// 该范例主要演示使用RenderList系统绘制多个三角形,并利用RenderList进行排序以及自动合并进行Instance渲染 #include #include #include #include #include using namespace hgl; using namespace hgl::graph; constexpr uint32_t SCREEN_WIDTH=1024; constexpr uint32_t SCREEN_HEIGHT=1024; constexpr uint32_t VERTEX_COUNT=3; constexpr uint32_t TRIANGLE_NUMBER=12; constexpr float position_data[VERTEX_COUNT*2]= { 0.0, 0.0, -0.1, 0.9, 0.1, 0.9 }; constexpr uint8 color_data[VERTEX_COUNT][4]= { {255,0,0,255}, {0,255,0,255}, {0,0,255,255} }; class TestApp:public WorkObject { Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f); private: SceneNode render_root; RenderList * render_list =nullptr; MaterialInstance * material_instance =nullptr; Renderable * render_obj =nullptr; Pipeline * pipeline =nullptr; private: bool InitMaterial() { { mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",Prim::Triangles); cfg.coordinate_system=CoordinateSystem2D::NDC; cfg.local_to_world=true; AutoDelete mci=mtl::CreateVertexColor2D(&cfg); VILConfig vil_config; vil_config.Add(VAN::Color,VF_V4UN8); 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() { render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline, { {VAN::Position, VF_V2F, position_data}, {VAN::Color, VF_V4UN8, color_data } }); if(!render_obj) return(false); double rad; Matrix4f mat; for(uint i=0;i((360.0f/double(TRIANGLE_NUMBER))*i); //这里一定要加,否则结果用int保存会出现问题 mat=rotate(rad,Vector3f(0,0,1)); render_root.Add(new SceneNode(mat,render_obj)); } render_root.RefreshMatrix(); render_list->Expend(&render_root); return(true); } public: ~TestApp() { SAFE_CLEAR(render_list); } TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget()) { render_list=rf->CreateRenderList(); if(!InitMaterial()) return; if(!InitVBO()) return; } void Render(double delta_time,graph::RenderCmdBuffer *cmd)override { cmd->SetClearColor(0,clear_color); cmd->BeginRenderPass(); render_list->Render(cmd); cmd->EndRenderPass(); } };//class TestApp:public WorkObject int os_main(int,os_char **) { return RunFramework(OS_TEXT("AutoInstance"),1024,1024); }