#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; constexpr uint32_t VERTEX_COUNT=3; constexpr float position_data[VERTEX_COUNT*2]= { 0.0, -0.5, -0.5, 0.5, 0.5, 0.5 }; constexpr float color_data[VERTEX_COUNT*4]= { 1,0,0,1, 0,1,0,1, 0,0,1,1 }; class TestApp:public WorkObject { private: Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f); MaterialInstance * material_instance =nullptr; Renderable * render_obj =nullptr; Pipeline * pipeline =nullptr; private: bool InitAutoMaterial() { mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",PrimitiveType::Triangles); cfg.coordinate_system=CoordinateSystem2D::NDC; cfg.local_to_world=false; //AutoDelete mci=mtl::CreateVertexColor2D(&cfg); //这个是直接创建 //AutoDelete mci=mtl::CreateMaterialCreateInfo("VertexColor2D",&cfg); //这个是使用名称创建 //这两种方式都可以,上一种方式肯定是会快些,主要用于一些程序中直接写死的地方。 //而下面这种方式很明显是为了可以将使用的材质写入配置文件中。 //material_instance=CreateMaterialInstance(mci); //下面这个方式更直接,在WorkObject中封装了CreateMaterialCreateInfo(name,...)这个方法一步到位 material_instance=CreateMaterialInstance("VertexColor2D",&cfg); //这个是使用名称创建 //再下一步我们会更直接将上面的Material2DCreateConfig写在配置文件中,这样只需要一个配置文件名称就可以完全加载了。 return material_instance; } bool InitPipeline() { // pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d")); pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,PrimitiveType::Triangles); //等同上一行,为Framework重载,默认使用swapchain的render target return pipeline; } bool InitVBO() { render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline, { {VAN::Position,VF_V2F,position_data}, {VAN::Color, VF_V4F,color_data} }); return(render_obj); } public: TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget()) { if(!InitAutoMaterial()) return; if(!InitPipeline()) return; if(!InitVBO()) return; } void Tick(double)override{} void Render(double delta_time,graph::RenderCmdBuffer *cmd) { cmd->SetClearColor(0,clear_color); cmd->BeginRenderPass(); cmd->Render(render_obj); cmd->EndRenderPass(); } };//class TestApp:public WorkObject int os_main(int,os_char **) { return RunFramework(OS_TEXT("RenderFramework Test")); }