Used SceneAppFramework instead of CameraAppFramework in RayPicking.cpp

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-10-11 19:06:18 +08:00
parent c99934fdf9
commit 77b0266cdc

View File

@ -13,9 +13,6 @@
using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t SCREEN_WIDTH=1280;
constexpr uint32_t SCREEN_HEIGHT=720;
static float position_data[2][3]=
{
{100,100,100},
@ -138,17 +135,10 @@ private:
public:
~TestApp()
{
SAFE_CLEAR(render_list);
}
bool Init()
{
if(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
bool Init(uint w,uint h)
{
if(!SceneAppFramework::Init(w,h))
return(false);
render_list=new RenderList(device);
if(!InitMaterialAndPipeline())
return(false);
@ -173,25 +163,11 @@ public:
vbo_pos->Write(&pos,3*sizeof(float)); //更新VBO上这个点的位置
VulkanApplicationFramework::BuildCommandBuffer(index,render_list);
}
void Resize(int w,int h) override
{
CameraAppFramework::Resize(w,h);
VulkanApplicationFramework::BuildCommandBuffer(render_list);
SceneAppFramework::BuildCommandBuffer(index);
}
};//class TestApp:public CameraAppFramework
int main(int,char **)
{
TestApp app;
if(!app.Init())
return(-1);
while(app.Run());
return 0;
return RunApp<TestApp>(1280,720);
}