// 5.SceneTree // 用于测试树形排列的场景中,每一级节点对变换矩阵的处理是否正确 #include"VulkanAppFramework.h" #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; class TestApp:public CameraAppFramework { struct { Vector4f color; Vector4f abiment; }color_material; Vector3f sun_direction; private: double start_time; SceneNode render_root; RenderList render_list; vulkan::Material * material =nullptr; vulkan::MaterialInstance * material_instance =nullptr; vulkan::Buffer * ubo_color =nullptr; vulkan::Buffer * ubo_sun =nullptr; vulkan::Renderable * renderable_object =nullptr; vulkan::Pipeline * pipeline_line =nullptr; public: TestApp() { start_time=GetDoubleTime(); } ~TestApp()=default; private: bool InitMaterial() { material=shader_manage->CreateMaterial(OS_TEXT("res/shader/VertexLight.vert"), OS_TEXT("res/shader/VertexColor.frag")); if(!material) return(false); material_instance=material->CreateInstance(); db->Add(material); db->Add(material_instance); return(true); } void CreateRenderObject() { renderable_object=CreateRenderableSphere(db,material,40); db->Add(renderable_object); } bool InitUBO() { LCG lcg; color_material.color=Vector4f(1,1,1,1.0); color_material.abiment.Set(0.25,0.25,0.25,1.0); ubo_color=device->CreateUBO(sizeof(color_material),&color_material); sun_direction=Vector3f::RandomDir(lcg); ubo_sun=device->CreateUBO(sizeof(sun_direction),&sun_direction); material_instance->BindUBO("world",GetCameraMatrixBuffer()); material_instance->BindUBO("color_material",ubo_color); material_instance->BindUBO("sun",ubo_sun); material_instance->Update(); db->Add(ubo_color); db->Add(ubo_sun); return(true); } bool InitPipeline() { AutoDelete pipeline_creater=new vulkan::PipelineCreater(device,material,sc_render_target); pipeline_creater->SetDepthTest(true); pipeline_creater->SetDepthWrite(true); pipeline_creater->CloseCullFace(); pipeline_creater->SetPolygonMode(VK_POLYGON_MODE_FILL); pipeline_creater->Set(PRIM_TRIANGLES); pipeline_line=pipeline_creater->Create(); if(!pipeline_line) return(false); db->Add(pipeline_line); return(true); } bool InitScene() { SceneNode *cur_node; uint count; float size; RenderableInstance *ri=db->CreateRenderableInstance(pipeline_line,material_instance,renderable_object); for(uint i=0;i<360;i++) { size=(i+1)/100.0f; cur_node=render_root.CreateSubNode( rotate(i/5.0f,camera.up_vector)* translate(i/4.0f,0,0)* scale(size)); count=(rand()%16)+1; for(uint n=0;nAdd(ri,translate(0,0,size*n*1.01)); } render_root.RefreshMatrix(); render_list.Clear(); render_root.ExpendToList(&render_list); return(true); } public: bool Init() { if(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT)) return(false); if(!InitMaterial()) return(false); CreateRenderObject(); if(!InitUBO()) return(false); if(!InitPipeline()) return(false); if(!InitScene()) return(false); return(true); } void Draw() override { CameraAppFramework::Draw(); Matrix4f rot=rotate(GetDoubleTime()-start_time,camera.up_vector); render_root.RefreshMatrix(&rot); render_list.Clear(); render_root.ExpendToList(&render_list); } void BuildCommandBuffer(uint32 index) { VulkanApplicationFramework::BuildCommandBuffer(index,&render_list); } };//class TestApp:public CameraAppFramework int main(int,char **) { TestApp app; if(!app.Init()) return(-1); while(app.Run()); return 0; }