189 lines
4.1 KiB
C++
189 lines
4.1 KiB
C++
// SceneTree
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// 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
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#include"VulkanAppFramework.h"
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#include<hgl/filesystem/FileSystem.h>
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#include<hgl/graph/InlineGeometry.h>
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#include<hgl/graph/RenderList.h>
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#include<hgl/Time.h>
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using namespace hgl;
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using namespace hgl::graph;
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constexpr uint32_t SCREEN_WIDTH=1280;
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constexpr uint32_t SCREEN_HEIGHT=720;
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class TestApp:public CameraAppFramework
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{
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struct
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{
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Color4f diffuse; //虽然shader中写vec3,但这里依然用Color4f
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Color4f abiment;
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}color_material;
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Vector3f sun_direction;
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private:
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double start_time;
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SceneNode render_root;
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RenderList *render_list;
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Material * material =nullptr;
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MaterialInstance * material_instance =nullptr;
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GPUBuffer * ubo_color =nullptr;
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GPUBuffer * ubo_sun =nullptr;
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Primitive * renderable_object =nullptr;
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Pipeline * pipeline =nullptr;
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public:
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TestApp()
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{
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start_time=GetDoubleTime();
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}
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~TestApp()
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{
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SAFE_CLEAR(render_list);
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}
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private:
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bool InitMaterial()
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{
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material=db->CreateMaterial(OS_TEXT("res/material/PhongFullyRough"));
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if(!material)
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return(false);
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material_instance=db->CreateMaterialInstance(material);
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return(true);
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}
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void CreateRenderObject()
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{
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renderable_object=CreateRenderableSphere(db,material_instance->GetVAB(),40);
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}
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bool InitUBO()
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{
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color_material.diffuse.Set(1,1,1);
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color_material.abiment.Set(0.25,0.25,0.25);
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ubo_color=db->CreateUBO(sizeof(color_material),&color_material);
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if(!ubo_color)return(false);
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sun_direction=normalized(Vector3f(rand(),rand(),rand()));
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ubo_sun=db->CreateUBO(sizeof(sun_direction),&sun_direction);
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if(!ubo_sun)return(false);
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{
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MaterialParameters *mp=material_instance->GetMP(DescriptorSetsType::Value);
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if(!mp)return(false);
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mp->BindUBO("material",ubo_color);
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mp->BindUBO("sun",ubo_sun);
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mp->Update();
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}
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BindCameraUBO(material_instance);
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return(true);
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}
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bool InitPipeline()
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{
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pipeline=CreatePipeline(material_instance,InlinePipeline::Solid3D,Prim::Triangles);
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return pipeline;
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}
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bool InitScene()
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{
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SceneNode *cur_node;
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uint count;
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float size;
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Renderable *ri=db->CreateRenderable(renderable_object,material_instance,pipeline);
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for(uint i=0;i<360;i++)
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{
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size=(i+1)/100.0f;
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cur_node=render_root.CreateSubNode( rotate(i/5.0f,camera->world_up)*
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translate(i/4.0f,0,0)*
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scale(size));
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count=(rand()%16)+1;
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for(uint n=0;n<count;n++)
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cur_node->CreateSubNode(translate(0,0,size*n*1.1),ri);
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}
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render_root.RefreshMatrix();
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render_list->Expend(camera->info,&render_root);
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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(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(false);
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render_list=new RenderList(device);
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if(!InitMaterial())
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return(false);
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CreateRenderObject();
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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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if(!InitScene())
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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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CameraAppFramework::Draw();
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Matrix4f rot=rotate(GetDoubleTime()-start_time,camera->world_up);
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render_root.RefreshMatrix(&rot);
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render_list->Expend(GetCameraInfo(),&render_root);
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}
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void BuildCommandBuffer(uint32 index)
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{
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VulkanApplicationFramework::BuildCommandBuffer(index,render_list);
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}
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};//class TestApp:public CameraAppFramework
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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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