Fixed draw_triangle_in_NDC.cpp,can run.
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0d67993326
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@ -1,6 +1,6 @@
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// 该范例主要演示使用NDC坐标系直接绘制一个渐变色的三角形
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#include"VulkanAppFramework.h"
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#include<hgl/WorkManager.h>
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#include<hgl/math/HalfFloat.h>
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#include<hgl/graph/VKVertexInputConfig.h>
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#include<hgl/graph/PrimitiveCreater.h>
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@ -39,7 +39,8 @@ constexpr VkFormat PositionFormat=VF_V2F;
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#ifdef USE_UNORM8_COLOR
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constexpr uint8 color_data[VERTEX_COUNT*4]=
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{ 255,0,0,255,
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{
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255,0,0,255,
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0,255,0,255,
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0,0,255,255
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};
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@ -47,7 +48,8 @@ constexpr uint8 color_data[VERTEX_COUNT*4]=
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constexpr VkFormat ColorFormat=VF_V4UN8;
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#else
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constexpr float color_data[VERTEX_COUNT*4]=
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{ 1,0,0,1,
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{
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1,0,0,1,
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0,1,0,1,
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0,0,1,1
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};
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@ -55,10 +57,12 @@ constexpr float color_data[VERTEX_COUNT*4]=
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constexpr VkFormat ColorFormat=VF_V4F;
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#endif//USE_UNORM8_COLOR
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class TestApp:public VulkanApplicationFramework
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class TestApp:public WorkObject
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{
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private:
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Color4f clear_color=Color4f(0.2f,0.2f,0.2f,1.0f);
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#if defined(USE_HALF_FLOAT_POSITION)||defined(USE_UNORM8_COLOR)
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VILConfig vil_config;
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#endif
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@ -83,7 +87,7 @@ private:
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bool InitAutoMaterial()
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{
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
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mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
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cfg.coordinate_system=CoordinateSystem2D::NDC;
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cfg.local_to_world=false;
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@ -105,54 +109,47 @@ private:
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bool InitVBO()
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{
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PrimitiveCreater rpc(device,material_instance->GetVIL());
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rpc.Init("Triangle",VERTEX_COUNT);
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#ifdef USE_HALF_FLOAT_POSITION
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Float32toFloat16(position_data_hf,position_data_float,VERTEX_COUNT*2);
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#endif//USE_HALF_FLOAT_POSITION
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if(!rpc.WriteVAB(VAN::Position, PositionFormat, position_data))return(false);
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if(!rpc.WriteVAB(VAN::Color, ColorFormat, color_data ))return(false);
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render_obj=db->CreateRenderable(&rpc,material_instance,pipeline);
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render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
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{
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{VAN::Position,PositionFormat,position_data},
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{VAN::Color, ColorFormat, color_data}
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});
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return(render_obj);
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}
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public:
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bool Init(uint w,uint h)
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TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
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{
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if(!VulkanApplicationFramework::Init(w,h))
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return(false);
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InitVIL();
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if(!InitAutoMaterial())
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return(false);
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return;
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if(!InitPipeline())
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return(false);
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return;
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if(!InitVBO())
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return(false);
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if(!BuildCommandBuffer(render_obj))
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return(false);
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return(true);
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return;
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}
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void Resize(uint w,uint h)override
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void Tick(double)override{}
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void Render(double delta_time,graph::RenderCmdBuffer *cmd)
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{
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VulkanApplicationFramework::Resize(w,h);
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cmd->SetClearColor(0,clear_color);
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BuildCommandBuffer(render_obj);
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cmd->BeginRenderPass();
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cmd->Render(render_obj);
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cmd->EndRenderPass();
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}
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};//class TestApp:public VulkanApplicationFramework
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};//class TestApp:public WorkObject
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int main(int,char **)
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int os_main(int,os_char **)
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{
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return RunApp<TestApp>(SCREEN_WIDTH,SCREEN_HEIGHT);
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return RunFramework<TestApp>(OS_TEXT("RenderFramework Test"));
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}
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@ -1,5 +1,4 @@
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// 该范例主要演示使用NDC坐标系直接绘制一个渐变色的三角形
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#include<hgl/WorkManager.h>
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#include<hgl/WorkManager.h>
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#include<hgl/graph/VKVertexInputConfig.h>
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/mtl/Material2DCreateConfig.h>
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@ -21,7 +20,8 @@ constexpr float position_data[VERTEX_COUNT*2]=
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};
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constexpr float color_data[VERTEX_COUNT*4]=
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{ 1,0,0,1,
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{
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1,0,0,1,
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0,1,0,1,
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0,0,1,1
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};
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@ -10,7 +10,7 @@
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#include<hgl/graph/mtl/ShaderBuffer.h>
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#include<hgl/graph/VKSamplerType.h>
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namespace hgl{namespace graph
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namespace hgl::graph
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{
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struct GPUDeviceAttribute;
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struct UBODescriptor;
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@ -92,5 +92,4 @@ namespace hgl{namespace graph
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bool CreateShader();
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};//class MaterialCreateInfo
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}//namespace mtl
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}//namespace graph
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}//namespace hgl
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}//namespace hgl::graph
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