// 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 #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; 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() { // 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_V4F,color_data} }); return(render_obj); } public: TestApp(RenderFramework *rf):WorkObject() { Join(rf,rf->GetSwapchainRenderTarget()); if(!InitAutoMaterial()) return; if(!InitPipeline()) return; if(!InitVBO()) return; } void Tick(double)override{} void Render(double delta_time,graph::RenderCmdBuffer *cmd) { if(!cmd) return; cmd->SetClearColor(0,clear_color); cmd->BeginRenderPass(); cmd->Render(render_obj); cmd->EndRenderPass(); } };//class TestApp:public VulkanApplicationFramework int main(int,char **) { RenderFramework rf(OS_TEXT("RenderFramework Test")); if(!rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT)) return(-1); // RenderFramework存在于外部,提供的是整体的渲染控制。 // WorkManager是提供一个工作业务管理,但开发者并不一定要使用它,所以我们不将它们整合在一起。 SwapchainWorkManager wm(&rf); wm.Run(new TestApp(&rf)); }