// RayPicking #include"VulkanAppFramework.h" #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 float lumiance_data[2]={1,1}; static Color4f white_color(1,1,1,1); static Color4f yellow_color(1,1,0,1); class TestApp:public SceneAppFramework { Color4f color; DeviceBuffer *ubo_color=nullptr; private: Material * material =nullptr; MaterialInstance * mi_plane_grid =nullptr; MaterialInstance * mi_line =nullptr; Pipeline * pipeline =nullptr; PrimitiveCreater * prim_creater =nullptr; Primitive * prim_plane_grid =nullptr; Primitive * prim_line =nullptr; VABMap * prim_line_vab_map =nullptr; Ray ray; private: bool InitMaterialAndPipeline() { mtl::Material3DCreateConfig cfg(device->GetDeviceAttribute(),"VertexLuminance3D",Prim::Lines); cfg.local_to_world=true; material=db->LoadMaterial("Std3D/VertexLum3D",&cfg); if(!material)return(false); mi_plane_grid=db->CreateMaterialInstance(material,nullptr,&white_color); if(!mi_plane_grid)return(false); mi_line=db->CreateMaterialInstance(material,nullptr,&yellow_color); if(!mi_line)return(false); pipeline=CreatePipeline(material,InlinePipeline::Solid3D,Prim::Lines); if(!pipeline) return(false); return(true); } bool InitPC() { prim_creater=new PrimitiveCreater(device,material->GetDefaultVIL()); return(true); } Renderable *Add(Primitive *r,MaterialInstance *mi) { Renderable *ri=db->CreateRenderable(r,mi,pipeline); if(!ri) { LOG_ERROR(OS_TEXT("Create Renderable failed.")); return(nullptr); } render_root.CreateSubNode(ri); return ri; } bool CreateRenderObject() { using namespace inline_geometry; { 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(prim_creater,&pgci); } { if(!prim_creater->Init("Line",2)) return(false); if(!prim_creater->WriteVAB(VAN::Position, VF_V3F,position_data))return(false); if(!prim_creater->WriteVAB(VAN::Luminance,VF_V1F,lumiance_data))return(false); prim_line=prim_creater->Create(); prim_line_vab_map=prim_line->GetVABMap(VAN::Position); } return(true); } bool InitScene() { Add(prim_plane_grid,mi_plane_grid); Add(prim_line,mi_line); 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: ~TestApp() { SAFE_CLEAR(prim_creater) } bool Init(uint w,uint h) { if(!SceneAppFramework::Init(w,h)) return(false); if(!InitMaterialAndPipeline()) return(false); if(!InitPC()) return(false); if(!CreateRenderObject()) return(false); if(!InitScene()) return(false); return(true); } void BuildCommandBuffer(uint32 index) override { const CameraInfo &ci=GetCameraInfo(); const ViewportInfo &vi=GetViewportInfo(); ray.Set(GetMouseCoord(),&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,3*sizeof(float)); //更新VAB上这个点的位置 SceneAppFramework::BuildCommandBuffer(index); } };//class TestApp:public CameraAppFramework int main(int,char **) { return RunApp(1280,720); }