// 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,使用UBO传递Viewport信息 #include"VulkanAppFramework.h" #include #include #include #include #include #include using namespace hgl; using namespace hgl::graph; constexpr uint32_t VERTEX_COUNT=3; static float position_data_float[VERTEX_COUNT][2]= { {0.5, 0.25}, {0.75, 0.75}, {0.25, 0.75} }; static uint16 position_data_u16[VERTEX_COUNT][2]={}; constexpr uint8 color_data[VERTEX_COUNT*4]= { 255,0,0,255, 0,255,0,255, 0,0,255,255 }; //#define USE_ZERO2ONE_COORD //使用左上角0,0右下角1,1的坐标系 class TestApp:public VulkanApplicationFramework { private: MaterialInstance * material_instance =nullptr; Renderable * render_obj =nullptr; Pipeline * pipeline =nullptr; private: bool InitMaterial() { mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2D",Prim::Triangles); VILConfig vil_config; #ifdef USE_ZERO2ONE_COORD cfg.coordinate_system=CoordinateSystem2D::ZeroToOne; #else cfg.coordinate_system=CoordinateSystem2D::Ortho; cfg.position_format =VAT_UVEC2; //这里指定shader中使用uvec2当做顶点输入格式 // ^ // + 这上下两种格式要配套,否则会出错 // v vil_config.Add(VAN::Position,VF_V2U16); //这里指定VAB中使用RG16U当做顶点数据格式 #endif//USE_ZERO2ONE_COORD vil_config.Add(VAN::Color,VF_V4UN8); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式 cfg.local_to_world=false; AutoDelete mci=mtl::CreateVertexColor2D(&cfg); material_instance=db->CreateMaterialInstance(mci,&vil_config); if(!material_instance) return(false); // 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() { PrimitiveCreater rpc(device,material_instance->GetVIL()); rpc.Init("Triangle",VERTEX_COUNT); #ifdef USE_ZERO2ONE_COORD //使用0 to 1坐标系 if(!rpc.WriteVAB(VAN::Position, VF_V2F, position_data_float ))return(false); #else //使用ortho坐标系 if(!rpc.WriteVAB(VAN::Position, VF_V2U16, position_data_u16 ))return(false); #endif//USE_ZERO2ONE_COORD if(!rpc.WriteVAB(VAN::Color, VF_V4UN8, color_data ))return(false); render_obj=db->CreateRenderable(&rpc,material_instance,pipeline); return(true); } public: bool Init(uint w,uint h) { if(!VulkanApplicationFramework::Init(w,h)) return(false); #ifndef USE_ZERO2ONE_COORD for(uint i=0;i(1280,720); }