增加primitive重定义,使代码写起来更方便

This commit is contained in:
HuYingzhuo 2019-04-19 12:11:16 +08:00
parent 133019cf49
commit 152a785392
6 changed files with 31 additions and 6 deletions

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@ -26,6 +26,7 @@ SET(VULKAN_TEST_SOURCE_FILES main.cpp
)
SET(VULKAN_TEST_HEADER_FILES VK.h
VKPrimivate.h
VKInstance.h
VKPhysicalDevice.h
VKCommandBuffer.h

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@ -4,12 +4,14 @@
#include<hgl/type/List.h>
#include<vulkan/vulkan.h>
#include<iostream>
#include"VKPrimivate.h"
#define VK_NAMESPACE hgl::graph::vulkan
#define VK_NAMESPACE_BEGIN namespace hgl{namespace graph{namespace vulkan{
#define VK_NAMESPACE_END }}}
VK_NAMESPACE_BEGIN
using CharPointerList=hgl::List<const char *>;
#ifdef _DEBUG

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@ -100,10 +100,11 @@ bool PipelineCreater::Set(const VertexInput *vi)
bool PipelineCreater::Set(const VkPrimitiveTopology topology,bool restart)
{
if(topology<VK_PRIMITIVE_TOPOLOGY_BEGIN_RANGE||topology>VK_PRIMITIVE_TOPOLOGY_END_RANGE)return(false);
if(topology<VK_PRIMITIVE_TOPOLOGY_BEGIN_RANGE||topology>VK_PRIMITIVE_TOPOLOGY_END_RANGE)
if(topology!=PRIM_RECTANGLE)return(false);
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.topology = topology;
inputAssembly.topology = (topology==PRIM_RECTANGLE?VK_PRIMITIVE_TOPOLOGY_POINT_LIST:topology);
inputAssembly.primitiveRestartEnable = restart;
pipelineInfo.pInputAssemblyState = &inputAssembly;

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@ -50,7 +50,6 @@ private:
public:
PipelineCreater(Device *dev);
~PipelineCreater()=default;

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@ -0,0 +1,22 @@
#ifndef HGL_GRAPH_VULKAN_PRIMITIVE_INCLUDE
#define HGL_GRAPH_VULKAN_PRIMITIVE_INCLUDE
#include<vulkan/vulkan.h>
#define PRIM_POINTS VK_PRIMITIVE_TOPOLOGY_POINT_LIST ///<点
#define PRIM_LINES VK_PRIMITIVE_TOPOLOGY_LINE_LIST ///<线
#define PRIM_LINE_STRIP VK_PRIMITIVE_TOPOLOGY_LINE_STRIP ///<连续线
#define PRIM_TRIANGLES VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST ///<三角形
#define PRIM_TRIANGLE_STRIP VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP ///<三角形条
#define PRIM_TRIANGLE_FAN VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN ///<扇形
#define PRIM_LINES_ADJ VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY ///<代表一个有四个顶点的Primitive,其中第二个点与第三个点会形成线段,而第一个点与第四个点则用来提供2,3邻近点的信息.
#define PRIM_LINE_STRIP_ADJ VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY ///<与LINES_ADJACENCY类似,第一个点跟最后一个点提供信息,剩下的点则跟Line Strip一样形成线段.
#define PRIM_TRIANGLES_ADJ VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY ///<代表一个有六个顶点的Primitive,其中第1,3,5个顶点代表一个Triangle,而地2,4,6个点提供邻近信息.(由1起算)
#define PRIM_TRIANGLE_STRIP_ADJ VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY ///<4+2N个Vertices代表N个Primitive,其中1,3,5,7,9...代表原本的Triangle strip形成Triangle,而2,4,6,8,10...代表邻近提供信息的点.(由1起算)
#define PRIM_PATCHS VK_PRIMITIVE_TOPOLOGY_PATCH_LIST
#define PRIM_RECTANGLE 0x100 ///<矩形(并非原生支持。实现在以画点形式在每个点的Position中传递Left,Top,Width,Height。在Geometry Shader中将转换为2个三角形。用于2D游戏)
#define PRIM_BEGIN VK_PRIMITIVE_TOPOLOGY_BEGIN_RANGE
#define PRIM_END VK_PRIMITIVE_TOPOLOGY_END_RANGE
#define PRIM_RANGE VK_PRIMITIVE_TOPOLOGY_RANGE_SIZE
#endif//HGL_GRAPH_VULKAN_PRIMITIVE_INCLUDE

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@ -5,7 +5,7 @@
#include"VKBuffer.h"
#include"VKShader.h"
#include"VKVertexInput.h"
#include"VKDescriptorSetLayout.h"
#include"VKDescriptorSets.h"
#include"VKRenderPass.h"
#include"VKPipelineLayout.h"
#include"VKPipeline.h"
@ -124,13 +124,13 @@ int main(int,char **)
vulkan::PipelineCreater pc(device);
vulkan::RenderPass *rp=device->CreateRenderPass();
vulkan::DescriptorSetLayoutCreater dslc(device->GetDevice());
vulkan::DescriptorSetLayoutCreater dslc(device);
vulkan::DescriptorSetLayout *dsl=dslc.Create();
vulkan::PipelineLayout *pl=CreatePipelineLayout(device->GetDevice(),dsl);
pc.Set(shader);
pc.Set(&vi);
pc.Set(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
pc.Set(PRIM_TRIANGLES);
pc.Set(*pl);
pc.Set(*rp);