// 该范例主要演示使用NDC坐标系直接绘制一个渐变色的三角形 #include"WorkObject.h" #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_float[VERTEX_COUNT*2]= { 0.0, -0.5, -0.5, 0.5, 0.5, 0.5 }; constexpr VkFormat PositionFormat=VF_V2F; #define position_data position_data_float constexpr float color_data[VERTEX_COUNT*4]= { 1,0,0,1, 0,1,0,1, 0,0,1,1 }; constexpr VkFormat ColorFormat=VF_V4F; 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",Prim::Triangles); cfg.coordinate_system=CoordinateSystem2D::NDC; cfg.local_to_world=false; AutoDelete mci=mtl::CreateVertexColor2D(&cfg); material_instance=db->CreateMaterialInstance(mci); return material_instance; } bool InitPipeline() { RenderPass *sc_render_pass=GetRenderFramework()->GetSwapchainModule()->GetRenderPass(); // pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d")); pipeline=sc_render_pass->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(GetDevice(),material_instance->GetVIL()); rpc.Init("Triangle",VERTEX_COUNT); if(!rpc.WriteVAB(VAN::Position, PositionFormat, position_data))return(false); if(!rpc.WriteVAB(VAN::Color, ColorFormat, color_data ))return(false); render_obj=db->CreateRenderable(&rpc,material_instance,pipeline); return(render_obj); } public: TestApp(RenderFramework *rf):WorkObject(rf) {} bool Init() { if(!InitAutoMaterial()) return(false); if(!InitPipeline()) return(false); if(!InitVBO()) return(false); return(true); } void Tick(double)override {} void Render(RenderCmdBuffer *cb,Renderable *ri) { if(!ri)return; cb->BeginRenderPass(); cb->BindPipeline(ri->GetPipeline()); cb->BindDescriptorSets(ri->GetMaterial()); cb->BindDataBuffer(ri->GetDataBuffer()); cb->Draw(ri->GetDataBuffer(),ri->GetRenderData()); cb->EndRenderPass(); } void Render(double) { //WorkObject是工作对象,不是渲染对象,所以不应该直接自动指定RenderTarget,更不能直接指定RenderCmdBuffer //目前这里只是为了测试,所以这样写 RenderFramework *rf=GetRenderFramework(); SwapchainModule *sm=rf->GetSwapchainModule(); sm->BeginFrame(); //这里会有AcquireNextImage操作 //这个使用完全不合理,录制CMD和推送swapchain是两回事,需要分开操作。 //比如场景有的物件分静态和动态 //可能静态物件就全部一次性录制好,而动态物件则是每帧录制 RenderCmdBuffer *cb=sm->RecordCmdBuffer(); //这里会获取当前帧的RenderCmdBuffer、开启cmd录制、绑定FBO if(cb) { cb->SetClearColor(0,clear_color); Render(cb,render_obj); cb->End(); //结束cmd录制 } sm->EndFrame(); //这里会Submit和PresentBackbuffer } };//class TestApp:public VulkanApplicationFramework int main(int,char **) { RenderFramework rf(OS_TEXT("RenderFramework Test")); if(!rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT)) return(-1); WorkManager wm(&rf); AutoDelete app=new TestApp(&rf); if(!app->Init()) return(-2); wm.Start(app); }