// 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"WorkObject.h" #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_float[VERTEX_COUNT*2]= { 0.0, -0.5, -0.5, 0.5, 0.5, 0.5 }; constexpr VkFormat PositionFormat=VF_V2F; #define position_data position_data_float constexpr float color_data[VERTEX_COUNT*4]= { 1,0,0,1, 0,1,0,1, 0,0,1,1 }; constexpr VkFormat ColorFormat=VF_V4F; class TestApp:public WorkObject { private: MaterialInstance * material_instance =nullptr; Renderable * render_obj =nullptr; Pipeline * pipeline =nullptr; private: bool InitAutoMaterial() { mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2d",Prim::Triangles); cfg.coordinate_system=CoordinateSystem2D::NDC; cfg.local_to_world=false; AutoDelete mci=mtl::CreateVertexColor2D(&cfg); material_instance=db->CreateMaterialInstance(mci,&vil_config); 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() { PrimitiveCreater rpc(device,material_instance->GetVIL()); rpc.Init("Triangle",VERTEX_COUNT); if(!rpc.WriteVAB(VAN::Position, PositionFormat, position_data))return(false); if(!rpc.WriteVAB(VAN::Color, ColorFormat, color_data ))return(false); render_obj=db->CreateRenderable(&rpc,material_instance,pipeline); return(render_obj); } public: bool Init(uint w,uint h) { if(!VulkanApplicationFramework::Init(w,h)) return(false); if(!InitAutoMaterial()) return(false); if(!InitPipeline()) return(false); if(!InitVBO()) return(false); if(!BuildCommandBuffer(render_obj)) return(false); return(true); } void Resize(uint w,uint h)override { VulkanApplicationFramework::Resize(w,h); BuildCommandBuffer(render_obj); } void Tick(double)override {} void Render(double) {} };//class TestApp:public VulkanApplicationFramework int main(int,char **) { RenderFramework rf(OS_TEXT("RenderFramework Test")); if(rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT)) return(-1); WorkManager wm(&rf); wm.Start(new TestApp); }