// 18.RayPicking #include"VulkanAppFramework.h" #include #include #include #include #include #include #include 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}, {0,0,0} }; static float color_data[2][4]= { {1,1,0,1}, {1,1,0,1} }; class TestApp:public CameraAppFramework { Color4f color; DeviceBuffer *ubo_color=nullptr; private: SceneNode render_root; RenderList * render_list =nullptr; Material * material =nullptr; MaterialInstance * material_instance =nullptr; Pipeline * pipeline =nullptr; Primitive * ro_plane_grid =nullptr; Primitive * ro_line =nullptr; VBO * vbo_pos =nullptr; Ray ray; private: bool InitMDP() { material=db->CreateMaterial(OS_TEXT("res/material/VertexColor3D")); if(!material)return(false); material_instance=db->CreateMaterialInstance(material); if(!material_instance)return(false); pipeline=CreatePipeline(material_instance,InlinePipeline::Solid3D,Prim::Lines); if(!pipeline) return(false); return(true); } Renderable *Add(Primitive *r,const Matrix4f &mat) { Renderable *ri=db->CreateRenderable(r,material_instance,pipeline); render_root.CreateSubNode(mat,ri); return ri; } bool CreateRenderObject() { using namespace inline_geometry; { struct PlaneGridCreateInfo pgci; pgci.coord[0]=Vector3f(-100,-100,0); pgci.coord[1]=Vector3f( 100,-100,0); pgci.coord[2]=Vector3f( 100, 100,0); pgci.coord[3]=Vector3f(-100, 100,0); pgci.step.x=32; pgci.step.y=32; pgci.side_step.x=8; pgci.side_step.y=8; pgci.color.Set(0.25,0,0,1); pgci.side_color.Set(1,0,0,1); const VIL *vil=material_instance->GetVIL(); ro_plane_grid=CreatePlaneGrid(db,vil,&pgci); } { ro_line=db->CreatePrimitive(2); if(!ro_line)return(false); if(!ro_line->Set(VAN::Position, vbo_pos=db->CreateVBO(VF_V3F,2,position_data )))return(false); if(!ro_line->Set(VAN::Color, db->CreateVBO(VF_V4F,2,color_data )))return(false); } return(true); } bool InitScene() { Add(ro_plane_grid,Matrix4f(1.0f)); Add(ro_line,Matrix4f(1.0f)); camera->pos=Vector3f(100,100,50); camera_control->SetTarget(Vector3f(0,0,0)); camera_control->Refresh(); render_root.RefreshMatrix(); render_list->Expend(camera->info,&render_root); return(true); } public: ~TestApp() { SAFE_CLEAR(render_list); } bool Init() { if(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT)) return(false); render_list=new RenderList(device); if(!InitMDP()) return(false); if(!CreateRenderObject()) return(false); if(!InitScene()) return(false); return(true); } void BuildCommandBuffer(uint32 index) { const CameraInfo &ci=GetCameraInfo(); ray.Set(GetMouseCoord(),&ci); //设置射线查询的屏幕坐标点 const Vector3f pos=ray.ClosestPoint(Vector3f(0,0,0)); //求射线上与点(0,0,0)最近的点的坐标 vbo_pos->Write(&pos,3*sizeof(float)); //更新VBO上这个点的位置 render_root.RefreshMatrix(); render_list->Expend(ci,&render_root); VulkanApplicationFramework::BuildCommandBuffer(index,render_list); } void Resize(int w,int h)override { CameraAppFramework::Resize(w,h); VulkanApplicationFramework::BuildCommandBuffer(render_list); } };//class TestApp:public CameraAppFramework int main(int,char **) { TestApp app; if(!app.Init()) return(-1); while(app.Run()); return 0; }