// RayPicking #include #include #include #include #include #include #include #include #include #include #include #include using namespace hgl; using namespace hgl::graph; static float position_data[2][3]= { {100,100,100}, {0,0,0} }; static uint8 lumiance_data[2]={255,255}; static Color4f white_color(1,1,1,1); static Color4f yellow_color(1,1,0,1); class TestApp:public WorkObject { Color4f color; DeviceBuffer *ubo_color=nullptr; private: Material * mtl_plane_grid =nullptr; MaterialInstance * mi_plane_grid =nullptr; Pipeline * pipeline_plane_grid =nullptr; Primitive * prim_plane_grid =nullptr; Material * mtl_line =nullptr; MaterialInstance * mi_line =nullptr; Pipeline * pipeline_line =nullptr; Primitive * prim_line =nullptr; VABMap * prim_line_vab_map =nullptr; Ray ray; private: bool InitMaterialAndPipeline() { mtl::Material3DCreateConfig cfg(PrimitiveType::Lines); cfg.local_to_world=true; VILConfig vil_config; vil_config.Add(VAN::Luminance,VF_V1UN8); { cfg.position_format=VAT_VEC2; mtl_plane_grid=db->LoadMaterial("Std3D/VertexLum3D",&cfg); if(!mtl_plane_grid)return(false); mi_plane_grid=db->CreateMaterialInstance(mtl_plane_grid,&vil_config,&white_color); if(!mi_plane_grid)return(false); pipeline_plane_grid=CreatePipeline(mi_plane_grid,InlinePipeline::Solid3D); if(!pipeline_plane_grid)return(false); } { cfg.position_format=VAT_VEC3; mtl_line=db->LoadMaterial("Std3D/VertexLum3D",&cfg); if(!mtl_line)return(false); mi_line=db->CreateMaterialInstance(mtl_line,&vil_config,&yellow_color); if(!mi_line)return(false); pipeline_line=CreatePipeline(mi_line,InlinePipeline::Solid3D); if(!pipeline_line) return(false); } return(true); } Mesh *Add(SceneNode *parent_node,Primitive *r,MaterialInstance *mi,Pipeline *p) { Mesh *ri=db->CreateMesh(r,mi,p); if(!ri) { LOG_ERROR(OS_TEXT("Create Mesh failed.")); return(nullptr); } CreateComponent(parent_node,ri); return ri; } bool CreateRenderObject() { using namespace inline_geometry; { auto pc=GetPrimitiveCreater(mi_plane_grid); struct PlaneGridCreateInfo pgci; pgci.grid_size.Set(32,32); pgci.sub_count.Set(8,8); pgci.lum=128; pgci.sub_lum=196; prim_plane_grid=CreatePlaneGrid2D(pc,&pgci); } { prim_line=CreatePrimitive("RayLine",2,mi_line->GetVIL(), { {VAN::Position, VF_V3F,position_data}, {VAN::Luminance,VF_V1UN8,lumiance_data} }); prim_line_vab_map=prim_line->GetVABMap(VAN::Position); } return(true); } bool InitScene() { SceneNode *scene_root=GetSceneRoot(); //取得缺省场景根节点 Add(scene_root,prim_plane_grid,mi_plane_grid,pipeline_plane_grid); Add(scene_root,prim_line,mi_line,pipeline_line); CameraControl *camera_control=GetCameraControl(); camera_control->SetPosition(Vector3f(32,32,32)); camera_control->SetTarget(Vector3f(0,0,0)); return(true); } public: using WorkObject::WorkObject; ~TestApp() { SAFE_CLEAR(prim_plane_grid); } bool Init() override { if(!InitMaterialAndPipeline()) return(false); if(!CreateRenderObject()) return(false); if(!InitScene()) return(false); return(true); } void Tick(double) override { Vector2i mouse_position; if(!GetMouseCoord(&mouse_position)) return; CameraControl *camera_control=GetCameraControl(); const CameraInfo *ci=camera_control->GetCameraInfo(); const ViewportInfo *vi=camera_control->GetViewportInfo(); ray.Set(mouse_position,ci,vi); //设置射线查询的屏幕坐标点 const Vector3f pos=ray.ClosestPoint(Vector3f(0,0,0)); //求射线上与点(0,0,0)最近的点的坐标 prim_line_vab_map->Write(&pos, //更新VAB上这个点的位置 1); //这里的1代表的数据数量,不是字节数 } };//class TestApp:public CameraAppFramework int os_main(int,os_char **) { return RunFramework(OS_TEXT("RayPicking"),1280,720); }