438 lines
11 KiB
C++
438 lines
11 KiB
C++
// 3.Geometry2D
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// 该范例有两个作用:
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// 一、测试绘制2D几何体
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// 二、试验动态合并材质渲染机制、包括普通合并与Instance
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#include"VulkanAppFramework.h"
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#include<hgl/math/Math.h>
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#include<hgl/filesystem/FileSystem.h>
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#include<hgl/graph/VertexBuffer.h>
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#include<hgl/type/ResManage.h>
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using namespace hgl;
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using namespace hgl::graph;
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bool SaveToFile(const OSString &filename,VK_NAMESPACE::PipelineCreater *pc);
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bool LoadFromFile(const OSString &filename,VK_NAMESPACE::PipelineCreater *pc);
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constexpr uint32_t SCREEN_WIDTH=128;
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constexpr uint32_t SCREEN_HEIGHT=128;
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struct WorldConfig
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{
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Matrix4f mvp;
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}world;
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struct RectangleCreateInfo
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{
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RectScope2f scope;
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};
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VK_NAMESPACE_BEGIN
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using MaterialID=int;
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using PipelineID=int;
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using DescriptorSetsID=int;
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using RenderableID=int;
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/**
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* 场景DB,用于管理场景内所需的所有数据
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*/
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class SceneDatabase
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{
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IDResManage<MaterialID, Material> rm_material; ///<材质合集
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IDResManage<PipelineID, Pipeline> rm_pipeline; ///<管线合集
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IDResManage<DescriptorSetsID, DescriptorSets> rm_desc_sets; ///<描述符合集
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IDResManage<RenderableID, Renderable> rm_renderable; ///<可渲染对象合集
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public:
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MaterialID Add(Material *mtl)
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{
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if(!mtl)return(-1);
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rm_material.Add(mtl);
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}
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PipelineID
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};//class SceneDatabase
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/**
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* 可渲染对象实例
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*/
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class RenderableInstance
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{
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Pipeline * pipeline;
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DescriptorSets * desc_sets;
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Renderable * render_obj;
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public:
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RenderableInstance(Pipeline *p,DescriptorSets *ds,Renderable *r):pipeline(p),desc_sets(ds),render_obj(r){}
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virtual ~RenderableInstance()
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{
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}
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Pipeline * GetPipeline (){return pipeline;}
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DescriptorSets *GetDescriptorSets (){return desc_sets;}
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Renderable * GetRenderable (){return render_obj;}
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const int Comp(const RenderableInstance *ri)const
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{
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//绘制顺序:
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// ARM Mali GPU : 不透明、AlphaTest、半透明
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// Adreno/NV/AMD: AlphaTest、不透明、半透明
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// PowerVR: 同Adreno/NV/AMD,但不透明部分可以不排序
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if(pipeline->IsAlphaTest())
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{
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if(!ri->pipeline->IsAlphaTest())
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return -1;
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}
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else
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{
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if(ri->pipeline->IsAlphaTest())
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return 1;
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}
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if(pipeline->IsAlphaBlend())
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{
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if(!ri->pipeline->IsAlphaBlend())
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return 1;
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}
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else
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{
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if(ri->pipeline->IsAlphaBlend())
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return -1;
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}
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if(pipeline!=ri->pipeline)
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return pipeline-ri->pipeline;
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if(desc_sets!=ri->desc_sets)
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return desc_sets-ri->desc_sets;
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return render_obj-ri->render_obj;
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}
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CompOperator(const RenderableInstance *,Comp)
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};//class RenderableInstance
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VK_NAMESPACE_END
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constexpr uint32_t VERTEX_COUNT=4;
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vulkan::Renderable *CreateRectangle(vulkan::Device *device,vulkan::Material *mtl,const RectangleCreateInfo *rci)
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{
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const vulkan::VertexShaderModule *vsm=mtl->GetVertexShaderModule();
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vulkan::Renderable *render_obj=mtl->CreateRenderable(VERTEX_COUNT);
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const int vertex_binding=vsm->GetStageInputBinding("Vertex");
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if(vertex_binding!=-1)
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{
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VB2f *vertex=new VB2f(VERTEX_COUNT);
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vertex->Begin();
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vertex->WriteRectFan(rci->scope);
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vertex->End();
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render_obj->Set(vertex_binding,device->CreateVBO(vertex));
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delete vertex;
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}
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else
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{
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delete render_obj;
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return nullptr;
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}
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return render_obj;
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}
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struct RoundRectangleCreateInfo:public RectangleCreateInfo
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{
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float radius; //圆角半径
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uint32_t round_per; //圆角精度
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};
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vulkan::Renderable *CreateRoundRectangle(vulkan::Device *device,vulkan::Material *mtl,const RoundRectangleCreateInfo *rci)
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{
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const vulkan::VertexShaderModule *vsm=mtl->GetVertexShaderModule();
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vulkan::Renderable *render_obj=nullptr;
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const int vertex_binding=vsm->GetStageInputBinding("Vertex");
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if(vertex_binding==-1)
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return(nullptr);
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VB2f *vertex=nullptr;
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if(rci->radius==0||rci->round_per<=1) //这是要画矩形
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{
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vertex=new VB2f(4);
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vertex->Begin();
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vertex->WriteRectFan(rci->scope);
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vertex->End();
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}
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else
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{
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float radius=rci->radius;
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if(radius>rci->scope.GetWidth()/2.0f)radius=rci->scope.GetWidth()/2.0f;
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if(radius>rci->scope.GetHeight()/2.0f)radius=rci->scope.GetHeight()/2.0f;
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vertex=new VB2f(1+rci->round_per*4);
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vertex->Begin();
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vec2<float> *coord=new vec2<float>[rci->round_per];
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for(uint i=0;i<rci->round_per;i++)
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{
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float ang=float(i)/float(rci->round_per-1)*90.0f;
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float x=sin(hgl_ang2rad(ang))*radius;
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float y=cos(hgl_ang2rad(ang))*radius;
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coord[i].x=x;
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coord[i].y=y;
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//生成的是右上角的
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vertex->Write( rci->scope.GetRight()-radius+x,
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rci->scope.GetTop()+radius-y);
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}
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//右下角
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for(uint i=0;i<rci->round_per;i++)
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{
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vertex->Write(rci->scope.GetRight() -radius+coord[rci->round_per-1-i].x,
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rci->scope.GetBottom()-radius+coord[rci->round_per-1-i].y);
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}
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//左下角
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for(uint i=0;i<rci->round_per;i++)
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{
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vertex->Write(rci->scope.GetLeft() +radius-coord[i].x,
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rci->scope.GetBottom()-radius+coord[i].y);
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}
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//左上角
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for(uint i=0;i<rci->round_per;i++)
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{
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vertex->Write(rci->scope.GetLeft() +radius-coord[rci->round_per-1-i].x,
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rci->scope.GetTop() +radius-coord[rci->round_per-1-i].y);
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}
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vertex->Write(rci->scope.GetRight() -radius+coord[0].x,
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rci->scope.GetTop() +radius-coord[0].y);
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delete[] coord;
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vertex->End();
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}
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render_obj=mtl->CreateRenderable(vertex->GetCount());
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render_obj->Set(vertex_binding,device->CreateVBO(vertex));
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delete vertex;
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return render_obj;
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}
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class TestApp:public VulkanApplicationFramework
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{
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private:
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uint swap_chain_count=0;
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vulkan::Material * material =nullptr;
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vulkan::DescriptorSets * descriptor_sets =nullptr;
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vulkan::Renderable * render_obj =nullptr;
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vulkan::RenderableInstance *render_instance =nullptr;
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vulkan::Buffer * ubo_mvp =nullptr;
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vulkan::Pipeline * pipeline =nullptr;
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vulkan::CommandBuffer ** cmd_buf =nullptr;
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vulkan::VertexBuffer * vertex_buffer =nullptr;
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vulkan::VertexBuffer * color_buffer =nullptr;
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public:
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~TestApp()
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{
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SAFE_CLEAR(render_instance);
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SAFE_CLEAR(color_buffer);
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SAFE_CLEAR(vertex_buffer);
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SAFE_CLEAR_OBJECT_ARRAY(cmd_buf,swap_chain_count);
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SAFE_CLEAR(pipeline);
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SAFE_CLEAR(ubo_mvp);
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SAFE_CLEAR(render_obj);
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SAFE_CLEAR(descriptor_sets);
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SAFE_CLEAR(material);
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}
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private:
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bool InitMaterial()
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{
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material=shader_manage->CreateMaterial(OS_TEXT("OnlyPosition.vert.spv"),
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OS_TEXT("FlatColor.frag.spv"));
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if(!material)
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return(false);
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descriptor_sets=material->CreateDescriptorSets();
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return(true);
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}
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bool CreateRenderObject()
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{
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//struct RectangleCreateInfo rci;
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//rci.scope.Set(10,10,10,10);
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//render_obj=CreateRectangle(device,material,&rci);
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struct RoundRectangleCreateInfo rrci;
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rrci.scope.Set(10,10,SCREEN_WIDTH-20,SCREEN_HEIGHT-20);
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rrci.radius=8; //半径为8
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rrci.round_per=8; //圆角切分成8段
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render_obj=CreateRoundRectangle(device,material,&rrci);
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return render_obj;
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}
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bool InitUBO()
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{
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const VkExtent2D extent=device->GetExtent();
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world.mvp=ortho(extent.width,extent.height);
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ubo_mvp=device->CreateUBO(sizeof(WorldConfig),&world);
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if(!ubo_mvp)
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return(false);
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if(!descriptor_sets->BindUBO(material->GetUBO("world"),*ubo_mvp))
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return(false);
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descriptor_sets->Update();
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return(true);
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}
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bool InitPipeline()
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{
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constexpr os_char PIPELINE_FILENAME[]=OS_TEXT("2DSolid.pipeline");
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{
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vulkan::PipelineCreater *pipeline_creater=new vulkan::PipelineCreater(device,material,device->GetRenderPass(),device->GetExtent());
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pipeline_creater->SetDepthTest(false);
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pipeline_creater->SetDepthWrite(false);
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pipeline_creater->CloseCullFace();
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pipeline_creater->Set(PRIM_TRIANGLE_FAN);
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pipeline=pipeline_creater->Create();
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delete pipeline_creater;
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}
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return pipeline;
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}
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void Draw(vulkan::CommandBuffer *cb,vulkan::RenderableInstance *ri)
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{
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cb->Bind(ri->GetPipeline());
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cb->Bind(ri->GetDescriptorSets());
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vulkan::Renderable *obj=ri->GetRenderable();
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cb->Bind(obj);
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const vulkan::IndexBuffer *ib=obj->GetIndexBuffer();
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if(ib)
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{
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cb->DrawIndexed(ib->GetCount());
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}
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else
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{
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cb->Draw(obj->GetDrawCount());
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}
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}
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bool InitCommandBuffer()
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{
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cmd_buf=hgl_zero_new<vulkan::CommandBuffer *>(swap_chain_count);
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for(uint i=0;i<swap_chain_count;i++)
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{
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cmd_buf[i]=device->CreateCommandBuffer();
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if(!cmd_buf[i])
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return(false);
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cmd_buf[i]->Begin();
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cmd_buf[i]->BeginRenderPass(device->GetRenderPass(),device->GetFramebuffer(i));
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Draw(cmd_buf[i],render_instance);
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cmd_buf[i]->EndRenderPass();
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cmd_buf[i]->End();
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}
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return(true);
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}
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public:
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bool Init()
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{
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if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(false);
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swap_chain_count=device->GetSwapChainImageCount();
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if(!InitMaterial())
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return(false);
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if(!CreateRenderObject())
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return(false);
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if(!InitUBO())
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return(false);
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if(!InitPipeline())
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return(false);
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render_instance=new vulkan::RenderableInstance(pipeline,descriptor_sets,render_obj);
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if(!InitCommandBuffer())
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return(false);
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return(true);
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}
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void Draw() override
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{
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const uint32_t frame_index=device->GetCurrentFrameIndices();
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const vulkan::CommandBuffer *cb=cmd_buf[frame_index];
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Submit(*cb);
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}
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};//class TestApp:public VulkanApplicationFramework
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int main(int,char **)
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{
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TestApp app;
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if(!app.Init())
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return(-1);
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while(app.Run());
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return 0;
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}
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