ULRE/example/Vulkan/SceneTree.cpp

236 lines
5.3 KiB
C++

// 5.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<hgl/filesystem/FileSystem.h>
#include<hgl/graph/InlineGeometry.h>
#include<hgl/graph/SceneDB.h>
#include<hgl/graph/RenderableInstance.h>
#include<hgl/graph/RenderList.h>
#include<hgl/Time.h>
using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t SCREEN_WIDTH=256;
constexpr uint32_t SCREEN_HEIGHT=256;
class TestApp:public VulkanApplicationFramework
{
private:
double start_time;
uint swap_chain_count=0;
SceneDB * db =nullptr;
SceneNode render_root;
RenderList render_list;
Camera camera;
vulkan::Material * material =nullptr;
vulkan::DescriptorSets * descriptor_sets =nullptr;
vulkan::Renderable * ro_cube =nullptr;
vulkan::Buffer * ubo_world_matrix =nullptr;
vulkan::Pipeline * pipeline_line =nullptr;
vulkan::CommandBuffer ** cmd_buf =nullptr;
public:
TestApp()
{
start_time=GetDoubleTime();
}
~TestApp()
{
SAFE_CLEAR(db);
SAFE_CLEAR_OBJECT_ARRAY(cmd_buf,swap_chain_count);
}
private:
void InitCamera()
{
camera.type=CameraType::Perspective;
camera.center.Set(0,0,0,1);
camera.eye.Set(100,100,100,1);
camera.width=SCREEN_WIDTH;
camera.height=SCREEN_HEIGHT;
camera.Refresh(); //更新矩阵计算
}
bool InitMaterial()
{
material=shader_manage->CreateMaterial(OS_TEXT("OnlyPosition3D.vert.spv"),
OS_TEXT("FlatColor.frag.spv"));
if(!material)
return(false);
descriptor_sets=material->CreateDescriptorSets();
db->Add(material);
db->Add(descriptor_sets);
return(true);
}
void CreateRenderObject()
{
struct CubeCreateInfo cci;
ro_cube=CreateCube(db,material,&cci);
}
bool InitUBO()
{
const VkExtent2D extent=device->GetExtent();
ubo_world_matrix=db->CreateUBO(sizeof(WorldMatrix),&camera.matrix);
if(!ubo_world_matrix)
return(false);
if(!descriptor_sets->BindUBO(material->GetUBO("world"),*ubo_world_matrix))
return(false);
descriptor_sets->Update();
return(true);
}
bool InitPipeline()
{
constexpr os_char PIPELINE_FILENAME[]=OS_TEXT("2DSolid.pipeline");
{
vulkan::PipelineCreater *pipeline_creater=new vulkan::PipelineCreater(device,material,device->GetRenderPass(),device->GetExtent());
pipeline_creater->SetDepthTest(true);
pipeline_creater->SetDepthWrite(true);
pipeline_creater->CloseCullFace();
pipeline_creater->SetPolygonMode(VK_POLYGON_MODE_LINE);
pipeline_creater->Set(PRIM_TRIANGLES);
pipeline_line=pipeline_creater->Create();
if(!pipeline_line)
return(false);
db->Add(pipeline_line);
delete pipeline_creater;
}
return pipeline_line;
}
bool InitScene()
{
SceneNode *cur_node=&render_root;
uint size=1;
uint x=0;
const Vector3f axis(0,0,1);
RenderableInstance *ri=db->CreateRenderableInstance(pipeline_line,descriptor_sets,ro_cube);
for(uint i=0;i<360;i++)
{
render_root.Add(ri,
rotate(i/5.0f,axis)*
translate(i/4.0f,0,0)*
scale((i+1)/100.0f));
}
return(true);
}
bool InitCommandBuffer()
{
cmd_buf=hgl_zero_new<vulkan::CommandBuffer *>(swap_chain_count);
for(uint i=0;i<swap_chain_count;i++)
cmd_buf[i]=device->CreateCommandBuffer();
return BuildCommandBuffer();
}
bool BuildCommandBuffer()
{
for(uint i=0;i<swap_chain_count;i++)
{
cmd_buf[i]->Begin();
cmd_buf[i]->BeginRenderPass(device->GetRenderPass(),device->GetFramebuffer(i));
render_list.Render(cmd_buf[i]);
cmd_buf[i]->EndRenderPass();
cmd_buf[i]->End();
}
return(true);
}
public:
bool Init()
{
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(false);
swap_chain_count=device->GetSwapChainImageCount();
db=new SceneDB(device);
InitCamera();
if(!InitMaterial())
return(false);
CreateRenderObject();
if(!InitUBO())
return(false);
if(!InitPipeline())
return(false);
if(!InitScene())
return(false);
if(!InitCommandBuffer())
return(false);
return(true);
}
void Draw() override
{
vulkan::CommandBuffer *cb=cmd_buf[device->GetCurrentFrameIndices()];
Submit(*cb);
Matrix4f rot=rotate(GetDoubleTime()-start_time,camera.right_vector);
render_root.RefreshMatrix(&rot);
render_list.Clear();
render_root.ExpendToList(&render_list);
BuildCommandBuffer();
}
};//class TestApp:public VulkanApplicationFramework
int main(int,char **)
{
TestApp app;
if(!app.Init())
return(-1);
while(app.Run());
return 0;
}