新的AssimpLoader,并测试渲染线程似乎成功
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example/Vulkan/AssimpLoaderMesh.cpp
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333
example/Vulkan/AssimpLoaderMesh.cpp
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#include"AssimpLoaderMesh.h"
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#include<assimp/postprocess.h>
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#include<assimp/cimport.h>
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#include<assimp/scene.h>
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#include<hgl/filesystem/FileSystem.h>
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#include<hgl/CodePage.h>
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#include<hgl/type/Color4f.h>
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using namespace hgl::filesystem;
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namespace
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{
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const aiScene *LoadSceneFromFile(const OSString &filename)
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{
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if(filename.IsEmpty())return(nullptr);
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uint filesize;
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char *filedata;
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filesize=filesystem::LoadFileToMemory(filename,(void **)&filedata);
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if(!filedata)
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return(nullptr);
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#ifdef _WIN32
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const UTF8String ext_name=ToUTF8String(filesystem::ClipFileExtName(filename,false));
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#else
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const UTF8String ext_name=filesystem::ClipFileExtName(filename);
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#endif//
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const aiScene *scene=aiImportFileFromMemory(filedata,filesize,aiProcessPreset_TargetRealtime_MaxQuality|aiProcess_FlipUVs,ext_name.c_str());
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delete[] filedata;
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if(!scene)
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return(nullptr);
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return scene;
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}
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#define LOG_BR LOG_INFO(OS_TEXT("------------------------------------------------------------"));
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#define aisgl_min(x,y) (x<y?x:y)
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#define aisgl_max(x,y) (y>x?y:x)
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const Color4f COLOR_PURE_BLACK(0,0,0,1);
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const Color4f COLOR_PURE_WHITE(1,1,1,1);
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inline const vec pos_to_vec(const aiVector3D &v3d){return vec(v3d.x,-v3d.z,v3d.y,1.0);}
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inline const vec dir_to_vec(const aiVector3D &v3d){return vec(v3d.x,-v3d.z,v3d.y,0.0);}
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void VecY2Z(List<Vector3f> &target,const aiVector3D *source,const uint count)
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{
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target.SetCount(count);
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if(count<=0)return;
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Vector3f *tp=target.GetData();
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for(uint i=0;i<count;i++)
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{
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tp->x= source->x;
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tp->y=-source->z;
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tp->z= source->y;
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++source;
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++tp;
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}
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}
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uint8 *ColorF2B(uint8 *tp,const aiColor4D *c4,const int count)
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{
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for(int i=0;i<count;i++)
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{
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*tp=c4->r*255;++tp;
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*tp=c4->g*255;++tp;
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*tp=c4->b*255;++tp;
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*tp=c4->a*255;++tp;
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++c4;
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}
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return tp;
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}
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template<typename T>
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void Face2Indices(List<T> &indices,const aiFace *face,const uint count)
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{
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indices.SetCount(count*3);
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T *tp=indices.GetData();
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for(uint i=0;i<count;i++)
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{
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*tp=face->mIndices[0];++tp;
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*tp=face->mIndices[1];++tp;
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*tp=face->mIndices[2];++tp;
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++face;
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}
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}
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AABB GetAABB(const List<Vector3f> &pos)
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{
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const Vector3f *vertex=pos.GetData();
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const uint count=pos.GetCount();
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Vector3f minPoint=*vertex;
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Vector3f maxPoint=*vertex;
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++vertex;
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for(uint i=1;i<count;i++)
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{
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minPoint.x = aisgl_min(minPoint.x,vertex->x);
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minPoint.y = aisgl_min(minPoint.y,vertex->y);
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minPoint.z = aisgl_min(minPoint.z,vertex->z);
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maxPoint.x = aisgl_max(maxPoint.x,vertex->x);
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maxPoint.y = aisgl_max(maxPoint.y,vertex->y);
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maxPoint.z = aisgl_max(maxPoint.z,vertex->z);
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++vertex;
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}
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return AABB(POINT_VEC(minPoint),POINT_VEC(maxPoint));
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}
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Matrix4f MatrixRotate(const aiMatrix4x4 &s)
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{
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//return Matrix4f(s.a1,s.b1,s.c1,s.d1,
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// s.a2,s.b2,s.c2,s.d2,
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// s.a3,s.b3,s.c3,s.d3,
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// s.a4,s.b4,s.c4,s.d4);
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return Matrix4f(s.a1,s.a2,s.a3,s.a4,
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s.b1,s.b2,s.b3,s.b4,
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s.c1,s.c2,s.c3,s.c4,
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s.d1,s.d2,s.d3,s.d4);
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}
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}//namespace
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class AssimpLoaderMesh
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{
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OSString filename;
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const aiScene *scene;
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ModelData *model_data;
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private:
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void GetBoundingBox(const aiNode * node,
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aiVector3D *min_pos,
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aiVector3D *max_pos,
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const aiMatrix4x4 &up_matrix)
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{
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aiMatrix4x4 cur_matrix;
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uint n = 0, t;
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cur_matrix = up_matrix;
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aiMultiplyMatrix4(&cur_matrix,&node->mTransformation);
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for (; n < node->mNumMeshes; ++n)
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{
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const aiMesh *mesh=scene->mMeshes[node->mMeshes[n]];
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for (t = 0; t < mesh->mNumVertices; ++t)
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{
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aiVector3D tmp = mesh->mVertices[t];
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aiTransformVecByMatrix4(&tmp,&cur_matrix);
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min_pos->x = aisgl_min(min_pos->x,tmp.x);
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min_pos->y = aisgl_min(min_pos->y,tmp.y);
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min_pos->z = aisgl_min(min_pos->z,tmp.z);
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max_pos->x = aisgl_max(max_pos->x,tmp.x);
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max_pos->y = aisgl_max(max_pos->y,tmp.y);
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max_pos->z = aisgl_max(max_pos->z,tmp.z);
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}
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}
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for (n = 0; n < node->mNumChildren; ++n)
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GetBoundingBox(node->mChildren[n],min_pos,max_pos,cur_matrix);
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}
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void AssimpLoaderMesh::GetBoundingBox(const aiNode *node,aiVector3D *min_pos,aiVector3D *max_pos)
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{
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aiMatrix4x4 root_matrix;
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aiIdentityMatrix4(&root_matrix);
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min_pos->x = min_pos->y = min_pos->z = 1e10f;
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max_pos->x = max_pos->y = max_pos->z = -1e10f;
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GetBoundingBox(node,min_pos,max_pos,root_matrix);
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}
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public:
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AssimpLoaderMesh(const OSString &fn,const aiScene *s):filename(fn),scene(s)
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{
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model_data=new ModelData;
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aiVector3D scene_min,scene_max;
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GetBoundingBox(scene->mRootNode,&scene_min,&scene_max);
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model_data->bounding_box.minPoint=pos_to_vec(scene_min);
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model_data->bounding_box.maxPoint=pos_to_vec(scene_max);
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}
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~AssimpLoaderMesh()=default;
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ModelData *GetModelData(){return model_data;}
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private:
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bool Load(const aiMesh *mesh)
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{
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MeshData *md=new MeshData;
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md->name=mesh->mName.C_Str();
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if(mesh->HasPositions())
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VecY2Z(md->position,mesh->mVertices,mesh->mNumVertices);
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if(mesh->HasNormals())
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{
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VecY2Z(md->normal,mesh->mNormals,mesh->mNumVertices);
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if(mesh->HasTangentsAndBitangents())
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{
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VecY2Z(md->tangent, mesh->mTangents, mesh->mNumVertices);
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VecY2Z(md->bitangent, mesh->mBitangents, mesh->mNumVertices);
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}
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}
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const uint num_color_channels=mesh->GetNumColorChannels();
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if(num_color_channels>0)
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{
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md->colors.SetCount(num_color_channels*4*mesh->mNumVertices);
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uint8 *ctp=md->colors.GetData();
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for(uint i=0;i<num_color_channels;i++)
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ctp=ColorF2B(ctp,mesh->mColors[i],mesh->mNumVertices);
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}
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if(mesh->mNumVertices>0xFFFF)
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Face2Indices(md->indices32,mesh->mFaces,mesh->mNumFaces);
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else
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Face2Indices(md->indices16,mesh->mFaces,mesh->mNumFaces);
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md->bounding_box=GetAABB(md->position);
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model_data->Add(md);
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return(true);
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}
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public:
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bool LoadMesh()
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{
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if(!scene->HasMeshes())return(false);
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for(uint i=0;i<scene->mNumMeshes;i++)
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if(!Load(scene->mMeshes[i]))
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return(false);
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return(true);
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}
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private:
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bool Load(ModelSceneNode *msn,const aiNode *node)
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{
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msn->name=node->mName.C_Str();
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msn->local_matrix=MatrixRotate(node->mTransformation);
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if(node->mNumMeshes>0)
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{
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msn->mesh_index.SetCount(node->mNumMeshes);
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hgl_cpy(msn->mesh_index.GetData(),node->mMeshes,node->mNumMeshes);
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}
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if(node->mNumChildren<=0)
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return(true);
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for(uint i=0;i<node->mNumChildren;i++)
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{
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ModelSceneNode *sub=new ModelSceneNode;
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if(!Load(sub,node->mChildren[i]))
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{
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delete sub;
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return(false);
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}
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msn->children_node.Add(sub);
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}
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return(true);
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}
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public:
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bool LoadScene()
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{
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model_data->root_node=new ModelSceneNode;
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return Load(model_data->root_node,scene->mRootNode);
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}
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};//class AssimpLoaderMesh
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ModelData *AssimpLoadModel(const OSString &filename)
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{
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const aiScene *scene=LoadSceneFromFile(filename);
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if(!scene)return(nullptr);
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AssimpLoaderMesh *alm=new AssimpLoaderMesh(ClipFileMainname(filename),scene);
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ModelData *data=nullptr;
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if(alm->LoadMesh())
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{
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if(alm->LoadScene())
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data=alm->GetModelData();
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}
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delete alm;
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return data;
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}
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55
example/Vulkan/AssimpLoaderMesh.h
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55
example/Vulkan/AssimpLoaderMesh.h
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#pragma once
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#include<hgl/type/BaseString.h>
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#include<hgl/math/Math.h>
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#include<hgl/type/List.h>
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#include<hgl/type/Map.h>
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using namespace hgl;
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struct MeshData
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{
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UTF8String name;
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List<Vector3f> position, //顶点
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normal, //法线
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tangent, //切线
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bitangent; //副切线
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List<uint8> colors; //颜色
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List<uint16> indices16; //16位索引
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List<uint32> indices32; //32位索引
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AABB bounding_box;
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};//struct MeshData
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struct ModelSceneNode
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{
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UTF8String name;
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Matrix4f local_matrix;
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List<uint32> mesh_index;
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ObjectList<ModelSceneNode> children_node; //子节点
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};//struct MeshNode
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struct ModelData
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{
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AABB bounding_box;
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ObjectList<MeshData> mesh_data;
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Map<UTF8String,MeshData *> mesh_by_name;
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ModelSceneNode *root_node;
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public:
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void Add(MeshData *md)
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{
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mesh_data.Add(md);
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mesh_by_name.Add(md->name,md);
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}
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};//struct ModelData
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ModelData *AssimpLoadModel(const OSString &filename);
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@ -8,4 +8,6 @@ CreateProject(1.indices_rect indices_rect.cpp)
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CreateProject(2.texture_rect texture_rect.cpp TGATexture.cpp)
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CreateProject(3.Geometry2D Geometry2D.cpp)
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CreateProject(4.Geometry3D Geometry3D.cpp)
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CreateProject(5.LoadModel LoadModel.cpp TGATexture.cpp AssimpLoader.h AssimpLoader.cpp)
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CreateProject(5.LoadModel LoadModel.cpp TGATexture.cpp AssimpLoaderMesh.h AssimpLoaderMesh.cpp)
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target_link_libraries(5.LoadModel assimp)
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@ -8,12 +8,75 @@
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#include<hgl/graph/RenderableInstance.h>
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#include<hgl/graph/RenderList.h>
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#include"AssimpLoaderMesh.h"
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#include<hgl/graph/VertexBuffer.h>
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using namespace hgl;
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using namespace hgl::graph;
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constexpr uint32_t SCREEN_WIDTH=256;
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constexpr uint32_t SCREEN_HEIGHT=256;
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vulkan::Renderable *CreateMeshRenderable(SceneDB *db,vulkan::Material *mtl,const MeshData *mesh)
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{
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const vulkan::VertexShaderModule *vsm=mtl->GetVertexShaderModule();
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uint draw_count=0;
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if(mesh->indices16.GetCount()>0)
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draw_count=mesh->indices16.GetCount();
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else
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draw_count=mesh->indices32.GetCount();
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vulkan::Renderable *render_obj=nullptr;
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{
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const int vertex_binding=vsm->GetStageInputBinding("Vertex");
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if(vertex_binding==-1)
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return(nullptr);
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vulkan::VertexBuffer *vbo=db->CreateVBO(FMT_RGB32F,mesh->position.GetCount(),mesh->position.GetData());
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render_obj=mtl->CreateRenderable();
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render_obj->Set(vertex_binding,vbo);
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render_obj->SetBoundingBox(mesh->bounding_box);
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}
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const int normal_binding=vsm->GetStageInputBinding("Normal");
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if(normal_binding!=-1)
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{
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vulkan::VertexBuffer *vbo=db->CreateVBO(FMT_RGB32F,mesh->normal.GetCount(),mesh->normal.GetData());
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render_obj->Set(normal_binding,vbo);
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}
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const int tagent_binding=vsm->GetStageInputBinding("Tangent");
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if(tagent_binding!=-1)
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{
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vulkan::VertexBuffer *vbo=db->CreateVBO(FMT_RGB32F,mesh->tangent.GetCount(),mesh->tangent.GetData());
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render_obj->Set(tagent_binding,vbo);
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}
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const int bitagent_binding=vsm->GetStageInputBinding("Bitangent");
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if(bitagent_binding!=-1)
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{
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vulkan::VertexBuffer *vbo=db->CreateVBO(FMT_RGB32F,mesh->bitangent.GetCount(),mesh->bitangent.GetData());
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render_obj->Set(bitagent_binding,vbo);
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}
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if(mesh->indices16.GetCount()>0)
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render_obj->Set(db->CreateIBO16(mesh->indices16.GetCount(),mesh->indices16.GetData()));
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else
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render_obj->Set(db->CreateIBO32(mesh->indices32.GetCount(),mesh->indices32.GetData()));
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return(render_obj);
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}
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class TestApp:public VulkanApplicationFramework
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{
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private:
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@ -34,6 +97,12 @@ private:
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vulkan::Pipeline * pipeline_line =nullptr;
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vulkan::CommandBuffer ** cmd_buf =nullptr;
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private:
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ModelData *model_data;
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vulkan::Renderable **mesh_renderable;
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public:
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~TestApp()
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@ -47,9 +116,15 @@ private:
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void InitCamera()
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{
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math::vec center_point=model_data->bounding_box.CenterPoint();
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math::vec min_point=model_data->bounding_box.minPoint;
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math::vec max_point=model_data->bounding_box.maxPoint;
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camera.type=CameraType::Perspective;
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camera.center.Set(0,0,0);
|
||||
camera.eye.Set(100,100,100);
|
||||
camera.center=center_point.xyz();
|
||||
camera.eye=max_point.xyz();
|
||||
//camera.center.Set(0,0,0);
|
||||
//camera.eye.Set(10,10,5);
|
||||
camera.up_vector.Set(0,0,1);
|
||||
camera.forward_vector.Set(0,1,0);
|
||||
camera.znear=4;
|
||||
@ -63,7 +138,7 @@ private:
|
||||
|
||||
bool InitMaterial()
|
||||
{
|
||||
material=shader_manage->CreateMaterial(OS_TEXT("PositionColor3D.vert.spv"),
|
||||
material=shader_manage->CreateMaterial(OS_TEXT("OnlyPosition3D.vert.spv"),
|
||||
OS_TEXT("FlatColor.frag.spv"));
|
||||
if(!material)
|
||||
return(false);
|
||||
@ -77,33 +152,15 @@ private:
|
||||
|
||||
void CreateRenderObject()
|
||||
{
|
||||
const uint count=model_data->mesh_data.GetCount();
|
||||
MeshData **md=model_data->mesh_data.GetData();
|
||||
|
||||
mesh_renderable=new vulkan::Renderable *[count];
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
{
|
||||
struct PlaneGridCreateInfo pgci;
|
||||
|
||||
pgci.coord[0].Set(-100,-100,0);
|
||||
pgci.coord[1].Set( 100,-100,0);
|
||||
pgci.coord[2].Set( 100, 100,0);
|
||||
pgci.coord[3].Set(-100, 100,0);
|
||||
|
||||
pgci.step.u=20;
|
||||
pgci.step.v=20;
|
||||
|
||||
pgci.side_step.u=10;
|
||||
pgci.side_step.v=10;
|
||||
|
||||
pgci.color.Set(0.75,0,0,1);
|
||||
pgci.side_color.Set(1,0,0,1);
|
||||
|
||||
ro_plane_grid[0]=CreatePlaneGrid(db,material,&pgci);
|
||||
|
||||
pgci.color.Set(0,0.75,0,1);
|
||||
pgci.side_color.Set(0,1,0,1);
|
||||
|
||||
ro_plane_grid[1]=CreatePlaneGrid(db,material,&pgci);
|
||||
|
||||
pgci.color.Set(0,0,0.75,1);
|
||||
pgci.side_color.Set(0,0,1,1);
|
||||
ro_plane_grid[2]=CreatePlaneGrid(db,material,&pgci);
|
||||
mesh_renderable[i]=CreateMeshRenderable(db,material,*md);
|
||||
++md;
|
||||
}
|
||||
}
|
||||
|
||||
@ -129,10 +186,11 @@ private:
|
||||
|
||||
{
|
||||
vulkan::PipelineCreater *pipeline_creater=new vulkan::PipelineCreater(device,material,device->GetRenderPass(),device->GetExtent());
|
||||
pipeline_creater->SetDepthTest(true);
|
||||
pipeline_creater->SetDepthWrite(true);
|
||||
pipeline_creater->SetDepthTest(false);
|
||||
pipeline_creater->SetDepthWrite(false);
|
||||
pipeline_creater->SetPolygonMode(VK_POLYGON_MODE_LINE);
|
||||
pipeline_creater->CloseCullFace();
|
||||
pipeline_creater->Set(PRIM_LINES);
|
||||
pipeline_creater->Set(PRIM_TRIANGLES);
|
||||
|
||||
pipeline_line=pipeline_creater->Create();
|
||||
if(!pipeline_line)
|
||||
@ -146,13 +204,38 @@ private:
|
||||
return pipeline_line;
|
||||
}
|
||||
|
||||
void CreateRenderableInstance(SceneNode *scene_node,ModelSceneNode *model_node)
|
||||
{
|
||||
scene_node->SetLocalMatrix(model_node->local_matrix);
|
||||
|
||||
{
|
||||
const uint count=model_node->mesh_index.GetCount();
|
||||
const uint32 *mesh_index=model_node->mesh_index.GetData();
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
{
|
||||
scene_node->Add(db->CreateRenderableInstance(pipeline_line,descriptor_sets,mesh_renderable[*mesh_index]));
|
||||
|
||||
++mesh_index;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
const uint count=model_node->children_node.GetCount();
|
||||
ModelSceneNode **sub_model_node=model_node->children_node.GetData();
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
{
|
||||
CreateRenderableInstance(scene_node->CreateSubNode(),*sub_model_node);
|
||||
|
||||
++sub_model_node;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool InitScene()
|
||||
{
|
||||
const float rad90=hgl_ang2rad(90);
|
||||
|
||||
render_root.Add(db->CreateRenderableInstance(pipeline_line,descriptor_sets,ro_plane_grid[0]));
|
||||
render_root.Add(db->CreateRenderableInstance(pipeline_line,descriptor_sets,ro_plane_grid[1]),rotate(rad90,0,1,0));
|
||||
render_root.Add(db->CreateRenderableInstance(pipeline_line,descriptor_sets,ro_plane_grid[2]),rotate(rad90,1,0,0));
|
||||
CreateRenderableInstance(&render_root,model_data->root_node);
|
||||
|
||||
render_root.RefreshMatrix();
|
||||
render_root.ExpendToList(&render_list);
|
||||
@ -183,8 +266,13 @@ private:
|
||||
|
||||
public:
|
||||
|
||||
bool Init()
|
||||
bool Init(ModelData *md)
|
||||
{
|
||||
if(!md)
|
||||
return(false);
|
||||
|
||||
model_data=md;
|
||||
|
||||
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
|
||||
return(false);
|
||||
|
||||
@ -192,13 +280,13 @@ public:
|
||||
|
||||
db=new SceneDB(device);
|
||||
|
||||
InitCamera();
|
||||
|
||||
if(!InitMaterial())
|
||||
return(false);
|
||||
|
||||
CreateRenderObject();
|
||||
|
||||
InitCamera();
|
||||
|
||||
if(!InitUBO())
|
||||
return(false);
|
||||
|
||||
@ -224,14 +312,21 @@ public:
|
||||
}
|
||||
};//class TestApp:public VulkanApplicationFramework
|
||||
|
||||
int main(int,char **)
|
||||
#ifdef _WIN32
|
||||
int wmain(int argc,wchar_t **argv)
|
||||
#else
|
||||
int main(int argc,char **argv)
|
||||
#endif//
|
||||
{
|
||||
TestApp app;
|
||||
|
||||
if(!app.Init())
|
||||
return(-1);
|
||||
ModelData *model_data=AssimpLoadModel(argv[1]);
|
||||
|
||||
while(app.Run());
|
||||
if(app.Init(model_data))
|
||||
while(app.Run());
|
||||
|
||||
if(model_data)
|
||||
delete model_data;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -83,9 +83,11 @@ namespace hgl
|
||||
|
||||
/**
|
||||
* 截取完整文件名中的扩展名
|
||||
* @param fullname 完整文件名
|
||||
* @param include_dot 是否包括点
|
||||
*/
|
||||
template<typename T>
|
||||
inline BaseString<T> ClipFileExtName(const BaseString<T> &fullname)
|
||||
inline BaseString<T> ClipFileExtName(const BaseString<T> &fullname,bool include_dot=true)
|
||||
{
|
||||
int end=fullname.FindChar(T('?')); //url的文件名,以?为结束
|
||||
|
||||
@ -97,7 +99,8 @@ namespace hgl
|
||||
if(pos==-1)
|
||||
return BaseString<T>();
|
||||
|
||||
return fullname.SubString(pos+1,end-(pos+1));
|
||||
return include_dot? fullname.SubString(pos, end- pos ):
|
||||
fullname.SubString(pos+1, end-(pos+1));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -57,7 +57,7 @@ public:
|
||||
|
||||
void Write(VkPipelineVertexInputStateCreateInfo &vis)const;
|
||||
|
||||
Renderable *CreateRenderable(const uint32_t draw_count);
|
||||
Renderable *CreateRenderable(const uint32_t draw_count=0);
|
||||
};//class Material
|
||||
VK_NAMESPACE_END
|
||||
#endif//HGL_GRAPH_VULKAN_MATERIAL_INCLUDE
|
||||
|
25
res/shader/OnlyPosition3D.vert
Normal file
25
res/shader/OnlyPosition3D.vert
Normal file
@ -0,0 +1,25 @@
|
||||
#version 450 core
|
||||
|
||||
layout(location = 0) in vec3 Vertex;
|
||||
|
||||
layout(binding = 0) uniform WorldMatrix
|
||||
{
|
||||
mat4 two_dim;
|
||||
mat4 projection;
|
||||
mat4 modelview;
|
||||
mat4 mvp;
|
||||
mat3 normal;
|
||||
} world;
|
||||
|
||||
layout(push_constant) uniform Consts {
|
||||
mat4 local_to_world;
|
||||
} pc;
|
||||
|
||||
layout(location = 0) out vec4 FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragmentColor=vec4(1.0);
|
||||
|
||||
gl_Position=vec4(Vertex,1.0)*pc.local_to_world*world.mvp;
|
||||
}
|
@ -6,4 +6,5 @@ glslangValidator -V -o FlatColor.frag.spv FlatColor.frag
|
||||
glslangValidator -V -o FlatTexture.vert.spv FlatTexture.vert
|
||||
glslangValidator -V -o FlatTexture.frag.spv FlatTexture.frag
|
||||
|
||||
glslangValidator -V -o PositionColor3D.vert.spv PositionColor3D.vert
|
||||
glslangValidator -V -o PositionColor3D.vert.spv PositionColor3D.vert
|
||||
glslangValidator -V -o OnlyPosition3D.vert.spv OnlyPosition3D.vert
|
@ -10,7 +10,7 @@
|
||||
${ROOT_INCLUDE_PATH}/hgl/graph/VertexBuffer.h
|
||||
${ROOT_INCLUDE_PATH}/hgl/graph/InlineGeometry.h
|
||||
#${ROOT_INCLUDE_PATH}/hgl/graph/Mesh.h
|
||||
${ROOT_INCLUDE_PATH}/hgl/graph/Material.h
|
||||
#${ROOT_INCLUDE_PATH}/hgl/graph/Material.h
|
||||
${ROOT_INCLUDE_PATH}/hgl/graph/TextureType.h
|
||||
#${ROOT_INCLUDE_PATH}/hgl/graph/Spline.h
|
||||
)
|
||||
@ -22,7 +22,7 @@ SET(SCENE_GRAPH_SOURCE AABox.cpp
|
||||
SceneNode.cpp
|
||||
SceneOrient.cpp
|
||||
InlineGeometry.cpp
|
||||
Material.cpp
|
||||
#Material.cpp
|
||||
#Mesh.cpp
|
||||
#SceneFile.cpp
|
||||
)
|
||||
|
Loading…
x
Reference in New Issue
Block a user