// 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"VulkanAppFramework.h" #include #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 VulkanApplicationFramework { 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(device->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() { PrimitiveCreater rpc(device,material_instance->GetVIL()); rpc.Init("Triangle",VERTEX_COUNT); if(!rpc.WriteVAB(VAN::Position, VF_V2F, position_data))return(false); if(!rpc.WriteVAB(VAN::Color, VF_V4UN8, color_data ))return(false); render_obj=db->CreateRenderable(&rpc,material_instance,pipeline); if(!render_obj) return(false); double rad; Matrix4f mat; for(uint i=0;i((360/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.CreateSubNode(mat,render_obj); } render_root.RefreshMatrix(); render_list->Expend(&render_root); return(true); } public: ~TestApp() { SAFE_CLEAR(render_list); } bool Init() { if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT)) return(false); render_list=new RenderList(device); if(!InitMaterial()) return(false); if(!InitVBO()) return(false); BuildCommandBuffer(render_list); return(true); } void Resize(uint w,uint h)override { VulkanApplicationFramework::Resize(w,h); BuildCommandBuffer(render_list); } };//class TestApp:public VulkanApplicationFramework int main(int,char **) { TestApp app; if(!app.Init()) return(-1); while(app.Run()); return 0; }