增加FragCoord属性测试
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@ -10,25 +10,26 @@
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endmacro()
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CreateProject(00.triangle first_triangle.cpp)
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CreateProject(01.indices_rect indices_rect.cpp)
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CreateProject(02.TextureFormat TextureFormat.cpp)
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CreateProject(03.texture_rect texture_rect.cpp)
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CreateProject(04.HQFilterTexture HQFilterTexture.cpp)
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CreateProject(05.Geometry2D Geometry2D.cpp)
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CreateProject(06.Geometry3D Geometry3D.cpp)
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CreateProject(07.SceneTree SceneTree.cpp)
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CreateProject(01.FragCoord FragCoordTest.cpp)
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CreateProject(02.indices_rect indices_rect.cpp)
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CreateProject(03.TextureFormat TextureFormat.cpp)
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CreateProject(04.texture_rect texture_rect.cpp)
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CreateProject(05.HQFilterTexture HQFilterTexture.cpp)
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CreateProject(06.Geometry2D Geometry2D.cpp)
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CreateProject(07.Geometry3D Geometry3D.cpp)
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CreateProject(08.SceneTree SceneTree.cpp)
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CreateProject(08.LoadModel LoadModel.cpp AssimpLoaderMesh.h AssimpLoaderMesh.cpp ViewModelFramework.h)
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target_link_libraries(08.LoadModel assimp)
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CreateProject(09.LoadModel LoadModel.cpp AssimpLoaderMesh.h AssimpLoaderMesh.cpp ViewModelFramework.h)
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target_link_libraries(09.LoadModel assimp)
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CreateProject(09.InlineGeometryScene InlineGeometryScene.cpp)
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CreateProject(10.InlineGeometryScene InlineGeometryScene.cpp)
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CreateProject(10.Atomsphere Atomsphere.cpp)
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CreateProject(11.Atomsphere Atomsphere.cpp)
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CreateProject(11.PBRBasic PBRBasic.cpp)
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CreateProject(12.PBRBasic PBRBasic.cpp)
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#CreateProject(12.Deferred Deferred.cpp)
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CreateProject(12.DeferredModel DeferredModel.cpp)
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CreateProject(13.DeferredModel DeferredModel.cpp)
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CreateProject(13.AutoMaterial auto_material.cpp)
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CreateProject(14.AutoMaterial auto_material.cpp)
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175
example/Vulkan/FragCoordTest.cpp
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175
example/Vulkan/FragCoordTest.cpp
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@ -0,0 +1,175 @@
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// 该范例主要用于测试gl_FragCoord值
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#include"VulkanAppFramework.h"
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#include<hgl/math/Math.h>
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#include<hgl/filesystem/FileSystem.h>
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using namespace hgl;
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using namespace hgl::graph;
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bool SaveToFile(const OSString &filename,VK_NAMESPACE::PipelineCreater *pc);
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bool LoadFromFile(const OSString &filename,VK_NAMESPACE::PipelineCreater *pc);
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constexpr uint32_t SCREEN_WIDTH=128;
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constexpr uint32_t SCREEN_HEIGHT=128;
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constexpr uint32_t VERTEX_COUNT=4;
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constexpr float vertex_data[VERTEX_COUNT][2]=
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{
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{0,0},
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{SCREEN_WIDTH,0},
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{0,SCREEN_HEIGHT},
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{SCREEN_WIDTH,SCREEN_HEIGHT}
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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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Camera cam;
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vulkan::Material * material =nullptr;
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vulkan::DescriptorSets * descriptor_sets =nullptr;
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vulkan::Renderable * render_obj =nullptr;
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vulkan::Buffer * ubo_mvp =nullptr;
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vulkan::Buffer * ubo_mvp_fs =nullptr;
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vulkan::Pipeline * pipeline =nullptr;
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vulkan::VertexBuffer * vertex_buffer =nullptr;
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public:
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~TestApp()
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{
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SAFE_CLEAR(vertex_buffer);
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SAFE_CLEAR(pipeline);
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SAFE_CLEAR(ubo_mvp_fs);
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SAFE_CLEAR(ubo_mvp);
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SAFE_CLEAR(render_obj);
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SAFE_CLEAR(descriptor_sets);
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SAFE_CLEAR(material);
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}
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private:
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bool InitMaterial()
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{
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material=shader_manage->CreateMaterial(OS_TEXT("res/shader/OnlyPosition.vert.spv"),
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OS_TEXT("res/shader/FragCoord.frag.spv"));
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if(!material)
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return(false);
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render_obj=material->CreateRenderable(VERTEX_COUNT);
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descriptor_sets=material->CreateDescriptorSets();
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return(true);
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}
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vulkan::Buffer *CreateUBO(const UTF8String &name,const VkDeviceSize size,void *data)
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{
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vulkan::Buffer *ubo=device->CreateUBO(size,data);
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if(!ubo)
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return(nullptr);
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const int index=material->GetUBO(name);
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if(index<0)
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{
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SAFE_CLEAR(ubo);
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return(nullptr);
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}
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if(!descriptor_sets->BindUBO(index,ubo))
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{
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SAFE_CLEAR(ubo);
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return(nullptr);
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}
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return ubo;
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}
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bool InitUBO()
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{
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const VkExtent2D extent=sc_render_target->GetExtent();
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cam.width=extent.width;
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cam.height=extent.height;
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cam.Refresh();
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ubo_mvp =CreateUBO("world", sizeof(WorldMatrix),&cam.matrix);
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ubo_mvp_fs =CreateUBO("fragment_world",sizeof(WorldMatrix),&cam.matrix);
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descriptor_sets->Update();
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return(true);
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}
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void InitVBO()
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{
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vertex_buffer =device->CreateVBO(FMT_RG32F, VERTEX_COUNT,vertex_data);
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render_obj->Set("Vertex", vertex_buffer);
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}
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bool InitPipeline()
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{
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AutoDelete<vulkan::PipelineCreater>
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pipeline_creater=new vulkan::PipelineCreater(device,material,sc_render_target);
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pipeline_creater->CloseCullFace();
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pipeline_creater->Set(PRIM_TRIANGLE_STRIP);
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pipeline=pipeline_creater->Create();
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return pipeline;
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}
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public:
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bool Init()
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{
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if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(false);
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if(!InitMaterial())
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return(false);
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if(!InitUBO())
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return(false);
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InitVBO();
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if(!InitPipeline())
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return(false);
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BuildCommandBuffer(pipeline,descriptor_sets,render_obj);
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return(true);
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}
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void Resize(int w,int h)override
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{
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cam.width=w;
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cam.height=h;
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cam.Refresh();
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ubo_mvp->Write(&cam.matrix);
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ubo_mvp_fs->Write(&cam.matrix);
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BuildCommandBuffer(pipeline,descriptor_sets,render_obj);
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}
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};//class TestApp:public VulkanApplicationFramework
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int main(int,char **)
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{
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TestApp app;
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if(!app.Init())
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return(-1);
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while(app.Run());
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return 0;
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}
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@ -1,5 +1,5 @@
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// 1.indices_rect
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// 该示例是0.triangle的进化,演示使用索引数据画一个矩形
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// indices_rect
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// 该示例演示使用索引数据画一个矩形,并使用了颜色材质
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#include"VulkanAppFramework.h"
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#include<hgl/math/Math.h>
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@ -12,6 +12,8 @@ constexpr uint32_t SCREEN_HEIGHT=128;
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constexpr uint32_t VERTEX_COUNT=4;
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static Vector4f color(1,1,0,1);
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constexpr float SSP=0.25;
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constexpr float SSN=1-SSP;
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@ -41,6 +43,7 @@ private:
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vulkan::DescriptorSets * descriptor_sets =nullptr;
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vulkan::Renderable * render_obj =nullptr;
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vulkan::Buffer * ubo_mvp =nullptr;
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vulkan::Buffer * ubo_color_material =nullptr;
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vulkan::Pipeline * pipeline =nullptr;
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@ -54,6 +57,7 @@ public:
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SAFE_CLEAR(index_buffer);
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SAFE_CLEAR(vertex_buffer);
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SAFE_CLEAR(pipeline);
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SAFE_CLEAR(ubo_color_material);
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SAFE_CLEAR(ubo_mvp);
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SAFE_CLEAR(render_obj);
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SAFE_CLEAR(descriptor_sets);
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@ -74,19 +78,38 @@ private:
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return(true);
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}
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vulkan::Buffer *CreateUBO(const UTF8String &name,const VkDeviceSize size,void *data)
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{
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vulkan::Buffer *ubo=device->CreateUBO(size,data);
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if(!ubo)
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return(nullptr);
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const int index=material->GetUBO(name);
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if(index<0)
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{
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SAFE_CLEAR(ubo);
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return(nullptr);
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}
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if(!descriptor_sets->BindUBO(index,ubo))
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{
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SAFE_CLEAR(ubo);
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return(nullptr);
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}
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return ubo;
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}
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bool InitUBO()
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{
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const VkExtent2D extent=sc_render_target->GetExtent();
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wm.ortho=ortho(extent.width,extent.height);
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ubo_mvp=device->CreateUBO(sizeof(WorldMatrix),&wm);
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if(!ubo_mvp)
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return(false);
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if(!descriptor_sets->BindUBO(material->GetUBO("world"),ubo_mvp))
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return(false);
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ubo_mvp =CreateUBO("world", sizeof(WorldMatrix),&wm);
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ubo_color_material =CreateUBO("color_material",sizeof(Vector4f),&color);
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descriptor_sets->Update();
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return(true);
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@ -3,7 +3,12 @@
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layout(location = 0) in vec4 FragmentColor;
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layout(location = 0) out vec4 FragColor;
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layout(binding=2) uniform ColorMaterial
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{
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vec4 color;
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} color_material;
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void main()
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{
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FragColor=FragmentColor;
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FragColor=color_material.color;
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}
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layout(location = 0) in vec2 Vertex;
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layout(location = 1) in vec3 Color;
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layout(binding = 0) uniform WorldMatrix
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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mat4 ortho;
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mat4 projection;
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mat4 inverse_projection;
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mat4 modelview;
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mat4 inverse_modelview;
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mat4 mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec2 resolution;
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} world;
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layout(location = 0) out vec4 FragmentColor;
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25
res/shader/FragCoord.frag
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25
res/shader/FragCoord.frag
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#version 450 core
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layout(binding=1) uniform WorldMatrix // hgl/math/Math.h
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{
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mat4 ortho;
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mat4 projection;
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mat4 inverse_projection;
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mat4 modelview;
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mat4 inverse_modelview;
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mat4 mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec2 resolution;
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}fragment_world;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor=vec4(gl_FragCoord.xy/fragment_world.resolution,0,1);
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}
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@ -2,20 +2,24 @@
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layout(location = 0) in vec2 Vertex;
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layout(binding = 0) uniform WorldMatrix
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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mat4 ortho;
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mat4 projection;
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mat4 modelview;
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mat4 mvp;
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vec4 view_pos;
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} world;
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layout(location = 0) out vec4 FragmentColor;
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mat4 projection;
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mat4 inverse_projection;
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mat4 modelview;
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mat4 inverse_modelview;
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mat4 mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec2 resolution;
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} world;
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void main()
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{
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FragmentColor=vec4(1.0);
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gl_Position=vec4(Vertex,0.0,1.0)*world.ortho;
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}
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@ -2,7 +2,7 @@
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vec4 BaseColor;
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[output]
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[gbuffer]
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vec4 gb_color;
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1
res/shader/sc.bat
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1
res/shader/sc.bat
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@ -0,0 +1 @@
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glslangValidator -V -o %1.spv %1
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@ -28,3 +28,5 @@ glslangValidator -V -o drand48.frag.spv drand48.frag
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glslangValidator -V -o Texture2D.vert.spv Texture2D.vert
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glslangValidator -V -o hqfilter.frag.spv hqfilter.frag
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glslangValidator -V -o FragCoord.frag.spv FragCoord.frag
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@ -46,7 +46,7 @@ namespace hgl
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//注意: C++中要 projection * model_view * local_to_world * position
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//而GLSL中要 position * local_to_world * model_view * projection
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matrix.ortho=ortho(width,height,znear,zfar);
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matrix.ortho=ortho(width,height);
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matrix.view_pos=eye;
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matrix.resolution.x=width;
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@ -9,7 +9,7 @@ MATERIAL_NAMESPACE_BEGIN
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MCC_DEFINE(ShadingModel, Uint, 1, false ),
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MCC_DEFINE(Color, Float, 3, true ),
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MCC_DEFINE(BaseColor, Float, 3, true ),
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MCC_DEFINE(Opacity, Float, 1, false ),
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MCC_DEFINE(Normal, Float, 3, false ),
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