// 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 #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 int16 position_data[VERTEX_COUNT][2]={}; constexpr uint8 color_data[VERTEX_COUNT*4]= { 255,0,0,255, 0,255,0,255, 0,0,255,255 }; constexpr VAType POSITION_SHADER_FORMAT =VAT_IVEC2; constexpr VkFormat POSITION_DATA_FORMAT =VF_V2I16; constexpr VkFormat COLOR_DATA_FORMAT =VF_V4UN8; class TestApp:public WorkObject { private: MaterialInstance * material_instance =nullptr; Mesh * mesh_triangle =nullptr; Pipeline * pipeline =nullptr; private: bool InitMaterial() { mtl::Material2DCreateConfig cfg(PrimitiveType::Triangles, CoordinateSystem2D::Ortho, mtl::WithLocalToWorld::With); VILConfig vil_config; cfg.position_format = POSITION_SHADER_FORMAT; //这里指定shader中使用ivec2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, POSITION_DATA_FORMAT); //这里指定VAB中使用RG16I当做顶点数据格式 vil_config.Add(VAN::Color, COLOR_DATA_FORMAT); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式 material_instance=CreateMaterialInstance(mtl::inline_material::VertexColor2D,&cfg,&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); //等同上一行,为Framework重载,默认使用swapchain的render target return pipeline; } bool InitVBO() { const auto ext=GetExtent(); for(uint i=0;i(GetSceneRoot(),mesh_triangle); //创建一个静态网格组件 } public: using WorkObject::WorkObject; bool Init() override { if(!InitMaterial()) return(false); if(!InitVBO()) return(false); return(true); } };//class TestApp:public WorkObject int os_main(int,os_char **) { return RunFramework(OS_TEXT("Draw triangle use UBO")); }