// SceneTree // 用于测试树形排列的场景中,每一级节点对变换矩阵的处理是否正确 #include"VulkanAppFramework.h" #include #include #include #include using namespace hgl; using namespace hgl::graph; constexpr uint32_t SCREEN_WIDTH=1280; constexpr uint32_t SCREEN_HEIGHT=720; class TestApp:public CameraAppFramework { struct { Color4f diffuse; //虽然shader中写vec3,但这里依然用Color4f Color4f abiment; }color_material; Vector3f sun_direction; private: double start_time; SceneNode render_root; RenderList *render_list; Material * material =nullptr; MaterialInstance * material_instance =nullptr; GPUBuffer * ubo_color =nullptr; GPUBuffer * ubo_sun =nullptr; Primitive * renderable_object =nullptr; Pipeline * pipeline =nullptr; public: TestApp() { start_time=GetDoubleTime(); } ~TestApp() { SAFE_CLEAR(render_list); } private: bool InitMaterial() { material=db->CreateMaterial(OS_TEXT("res/material/PhongFullyRough")); if(!material) return(false); material_instance=db->CreateMaterialInstance(material); return(true); } void CreateRenderObject() { renderable_object=CreateRenderableSphere(db,material_instance->GetVAB(),40); } bool InitUBO() { color_material.diffuse.Set(1,1,1); color_material.abiment.Set(0.25,0.25,0.25); ubo_color=db->CreateUBO(sizeof(color_material),&color_material); if(!ubo_color)return(false); sun_direction=normalized(Vector3f(rand(),rand(),rand())); ubo_sun=db->CreateUBO(sizeof(sun_direction),&sun_direction); if(!ubo_sun)return(false); { MaterialParameters *mp=material_instance->GetMP(DescriptorSetsType::Value); if(!mp)return(false); mp->BindUBO("material",ubo_color); mp->BindUBO("sun",ubo_sun); mp->Update(); } BindCameraUBO(material_instance); return(true); } bool InitPipeline() { pipeline=CreatePipeline(material_instance,InlinePipeline::Solid3D,Prim::Triangles); return pipeline; } bool InitScene() { SceneNode *cur_node; uint count; float size; Renderable *ri=db->CreateRenderable(renderable_object,material_instance,pipeline); for(uint i=0;i<360;i++) { size=(i+1)/100.0f; cur_node=render_root.CreateSubNode( rotate(i/5.0f,camera->world_up)* translate(i/4.0f,0,0)* scale(size)); count=(rand()%16)+1; for(uint n=0;nCreateSubNode(translate(0,0,size*n*1.1),ri); } render_root.RefreshMatrix(); render_list->Expend(camera->info,&render_root); return(true); } public: bool Init() { if(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT)) return(false); render_list=new RenderList(device); if(!InitMaterial()) return(false); CreateRenderObject(); if(!InitUBO()) return(false); if(!InitPipeline()) return(false); if(!InitScene()) return(false); return(true); } void Draw() override { CameraAppFramework::Draw(); Matrix4f rot=rotate(GetDoubleTime()-start_time,camera->world_up); render_root.RefreshMatrix(&rot); render_list->Expend(GetCameraInfo(),&render_root); } void BuildCommandBuffer(uint32 index) { VulkanApplicationFramework::BuildCommandBuffer(index,render_list); } };//class TestApp:public CameraAppFramework int main(int,char **) { TestApp app; if(!app.Init()) return(-1); while(app.Run()); return 0; }