fixed RayPicking.cpp, it can RUN ok!
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@@ -1,191 +0,0 @@
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// 18.RayPicking
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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/VKRenderResource.h>
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#include<hgl/graph/RenderList.h>
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#include<hgl/graph/Camera.h>
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#include<hgl/graph/Ray.h>
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#include<hgl/graph/VKVertexAttribBuffer.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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static float position_data[2][3]=
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{
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{100,100,100},
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{0,0,0}
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};
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static float color_data[2][4]=
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{
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{1,1,0,1},
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{1,1,0,1}
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};
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class TestApp:public CameraAppFramework
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{
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Color4f color;
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DeviceBuffer *ubo_color=nullptr;
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private:
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SceneNode render_root;
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RenderList * render_list =nullptr;
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Material * material =nullptr;
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MaterialInstance * material_instance =nullptr;
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Pipeline * pipeline =nullptr;
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Primitive * ro_plane_grid =nullptr;
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Primitive * ro_line =nullptr;
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VBO * vbo_pos =nullptr;
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Ray ray;
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private:
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bool InitMDP()
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{
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material=db->CreateMaterial(OS_TEXT("res/material/VertexColor3D"));
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if(!material)return(false);
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material_instance=db->CreateMaterialInstance(material);
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if(!material_instance)return(false);
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pipeline=CreatePipeline(material_instance,InlinePipeline::Solid3D,Prim::Lines);
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if(!pipeline)
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return(false);
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return(true);
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}
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Renderable *Add(Primitive *r,const Matrix4f &mat)
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{
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Renderable *ri=db->CreateRenderable(r,material_instance,pipeline);
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render_root.CreateSubNode(mat,ri);
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return ri;
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}
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bool CreateRenderObject()
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{
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using namespace inline_geometry;
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{
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struct PlaneGridCreateInfo pgci;
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pgci.coord[0]=Vector3f(-100,-100,0);
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pgci.coord[1]=Vector3f( 100,-100,0);
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pgci.coord[2]=Vector3f( 100, 100,0);
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pgci.coord[3]=Vector3f(-100, 100,0);
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pgci.step.x=32;
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pgci.step.y=32;
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pgci.side_step.x=8;
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pgci.side_step.y=8;
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pgci.color.Set(0.25,0,0,1);
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pgci.side_color.Set(1,0,0,1);
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const VIL *vil=material_instance->GetVIL();
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ro_plane_grid=CreatePlaneGrid(db,vil,&pgci);
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}
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{
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ro_line=db->CreatePrimitive(2);
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if(!ro_line)return(false);
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if(!ro_line->Set(VAN::Position, vbo_pos=db->CreateVBO(VF_V3F,2,position_data )))return(false);
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if(!ro_line->Set(VAN::Color, db->CreateVBO(VF_V4F,2,color_data )))return(false);
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}
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return(true);
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}
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bool InitScene()
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{
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Add(ro_plane_grid,Matrix4f(1.0f));
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Add(ro_line,Matrix4f(1.0f));
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camera->pos=Vector3f(100,100,50);
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camera_control->SetTarget(Vector3f(0,0,0));
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camera_control->Refresh();
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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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~TestApp()
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{
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SAFE_CLEAR(render_list);
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}
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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(!InitMDP())
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return(false);
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if(!CreateRenderObject())
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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 BuildCommandBuffer(uint32 index)
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{
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const CameraInfo &ci=GetCameraInfo();
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ray.Set(GetMouseCoord(),&ci); //设置射线查询的屏幕坐标点
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const Vector3f pos=ray.ClosestPoint(Vector3f(0,0,0)); //求射线上与点(0,0,0)最近的点的坐标
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vbo_pos->Write(&pos,3*sizeof(float)); //更新VBO上这个点的位置
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render_root.RefreshMatrix();
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render_list->Expend(ci,&render_root);
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VulkanApplicationFramework::BuildCommandBuffer(index,render_list);
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}
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void Resize(int w,int h)override
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{
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CameraAppFramework::Resize(w,h);
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VulkanApplicationFramework::BuildCommandBuffer(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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