[BIG MILESTONE] render framework first test ok! can draw!

This commit is contained in:
2025-01-25 17:17:55 +08:00
parent aafdbdd4ea
commit 2e53b48fff
8 changed files with 125 additions and 37 deletions

View File

@@ -5,6 +5,7 @@
#include<hgl/graph/VKVertexInputConfig.h>
#include<hgl/graph/PrimitiveCreater.h>
#include<hgl/graph/mtl/Material2DCreateConfig.h>
#include<hgl/graph/VKMaterialInstance.h>
using namespace hgl;
using namespace hgl::graph;
@@ -37,6 +38,8 @@ class TestApp:public WorkObject
{
private:
Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
MaterialInstance * material_instance =nullptr;
Renderable * render_obj =nullptr;
@@ -46,29 +49,31 @@ private:
bool InitAutoMaterial()
{
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=false;
AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
material_instance=db->CreateMaterialInstance(mci,&vil_config);
material_instance=db->CreateMaterialInstance(mci);
return material_instance;
}
bool InitPipeline()
{
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行为Framework重载默认使用swapchain的render target
RenderPass *sc_render_pass=GetRenderFramework()->GetSwapchainModule()->GetRenderPass();
return pipeline;
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
pipeline=sc_render_pass->CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行为Framework重载默认使用swapchain的render target
return pipeline;
}
bool InitVBO()
{
PrimitiveCreater rpc(device,material_instance->GetVIL());
PrimitiveCreater rpc(GetDevice(),material_instance->GetVIL());
rpc.Init("Triangle",VERTEX_COUNT);
@@ -81,11 +86,11 @@ private:
public:
bool Init(uint w,uint h)
{
if(!VulkanApplicationFramework::Init(w,h))
return(false);
TestApp(RenderFramework *rf):WorkObject(rf)
{}
bool Init()
{
if(!InitAutoMaterial())
return(false);
@@ -95,34 +100,77 @@ public:
if(!InitVBO())
return(false);
if(!BuildCommandBuffer(render_obj))
return(false);
// if(!BuildCommandBuffer(render_obj))
// return(false);
return(true);
}
void Resize(uint w,uint h)override
{
VulkanApplicationFramework::Resize(w,h);
//void Resize(uint w,uint h)override
//{
// VulkanApplicationFramework::Resize(w,h);
BuildCommandBuffer(render_obj);
}
// BuildCommandBuffer(render_obj);
//}
void Tick(double)override
{}
void Render(RenderCmdBuffer *cb,Renderable *ri)
{
if(!ri)return;
cb->BeginRenderPass();
cb->BindPipeline(ri->GetPipeline());
cb->BindDescriptorSets(ri->GetMaterial());
cb->BindDataBuffer(ri->GetDataBuffer());
cb->Draw(ri->GetDataBuffer(),ri->GetRenderData());
cb->EndRenderPass();
}
void Render(double)
{}
{
//WorkObject是工作对象不是渲染对象所以不应该直接自动指定RenderTarget更不能直接指定RenderCmdBuffer
//目前这里只是为了测试,所以这样写
RenderFramework *rf=GetRenderFramework();
SwapchainModule *sm=rf->GetSwapchainModule();
sm->BeginFrame(); //这里会有AcquireNextImage操作
//这个使用完全不合理录制CMD和推送swapchain是两回事需要分开操作。
//比如场景有的物件分静态和动态
//可能静态物件就全部一次性录制好,而动态物件则是每帧录制
RenderCmdBuffer *cb=sm->RecordCmdBuffer(); //这里会获取当前帧的RenderCmdBuffer、开启cmd录制、绑定FBO
if(cb)
{
cb->SetClearColor(0,clear_color);
Render(cb,render_obj);
cb->End(); //结束cmd录制
}
sm->EndFrame(); //这里会Submit和PresentBackbuffer
}
};//class TestApp:public VulkanApplicationFramework
int main(int,char **)
{
RenderFramework rf(OS_TEXT("RenderFramework Test"));
if(rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
if(!rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(-1);
WorkManager wm(&rf);
wm.Start(new TestApp);
AutoDelete<TestApp> app=new TestApp(&rf);
if(!app->Init())
return(-2);
wm.Start(app);
}

View File

@@ -1,19 +1,30 @@
#pragma once
#include<hgl/graph/RenderFramework.h>
#include<hgl/graph/module/SwapchainModule.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/Time.h>
namespace hgl
{
class WorkObject
{
RenderFramework *render_framework;
graph::RenderFramework *render_framework=nullptr;
bool destroy_flag=false;
bool tickable=true;
bool renderable=true;
protected:
graph::RenderResource *db=nullptr; //暂时的,未来会被更好的机制替代
public:
graph::RenderFramework * GetRenderFramework (){return render_framework;}
graph::GPUDevice * GetDevice (){return render_framework->GetDevice();}
graph::GPUDeviceAttribute * GetDeviceAttribute (){return render_framework->GetDeviceAttribute();}
public:
const bool IsDestroy()const{return destroy_flag;}
@@ -26,11 +37,19 @@ namespace hgl
public:
WorkObject(graph::RenderFramework *rf)
{
Join(rf);
}
virtual ~WorkObject()=default;
virtual void Join(RenderFramework *rf)
virtual void Join(graph::RenderFramework *rf)
{
if(!rf)return;
if(render_framework==rf)return;
render_framework=rf;
db=rf->GetRenderResource();
}
virtual void Tick(double delta_time)=0;
@@ -56,6 +75,11 @@ namespace hgl
render_framework=rf;
}
virtual ~WorkManager()
{
SAFE_CLEAR(cur_work_object);
}
void SetFPS(uint f)
{
fps=f;
@@ -98,6 +122,9 @@ namespace hgl
while(!cur_work_object->IsDestroy())
{
Update(cur_work_object);
render_framework->GetWindow()->Update();
render_framework->GetDevice()->WaitIdle();
}
}