这一分支结束,下一分支基于03_auto_instance范例开发WorldManager用于全局World管理,直接由World提供RenderList/SceneRoot等。
157 lines
3.7 KiB
C++
157 lines
3.7 KiB
C++
// 该范例主要演示使用NDC坐标系直接绘制一个渐变色的三角形
|
||
|
||
#include<hgl/WorkManager.h>
|
||
#include<hgl/math/HalfFloat.h>
|
||
#include<hgl/graph/VKVertexInputConfig.h>
|
||
#include<hgl/graph/PrimitiveCreater.h>
|
||
#include<hgl/graph/mtl/Material2DCreateConfig.h>
|
||
|
||
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;
|
||
|
||
constexpr float position_data_float[VERTEX_COUNT*2]=
|
||
{
|
||
0.0, -0.5,
|
||
-0.5, 0.5,
|
||
0.5, 0.5
|
||
};
|
||
|
||
#define USE_HALF_FLOAT_POSITION
|
||
|
||
#ifdef USE_HALF_FLOAT_POSITION
|
||
constexpr VkFormat PositionFormat=VF_V2HF;
|
||
|
||
half_float position_data_hf[VERTEX_COUNT*2];
|
||
|
||
#define position_data position_data_hf
|
||
#else
|
||
constexpr VkFormat PositionFormat=VF_V2F;
|
||
|
||
#define position_data position_data_float
|
||
#endif//USE_HALF_FLOAT_POSITION
|
||
|
||
#define USE_UNORM8_COLOR
|
||
|
||
#ifdef USE_UNORM8_COLOR
|
||
constexpr uint8 color_data[VERTEX_COUNT*4]=
|
||
{
|
||
255,0,0,255,
|
||
0,255,0,255,
|
||
0,0,255,255
|
||
};
|
||
|
||
constexpr VkFormat ColorFormat=VF_V4UN8;
|
||
#else
|
||
constexpr float color_data[VERTEX_COUNT*4]=
|
||
{
|
||
1,0,0,1,
|
||
0,1,0,1,
|
||
0,0,1,1
|
||
};
|
||
|
||
constexpr VkFormat ColorFormat=VF_V4F;
|
||
#endif//USE_UNORM8_COLOR
|
||
|
||
class TestApp:public WorkObject
|
||
{
|
||
private:
|
||
|
||
Color4f clear_color=Color4f(0.2f,0.2f,0.2f,1.0f);
|
||
|
||
#if defined(USE_HALF_FLOAT_POSITION)||defined(USE_UNORM8_COLOR)
|
||
VILConfig vil_config;
|
||
#endif
|
||
|
||
MaterialInstance * material_instance =nullptr;
|
||
Mesh * render_obj =nullptr;
|
||
|
||
Pipeline * pipeline =nullptr;
|
||
|
||
private:
|
||
|
||
void InitVIL()
|
||
{
|
||
#ifdef USE_HALF_FLOAT_POSITION
|
||
vil_config.Add(VAN::Position,PositionFormat);
|
||
#endif//USE_HALF_FLOAT_POSITION
|
||
|
||
#ifdef USE_UNORM8_COLOR
|
||
vil_config.Add(VAN::Color,ColorFormat);
|
||
#endif//USE_HALF_FLOAT_POSITION
|
||
}
|
||
|
||
bool InitAutoMaterial()
|
||
{
|
||
mtl::Material2DCreateConfig cfg(PrimitiveType::Triangles,
|
||
CoordinateSystem2D::NDC,
|
||
mtl::WithLocalToWorld::Without);
|
||
|
||
material_instance=CreateMaterialInstance(mtl::inline_material::VertexColor2D,&cfg,&vil_config);
|
||
|
||
return material_instance;
|
||
}
|
||
|
||
bool InitPipeline()
|
||
{
|
||
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
|
||
pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,PrimitiveType::Triangles); //等同上一行,为Framework重载,默认使用swapchain的render target
|
||
|
||
return pipeline;
|
||
}
|
||
|
||
bool InitVBO()
|
||
{
|
||
#ifdef USE_HALF_FLOAT_POSITION
|
||
Float32toFloat16(position_data_hf,position_data_float,VERTEX_COUNT*2);
|
||
#endif//USE_HALF_FLOAT_POSITION
|
||
|
||
render_obj=CreateMesh("Triangle",VERTEX_COUNT,material_instance,pipeline,
|
||
{
|
||
{VAN::Position,PositionFormat,position_data},
|
||
{VAN::Color, ColorFormat, color_data}
|
||
});
|
||
return(render_obj);
|
||
}
|
||
|
||
public:
|
||
|
||
using WorkObject::WorkObject;
|
||
|
||
bool Init() override
|
||
{
|
||
InitVIL();
|
||
|
||
if(!InitAutoMaterial())
|
||
return(false);
|
||
|
||
if(!InitPipeline())
|
||
return(false);
|
||
|
||
if(!InitVBO())
|
||
return(false);
|
||
|
||
return(true);
|
||
}
|
||
|
||
void Tick(double)override{}
|
||
|
||
void Render(double delta_time,graph::RenderCmdBuffer *cmd)
|
||
{
|
||
cmd->SetClearColor(0,clear_color);
|
||
|
||
cmd->BeginRenderPass();
|
||
cmd->Render(render_obj);
|
||
cmd->EndRenderPass();
|
||
}
|
||
};//class TestApp:public WorkObject
|
||
|
||
int os_main(int,os_char **)
|
||
{
|
||
return RunFramework<TestApp>(OS_TEXT("Draw triangle in NDC space"));
|
||
}
|