// second_triangle // 该范例主要演示使用2D坐系统直接绘制一个渐变色的三角形,使用UBO传递Viewport信息 #include"VulkanAppFramework.h" #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; static float position_data[VERTEX_COUNT][2]= { {0.5, 0.25}, {0.75, 0.75}, {0.25, 0.75} }; constexpr float color_data[VERTEX_COUNT][4]= { {1,0,0,1}, {0,1,0,1}, {0,0,1,1} }; //#define USE_ZERO2ONE_COORD //使用左上角0,0右下角1,1的坐标系 class TestApp:public VulkanApplicationFramework { private: MaterialInstance * material_instance =nullptr; Renderable * render_obj =nullptr; Pipeline * pipeline =nullptr; private: bool InitMaterial() { mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2D",Prim::Triangles); #ifdef USE_ZERO2ONE_COORD cfg.coordinate_system=CoordinateSystem2D::ZeroToOne; #else cfg.coordinate_system=CoordinateSystem2D::Ortho; #endif//USE_ZERO2ONE_COORD cfg.local_to_world=false; AutoDelete mci=mtl::CreateVertexColor2D(&cfg); material_instance=db->CreateMaterialInstance(mci); if(!material_instance) return(false); db->global_descriptor.Bind(material_instance->GetMaterial()); // 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() { RenderablePrimitiveCreater rpc(db,VERTEX_COUNT); #ifndef USE_ZERO2ONE_COORD //使用ortho坐标系 for(uint i=0;i