// 8.大气渲染 // 画一个球,纯粹使用shader计算出颜色 #include"VulkanAppFramework.h" #include #include #include #include #include using namespace hgl; using namespace hgl::graph; constexpr uint32_t SCREEN_WIDTH=128; constexpr uint32_t SCREEN_HEIGHT=128; struct AtmosphereData { Vector3f position; float intensity; float scattering_direction; public: AtmosphereData() { position.Set(0,0.1f,-1.0f); intensity=22.0f; scattering_direction=0.758f; } };//struct AtmosphereData class TestApp:public CameraAppFramework { private: SceneNode render_root; RenderList render_list; vulkan::MaterialInstance * material_instance =nullptr; vulkan::Pipeline * pipeline_solid =nullptr; vulkan::Buffer * ubo_atomsphere =nullptr; AtmosphereData atomsphere_data; vulkan::Renderable * ro_sphere =nullptr; private: bool InitMaterial() { material_instance=db->CreateMaterialInstance(OS_TEXT("res/material/Atmosphere")); //不需要优先创建Material,也不需要写扩展名 if(!material_instance)return(false); // pipeline_solid=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/sky")); pipeline_solid=CreatePipeline(material_instance,vulkan::InlinePipeline::Sky); //等同上一行,为Framework重载,默认使用swapchain的render target if(!pipeline_solid)return(false); return(true); } bool InitUBO() { if(!material_instance->BindUBO("world",GetCameraMatrixBuffer())) return(false); ubo_atomsphere=db->CreateUBO(sizeof(AtmosphereData),&atomsphere_data); if(!ubo_atomsphere) return(false); if(!material_instance->BindUBO("sun",ubo_atomsphere)) return(false); material_instance->Update(); return(true); } bool InitScene() { ro_sphere=CreateRenderableSphere(db,material_instance->GetMaterial(),128); render_root.Add(db->CreateRenderableInstance(ro_sphere,material_instance,pipeline_solid),scale(100)); render_root.RefreshMatrix(); render_root.ExpendToList(&render_list); return(true); } public: bool Init() { if(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT)) return(false); if(!InitMaterial()) return(false); if(!InitUBO()) return(false); if(!InitScene()) return(false); return(true); } void BuildCommandBuffer(uint32_t index) override { render_root.RefreshMatrix(); render_list.Clear(); render_root.ExpendToList(&render_list); 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; }