run());
return 0;
}