[BIG MILESTONE] render framework first test ok! can draw!
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@@ -5,6 +5,7 @@
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#include<hgl/graph/VKVertexInputConfig.h>
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#include<hgl/graph/PrimitiveCreater.h>
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#include<hgl/graph/mtl/Material2DCreateConfig.h>
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#include<hgl/graph/VKMaterialInstance.h>
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using namespace hgl;
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using namespace hgl::graph;
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@@ -37,6 +38,8 @@ class TestApp:public WorkObject
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{
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private:
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Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
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MaterialInstance * material_instance =nullptr;
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Renderable * render_obj =nullptr;
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@@ -46,29 +49,31 @@ private:
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bool InitAutoMaterial()
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{
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
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mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
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cfg.coordinate_system=CoordinateSystem2D::NDC;
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cfg.local_to_world=false;
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
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material_instance=db->CreateMaterialInstance(mci,&vil_config);
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material_instance=db->CreateMaterialInstance(mci);
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return material_instance;
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}
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bool InitPipeline()
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{
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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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
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RenderPass *sc_render_pass=GetRenderFramework()->GetSwapchainModule()->GetRenderPass();
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return pipeline;
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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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
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return pipeline;
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}
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bool InitVBO()
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{
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PrimitiveCreater rpc(device,material_instance->GetVIL());
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PrimitiveCreater rpc(GetDevice(),material_instance->GetVIL());
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rpc.Init("Triangle",VERTEX_COUNT);
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@@ -81,11 +86,11 @@ private:
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public:
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bool Init(uint w,uint h)
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{
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if(!VulkanApplicationFramework::Init(w,h))
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return(false);
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TestApp(RenderFramework *rf):WorkObject(rf)
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{}
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bool Init()
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{
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if(!InitAutoMaterial())
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return(false);
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@@ -95,34 +100,77 @@ public:
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if(!InitVBO())
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return(false);
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if(!BuildCommandBuffer(render_obj))
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return(false);
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// if(!BuildCommandBuffer(render_obj))
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// return(false);
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return(true);
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}
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void Resize(uint w,uint h)override
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{
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VulkanApplicationFramework::Resize(w,h);
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//void Resize(uint w,uint h)override
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//{
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// VulkanApplicationFramework::Resize(w,h);
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BuildCommandBuffer(render_obj);
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}
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// BuildCommandBuffer(render_obj);
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//}
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void Tick(double)override
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{}
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void Render(RenderCmdBuffer *cb,Renderable *ri)
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{
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if(!ri)return;
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cb->BeginRenderPass();
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cb->BindPipeline(ri->GetPipeline());
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cb->BindDescriptorSets(ri->GetMaterial());
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cb->BindDataBuffer(ri->GetDataBuffer());
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cb->Draw(ri->GetDataBuffer(),ri->GetRenderData());
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cb->EndRenderPass();
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}
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void Render(double)
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{}
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{
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//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
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//目前这里只是为了测试,所以这样写
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RenderFramework *rf=GetRenderFramework();
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SwapchainModule *sm=rf->GetSwapchainModule();
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sm->BeginFrame(); //这里会有AcquireNextImage操作
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//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。
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//比如场景有的物件分静态和动态
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//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
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RenderCmdBuffer *cb=sm->RecordCmdBuffer(); //这里会获取当前帧的RenderCmdBuffer、开启cmd录制、绑定FBO
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if(cb)
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{
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cb->SetClearColor(0,clear_color);
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Render(cb,render_obj);
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cb->End(); //结束cmd录制
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}
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sm->EndFrame(); //这里会Submit和PresentBackbuffer
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}
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};//class TestApp:public VulkanApplicationFramework
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int main(int,char **)
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{
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RenderFramework rf(OS_TEXT("RenderFramework Test"));
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if(rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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if(!rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(-1);
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WorkManager wm(&rf);
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wm.Start(new TestApp);
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AutoDelete<TestApp> app=new TestApp(&rf);
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if(!app->Init())
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return(-2);
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wm.Start(app);
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}
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