迁移RayPicking范例到新架构上

This commit is contained in:
hyzboy 2025-06-11 01:12:14 +08:00
parent 660d8fff6d
commit 709c8be94d
3 changed files with 39 additions and 37 deletions

2
CMCore

@ -1 +1 @@
Subproject commit 333bec0a122a962d0b7c55948a73ead6052ae9d2
Subproject commit c5b37f98353441520374011020dbe63c17796a4d

@ -1 +1 @@
Subproject commit 23d74ac1676929b97d3292524a1457d0b3fb0419
Subproject commit 5009069a3081d458f41f21f30236e3afebf1fd8a

View File

@ -1,6 +1,6 @@
// RayPicking
#include"VulkanAppFramework.h"
#include<hgl/WorkManager.h>
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/InlineGeometry.h>
#include<hgl/graph/VKRenderResource.h>
@ -26,7 +26,7 @@ static float lumiance_data[2]={1,1};
static Color4f white_color(1,1,1,1);
static Color4f yellow_color(1,1,0,1);
class TestApp:public SceneAppFramework
class TestApp:public WorkObject
{
Color4f color;
@ -51,12 +51,11 @@ private:
bool InitMaterialAndPipeline()
{
mtl::Material3DCreateConfig cfg(device->GetDevAttr(),"VertexLuminance2D",PrimitiveType::Lines);
mtl::Material3DCreateConfig cfg(PrimitiveType::Lines);
cfg.local_to_world=true;
{
cfg.mtl_name="VertexLuminance2D"; //注意必须用不同名字,未来改名材质文件名+cfg hash名
cfg.position_format=VAT_VEC2;
mtl_plane_grid=db->LoadMaterial("Std3D/VertexLum3D",&cfg);
@ -74,7 +73,6 @@ private:
}
{
cfg.mtl_name="VertexLuminance3D"; //注意必须用不同名字,未来改名材质文件名+cfg hash名
cfg.position_format=VAT_VEC3;
mtl_line=db->LoadMaterial("Std3D/VertexLum3D",&cfg);
@ -92,7 +90,7 @@ private:
return(true);
}
Mesh *Add(Primitive *r,MaterialInstance *mi,Pipeline *p)
Mesh *Add(SceneNode *parent_node,Primitive *r,MaterialInstance *mi,Pipeline *p)
{
Mesh *ri=db->CreateMesh(r,mi,p);
@ -102,7 +100,7 @@ private:
return(nullptr);
}
render_root.Add(new SceneNode(ri));
parent_node->Add(new SceneNode(ri));
return ri;
}
@ -112,7 +110,7 @@ private:
using namespace inline_geometry;
{
PrimitiveCreater pc(device,mi_plane_grid->GetVIL());
auto pc=GetPrimitiveCreater(mi_plane_grid);
struct PlaneGridCreateInfo pgci;
@ -122,19 +120,19 @@ private:
pgci.lum=128;
pgci.sub_lum=196;
prim_plane_grid=CreatePlaneGrid2D(&pc,&pgci);
prim_plane_grid=CreatePlaneGrid2D(pc,&pgci);
}
{
PrimitiveCreater pc(device,mtl_line->GetDefaultVIL());
auto pc=GetPrimitiveCreater(mtl_line);
if(!pc.Init("Line",2))
if(!pc->Init("Line",2))
return(false);
if(!pc.WriteVAB(VAN::Position, VF_V3F,position_data))return(false);
if(!pc.WriteVAB(VAN::Luminance,VF_V1F,lumiance_data))return(false);
if(!pc->WriteVAB(VAN::Position, VF_V3F,position_data))return(false);
if(!pc->WriteVAB(VAN::Luminance,VF_V1F,lumiance_data))return(false);
prim_line=pc.Create();
prim_line=pc->Create();
prim_line_vab_map=prim_line->GetVABMap(VAN::Position);
}
@ -144,32 +142,31 @@ private:
bool InitScene()
{
Add(prim_plane_grid,mi_plane_grid,pipeline_plane_grid);
Add(prim_line,mi_line,pipeline_line);
SceneNode *scene_root=GetSceneRoot(); //取得缺省场景根节点
camera->pos=Vector3f(32,32,32);
Add(scene_root,prim_plane_grid,mi_plane_grid,pipeline_plane_grid);
Add(scene_root,prim_line,mi_line,pipeline_line);
CameraControl *camera_control=GetCameraControl();
camera_control->SetPosition(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:
using WorkObject::WorkObject;
~TestApp()
{
SAFE_CLEAR(prim_plane_grid);
SAFE_CLEAR(prim_line);
}
bool Init(uint w,uint h)
bool Init() override
{
if(!SceneAppFramework::Init(w,h))
return(false);
if(!InitMaterialAndPipeline())
return(false);
@ -182,23 +179,28 @@ public:
return(true);
}
void BuildCommandBuffer(uint32 index) override
void Tick(double) override
{
const CameraInfo *ci=GetCameraInfo();
const ViewportInfo *vi=GetViewportInfo();
Vector2i mouse_position;
ray.Set(GetMouseCoord(),ci,vi); //设置射线查询的屏幕坐标点
if(!GetMouseCoord(&mouse_position))
return;
CameraControl *camera_control=GetCameraControl();
const CameraInfo *ci=camera_control->GetCameraInfo();
const ViewportInfo *vi=camera_control->GetViewportInfo();
ray.Set(mouse_position,ci,vi); //设置射线查询的屏幕坐标点
const Vector3f pos=ray.ClosestPoint(Vector3f(0,0,0)); //求射线上与点(0,0,0)最近的点的坐标
prim_line_vab_map->Write(&pos, //更新VAB上这个点的位置
1); //这里的1代表的数据数量,不是字节数
SceneAppFramework::BuildCommandBuffer(index);
}
};//class TestApp:public CameraAppFramework
int main(int,char **)
int os_main(int,os_char **)
{
return RunApp<TestApp>(1280,720);
return RunFramework<TestApp>(OS_TEXT("RayPicking"),1280,720);
}