Added RunFramework()
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@ -1,6 +1,5 @@
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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/math/HalfFloat.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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@ -27,7 +26,6 @@ constexpr float color_data[VERTEX_COUNT*4]=
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0,0,1,1
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};
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class TestApp:public WorkObject
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{
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private:
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@ -93,29 +91,15 @@ public:
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void Render(double delta_time,graph::RenderCmdBuffer *cmd)
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{
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if(!cmd)
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return;
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cmd->SetClearColor(0,clear_color);
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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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RenderFramework rf(OS_TEXT("RenderFramework Test"));
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if(!rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(-1);
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// RenderFramework存在于外部,提供的是整体的渲染控制。
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// WorkManager是提供一个工作业务管理,但开发者并不一定要使用它,所以我们不将它们整合在一起。
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SwapchainWorkManager wm(&rf);
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wm.Run(new TestApp(&rf));
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return RunFramework<TestApp>(OS_TEXT("RenderFramework Test"));
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}
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@ -58,4 +58,18 @@ namespace hgl
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void Render(WorkObject *wo) override;
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};
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template<typename WO> int RunFramework(const OSString &title,uint width=1280,uint height=720)
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{
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graph::RenderFramework rf(title);
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if(!rf.Init(width,height))
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return(-1);
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SwapchainWorkManager wm(&rf);
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wm.Run(new WO(&rf));
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return 0;
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}
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}//namespcae hgl
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