// 该范例主要演示使用RenderList系统绘制多个三角形,并利用RenderList进行排序以及自动合并进行Instance渲染 #include #include #include #include #include using namespace hgl; using namespace hgl::graph; constexpr uint32_t VERTEX_COUNT=3; constexpr uint32_t TRIANGLE_NUMBER=12; constexpr float position_data[VERTEX_COUNT*2]= { 0.0, 0.0, -0.1, 0.9, 0.1, 0.9 }; constexpr uint8 color_data[VERTEX_COUNT][4]= { {255,0,0,255}, {0,255,0,255}, {0,0,255,255} }; class TestApp:public WorkObject { private: MaterialInstance * material_instance =nullptr; Mesh * render_obj =nullptr; Pipeline * pipeline =nullptr; private: bool InitMaterial() { { mtl::Material2DCreateConfig cfg(PrimitiveType::Triangles, CoordinateSystem2D::NDC, mtl::WithLocalToWorld::With); VILConfig vil_config; vil_config.Add(VAN::Color,VF_V4UN8); material_instance=CreateMaterialInstance(mtl::inline_material::VertexColor2D,&cfg,&vil_config); } if(!material_instance) return(false); // pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d")); pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D); //等同上一行,为Framework重载,默认使用swapchain的render target return pipeline; } bool InitVBO() { render_obj=CreateMesh("Triangle",VERTEX_COUNT,material_instance,pipeline, { {VAN::Position, VF_V2F, position_data}, {VAN::Color, VF_V4UN8, color_data } }); if(!render_obj) return(false); double rad; Matrix4f mat; SceneNode *scene_root=GetSceneRoot(); ///<取得场景根节点 for(uint i=0;i((360.0f/double(TRIANGLE_NUMBER))*i); //这里一定要加,否则结果用int保存会出现问题 mat=rotate(rad,Vector3f(0,0,1)); scene_root->Add(new SceneNode(mat,render_obj)); } return(true); } public: using WorkObject::WorkObject; bool Init() override { GetRenderer()->SetClearColor(Color4f(0.2f,0.2f,0.2f,1.0f)); if(!InitMaterial()) return(false); if(!InitVBO()) return(false); return(true); } };//class TestApp:public WorkObject int os_main(int,os_char **) { return RunFramework(OS_TEXT("AutoInstance"),1024,1024); }