// BlinnPhong direction light #include"VulkanAppFramework.h" #include #include #include #include #include #include #include #include #include #include using namespace hgl; using namespace hgl::graph; static float lumiance_data[2]={1,1}; static Color4f white_color(1,1,1,1); static mtl::blinnphong::SunLight sun_light= { Vector4f(1,1,1,0), //direction Vector4f(1,0.95,0.9,1) //color }; constexpr const COLOR AxisColor[4]= { COLOR::Red, //X轴颜色 COLOR::Green, //Y轴颜色 COLOR::Blue, //Z轴颜色 COLOR::White //全局颜色 }; class VertexDataManager { uint vi_count; ///<顶点输入流数量 const VertexInputFormat * vif_list; ///<顶点输入格式列表 VkDeviceSize vbo_max_size; ///<顶点缓冲区分配空间大小 VkDeviceSize vbo_cur_size; ///<顶点缓冲区当前使用大小 VBO ** vbo; ///<顶点缓冲区列表 VkDeviceSize ibo_cur_size; ///<索引缓冲区当前使用大小 IndexBuffer * ibo; ///<索引缓冲区 struct DataOffset { VkDeviceSize vbo_start; VkDeviceSize vbo_size; VkDeviceSize ibo_start; VkDeviceSize ibo_size; }; public: VertexDataManager(const VIL &_vil) { vi_count=_vil.GetCount(); vif_list=_vil.GetVIFList(); vbo_max_size=0; vbo_cur_size=0; vbo=hgl_zero_new(vi_count); ibo_cur_size=0; ibo=nullptr; } const VkDeviceSize GetVBOMaxCount()const{return vbo_max_size;} ///<取得顶点缓冲区分配的空间最大数量 const VkDeviceSize GetVBOCurCount()const{return vbo_cur_size;} ///<取得顶点缓冲区当前数量 const IndexType GetIBOType ()const{return ibo?ibo->GetType():IndexType::ERR;} ///<取得索引缓冲区类型 const VkDeviceSize GetIBOMaxCount ()const{return ibo?ibo->GetCount():-1;} ///<取得索引缓冲区分配的空间最大数量 const VkDeviceSize GetIBOCurCount ()const{return ibo?ibo_cur_size:-1;} ///<取得索引缓冲区当前数量 };//class VertexDataManager class TestApp:public SceneAppFramework { private: //plane grid Material * mtl_vertex_lum =nullptr; MaterialInstance * mi_plane_grid =nullptr; Pipeline * p_line =nullptr; Primitive * prim_plane_grid =nullptr; private: DeviceBuffer * ubo_sun =nullptr; private: //sphere Material * mtl_blinnphong =nullptr; MaterialInstance * mi_blinnphong[4]{}; Pipeline * p_blinnphong =nullptr; Primitive * prim_sphere =nullptr; Primitive * prim_cone =nullptr; Primitive * prim_cylinder =nullptr; private: bool InitVertexLumMP() { mtl::Material3DCreateConfig cfg(device->GetDeviceAttribute(),"VertexLuminance3D",Prim::Lines); cfg.local_to_world=true; mtl_vertex_lum=db->LoadMaterial("Std3D/VertexLum3D",&cfg); if(!mtl_vertex_lum)return(false); mi_plane_grid=db->CreateMaterialInstance(mtl_vertex_lum,nullptr,&white_color); if(!mi_plane_grid)return(false); p_line=CreatePipeline(mtl_vertex_lum,InlinePipeline::Solid3D,Prim::Lines); if(!p_line) return(false); return(true); } bool CreateBlinnPhongUBO() { ubo_sun=db->CreateUBO("sun",sizeof(sun_light),&sun_light); if(!ubo_sun)return(false); return(true); } bool InitBlinnPhongSunLightMP() { mtl::Material3DCreateConfig cfg(device->GetDeviceAttribute(),"BlinnPhong3D",Prim::Triangles); cfg.local_to_world=true; mtl_blinnphong=db->LoadMaterial("Std3D/BlinnPhong/SunLightPureColor",&cfg); if(!mtl_blinnphong)return(false); mtl_blinnphong->BindUBO(DescriptorSetType::Global,"sun",ubo_sun); mtl_blinnphong->Update(); Color4f mi_data; for(uint i=0;i<4;i++) { mi_data=GetColor4f(AxisColor[i],4); mi_blinnphong[i]=db->CreateMaterialInstance(mtl_blinnphong,nullptr,&mi_data); if(!mi_blinnphong[i])return(false); } p_blinnphong=CreatePipeline(mtl_blinnphong,InlinePipeline::Solid3D,Prim::Triangles); if(!p_blinnphong) return(false); return(true); } bool CreateRenderObject() { using namespace inline_geometry; //Plane Grid { struct PlaneGridCreateInfo pgci; pgci.grid_size.Set(32,32); pgci.sub_count.Set(8,8); pgci.lum=0.5; pgci.sub_lum=0.75; prim_plane_grid=CreatePlaneGrid(db,mtl_vertex_lum->GetDefaultVIL(),&pgci); } //Sphere prim_sphere=CreateSphere(db,mi_blinnphong[0]->GetVIL(),16); //Cone { struct ConeCreateInfo cci; cci.radius =1; //圆锥半径 cci.halfExtend =1; //圆锤一半高度 cci.numberSlices=16; //圆锥底部分割数 cci.numberStacks=8; //圆锥高度分割数 prim_cone=CreateCone(db,mi_blinnphong[1]->GetVIL(),&cci); } //Cyliner { struct CylinderCreateInfo cci; cci.halfExtend =4; //圆柱一半高度 cci.numberSlices=16; //圆柱底部分割数 cci.radius =0.25f; //圆柱半径 prim_cylinder=CreateCylinder(db,mi_blinnphong[2]->GetVIL(),&cci); } return(true); } Renderable *Add(Primitive *r,MaterialInstance *mi,Pipeline *p,const Matrix4f &mat=Identity4f) { Renderable *ri=db->CreateRenderable(r,mi,p); if(!ri) { LOG_ERROR(OS_TEXT("Create Renderable failed.")); return(nullptr); } render_root.CreateSubNode(mat,ri); return ri; } bool InitScene() { Add(prim_plane_grid,mi_plane_grid,p_line,Identity4f); Add(prim_sphere, mi_blinnphong[0],p_blinnphong,translate(Vector3f(0,0,2))); Add(prim_cone, mi_blinnphong[1],p_blinnphong); Add(prim_cylinder, mi_blinnphong[2],p_blinnphong,translate(Vector3f(0,0,-5))); camera->pos=Vector3f(32,32,32); camera_control->SetTarget(Vector3f(0,0,0)); camera_control->Refresh(); render_root.RefreshMatrix(); render_list->Expend(&render_root); return(true); } public: bool Init(uint w,uint h) { if(!SceneAppFramework::Init(w,h)) return(false); if(!InitVertexLumMP()) return(false); if(!CreateBlinnPhongUBO()) return(false); if(!InitBlinnPhongSunLightMP()) return(false); if(!CreateRenderObject()) return(false); if(!InitScene()) return(false); return(true); } };//class TestApp:public CameraAppFramework int main(int,char **) { return RunApp(1280,720); }