renamed to FullScreenTriangle instead of FullScreenRect.
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@ -28,7 +28,7 @@ CreateProject(00.triangle first_triangle.cpp)
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CreateProject(01.two_triangle two_triangle.cpp)
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CreateProject(01.two_triangle two_triangle.cpp)
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CreateProject(02.FragCoord FragCoordTest.cpp)
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CreateProject(02.FragCoord FragCoordTest.cpp)
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CreateProject(03.indices_rect indices_rect.cpp)
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CreateProject(03.indices_rect indices_rect.cpp)
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CreateProject(04.FullScreenRect FullScreenRect.cpp)
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CreateProject(04.FullScreenTriangle FullScreenTriangle.cpp)
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CreateProject(05.TextureFormat TextureFormat.cpp)
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CreateProject(05.TextureFormat TextureFormat.cpp)
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CreateProject(06.texture_rect texture_rect.cpp)
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CreateProject(06.texture_rect texture_rect.cpp)
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@ -1,5 +1,5 @@
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// 全屏矩形
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// 全屏三角形
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// 该范例用于演示使用索引画一个矩形,但是不传递顶点信息。
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// 该范例用于演示使用索引画一个覆盖全屏的三角形,但是不传递任何顶点信息,顶点坐标在vertex shader中通过gl_VertexIndex计算出来。
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#include"VulkanAppFramework.h"
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#include"VulkanAppFramework.h"
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#include<hgl/math/Math.h>
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#include<hgl/math/Math.h>
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@ -10,8 +10,6 @@ using namespace hgl::graph;
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constexpr uint32_t SCREEN_WIDTH=256;
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constexpr uint32_t SCREEN_WIDTH=256;
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constexpr uint32_t SCREEN_HEIGHT=256;
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constexpr uint32_t SCREEN_HEIGHT=256;
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static Vector4f color(1,1,1,1);
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class TestApp:public VulkanApplicationFramework
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class TestApp:public VulkanApplicationFramework
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{
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{
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private:
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private:
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@ -30,14 +28,14 @@ private:
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BindCameraUBO(material_instance);
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BindCameraUBO(material_instance);
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pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Fan);
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pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles);
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return pipeline;
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return pipeline;
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}
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}
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bool InitVBO()
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bool InitVBO()
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{
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{
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auto render_obj=db->CreateRenderable(4);
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auto render_obj=db->CreateRenderable(3);
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if(!render_obj)return(false);
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if(!render_obj)return(false);
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renderable_instance=db->CreateRenderableInstance(render_obj,material_instance,pipeline);
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renderable_instance=db->CreateRenderableInstance(render_obj,material_instance,pipeline);
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