#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; Mesh * render_obj =nullptr; Pipeline * pipeline =nullptr; private: bool InitAutoMaterial() { mtl::Material2DCreateConfig cfg(PrimitiveType::Triangles, CoordinateSystem2D::NDC, mtl::WithLocalToWorld::Without); material_instance=CreateMaterialInstance(mtl::inline_material::VertexColor2D,&cfg); //这个是使用名称创建 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=CreateMesh("Triangle",VERTEX_COUNT,material_instance,pipeline, { {VAN::Position,VF_V2F,position_data}, {VAN::Color, VF_V4F,color_data} }); return(render_obj); } public: using WorkObject::WorkObject; bool Init() override { if(!InitAutoMaterial()) return(false); if(!InitPipeline()) return(false); if(!InitVBO()) return(false); return(true); } 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")); }