added third_triangle example

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2022-06-24 16:27:43 +08:00
parent 80b89b3d21
commit ea93dfcc86
4 changed files with 136 additions and 32 deletions

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@ -12,6 +12,7 @@ endmacro()
CreateProject("Basic" 1st_triangle first_triangle.cpp) CreateProject("Basic" 1st_triangle first_triangle.cpp)
CreateProject("Basic" 2nd_triangle second_triangle.cpp) CreateProject("Basic" 2nd_triangle second_triangle.cpp)
CreateProject("Basic" 3rd_triangle third_triangle.cpp)
CreateProject("Basic" FragCoord FragCoordTest.cpp) CreateProject("Basic" FragCoord FragCoordTest.cpp)
CreateProject("Basic" indices_rect indices_rect.cpp) CreateProject("Basic" indices_rect indices_rect.cpp)
CreateProject("Basic" FullScreenTriangle FullScreenTriangle.cpp) CreateProject("Basic" FullScreenTriangle FullScreenTriangle.cpp)
@ -29,7 +30,7 @@ CreateProject("Tile" DrawText DrawText.cpp)
CreateProject("Geometry3D " Geometry3D Geometry3D.cpp) CreateProject("Geometry3D " Geometry3D Geometry3D.cpp)
CreateProject("Scene" SceneTree SceneTree.cpp) CreateProject("Scene" SceneTree SceneTree.cpp)
#CreateProject(09.LoadStaticMesh LoadStaticMesh.cpp LoadScene.cpp) #CreateProject("Scene" LoadStaticMesh LoadStaticMesh.cpp LoadScene.cpp)
CreateProject("Scene" InlineGeometryScene InlineGeometryScene.cpp) CreateProject("Scene" InlineGeometryScene InlineGeometryScene.cpp)
CreateProject("Scene/Sky" SkyColor SkyColor.cpp) CreateProject("Scene/Sky" SkyColor SkyColor.cpp)

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@ -1,5 +1,5 @@
// first_triangle // first_triangle
// 该范例主要演示直接绘制一个渐变色的三角形 // 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
#include"VulkanAppFramework.h" #include"VulkanAppFramework.h"
#include<hgl/math/Math.h> #include<hgl/math/Math.h>
@ -16,9 +16,9 @@ constexpr uint32_t VERTEX_COUNT=3;
constexpr float position_data[VERTEX_COUNT][2]= constexpr float position_data[VERTEX_COUNT][2]=
{ {
{SCREEN_WIDTH*0.5, SCREEN_HEIGHT*0.25}, { 0.0, -0.5},
{SCREEN_WIDTH*0.75, SCREEN_HEIGHT*0.75}, {-0.5, 0.5},
{SCREEN_WIDTH*0.25, SCREEN_HEIGHT*0.75} { 0.5, 0.5}
}; };
constexpr float color_data[VERTEX_COUNT][4]= constexpr float color_data[VERTEX_COUNT][4]=
@ -40,13 +40,11 @@ private:
bool InitMaterial() bool InitMaterial()
{ {
material_instance=db->CreateMaterialInstance(OS_TEXT("res/material/VertexColor2D")); material_instance=db->CreateMaterialInstance(OS_TEXT("res/material/VertexColor2DNDC"));
if(!material_instance) if(!material_instance)
return(false); return(false);
BindCameraUBO(material_instance);
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d")); // pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行为Framework重载默认使用swapchain的render target pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行为Framework重载默认使用swapchain的render target

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@ -1,9 +1,10 @@
// second_triangle // third_triangle
// 该范例主要演示使用场景树系统绘制三角形 // 该范例主要演示使用2D坐系统直接绘制一个渐变色的三角形
#include"VulkanAppFramework.h" #include"VulkanAppFramework.h"
#include<hgl/math/Math.h> #include<hgl/math/Math.h>
#include<hgl/filesystem/FileSystem.h> #include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/SceneInfo.h>
using namespace hgl; using namespace hgl;
using namespace hgl::graph; using namespace hgl::graph;
@ -30,9 +31,6 @@ class TestApp:public VulkanApplicationFramework
{ {
private: private:
SceneNode render_root;
RenderList * render_list =nullptr;
MaterialInstance * material_instance =nullptr; MaterialInstance * material_instance =nullptr;
RenderableInstance *render_instance =nullptr; RenderableInstance *render_instance =nullptr;
@ -64,37 +62,24 @@ private:
if(!render_obj->Set(VAN::Color, db->CreateVBO(VF_V4F,VERTEX_COUNT,color_data)))return(false); if(!render_obj->Set(VAN::Color, db->CreateVBO(VF_V4F,VERTEX_COUNT,color_data)))return(false);
render_instance=db->CreateRenderableInstance(render_obj,material_instance,pipeline); render_instance=db->CreateRenderableInstance(render_obj,material_instance,pipeline);
render_root.CreateSubNode(scale(0.5,0.5),render_instance);
render_root.RefreshMatrix();
render_list->Expend(GetCameraInfo(),&render_root);
return(true); return(true);
} }
public: public:
~TestApp()
{
SAFE_CLEAR(render_list);
}
bool Init() bool Init()
{ {
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT)) if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(false); return(false);
render_list=new RenderList(device);
if(!InitMaterial()) if(!InitMaterial())
return(false); return(false);
if(!InitVBO()) if(!InitVBO())
return(false); return(false);
BuildCommandBuffer(render_list); if(!BuildCommandBuffer(render_instance))
return(false);
return(true); return(true);
} }
@ -103,7 +88,7 @@ public:
{ {
VulkanApplicationFramework::Resize(w,h); VulkanApplicationFramework::Resize(w,h);
BuildCommandBuffer(render_list); BuildCommandBuffer(render_instance);
} }
};//class TestApp:public VulkanApplicationFramework };//class TestApp:public VulkanApplicationFramework

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@ -0,0 +1,120 @@
// second_triangle
// 该范例主要演示使用场景树系统绘制三角形
#include"VulkanAppFramework.h"
#include<hgl/math/Math.h>
#include<hgl/filesystem/FileSystem.h>
using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t SCREEN_WIDTH=1280;
constexpr uint32_t SCREEN_HEIGHT=720;
constexpr uint32_t VERTEX_COUNT=3;
constexpr float position_data[VERTEX_COUNT][2]=
{
{SCREEN_WIDTH*0.5, SCREEN_HEIGHT*0.25},
{SCREEN_WIDTH*0.25, SCREEN_HEIGHT*0.75},
{SCREEN_WIDTH*0.75, SCREEN_HEIGHT*0.75}
};
constexpr float color_data[VERTEX_COUNT][4]=
{ {1,0,0,1},
{0,1,0,1},
{0,0,1,1}
};
class TestApp:public VulkanApplicationFramework
{
private:
SceneNode render_root;
RenderList * render_list =nullptr;
MaterialInstance * material_instance =nullptr;
RenderableInstance *render_instance =nullptr;
Pipeline * pipeline =nullptr;
private:
bool InitMaterial()
{
material_instance=db->CreateMaterialInstance(OS_TEXT("res/material/VertexColor2D"));
if(!material_instance)
return(false);
BindCameraUBO(material_instance);
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行为Framework重载默认使用swapchain的render target
return pipeline;
}
bool InitVBO()
{
Renderable *render_obj=db->CreateRenderable(VERTEX_COUNT);
if(!render_obj)return(false);
if(!render_obj->Set(VAN::Position, db->CreateVBO(VF_V2F,VERTEX_COUNT,position_data)))return(false);
if(!render_obj->Set(VAN::Color, db->CreateVBO(VF_V4F,VERTEX_COUNT,color_data)))return(false);
render_instance=db->CreateRenderableInstance(render_obj,material_instance,pipeline);
render_root.CreateSubNode(render_instance);
render_root.RefreshMatrix();
render_list->Expend(GetCameraInfo(),&render_root);
return(true);
}
public:
~TestApp()
{
SAFE_CLEAR(render_list);
}
bool Init()
{
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(false);
render_list=new RenderList(device);
if(!InitMaterial())
return(false);
if(!InitVBO())
return(false);
BuildCommandBuffer(render_list);
return(true);
}
void Resize(int w,int h)override
{
VulkanApplicationFramework::Resize(w,h);
BuildCommandBuffer(render_list);
}
};//class TestApp:public VulkanApplicationFramework
int main(int,char **)
{
TestApp app;
if(!app.Init())
return(-1);
while(app.Run());
return 0;
}