调整好坐标轴方向以及裁剪面,并增加最简易坐标轴绘制范例
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100
example/Gizmo/SimplestAxis.cpp
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100
example/Gizmo/SimplestAxis.cpp
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// SimplestAxis
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// 直接从0,0,0向三个方向画一条直线,用于确认坐标轴方向
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#include<hgl/WorkManager.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/mtl/Material3DCreateConfig.h>
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#include<hgl/graph/VKVertexInputConfig.h>
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#include<hgl/graph/FirstPersonCameraControl.h>
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#include<hgl/color/Color.h>
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#include<hgl/component/MeshComponent.h>
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using namespace hgl;
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using namespace hgl::graph;
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class TestApp:public WorkObject
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{
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private:
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Material * material =nullptr;
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Pipeline * pipeline =nullptr;
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Primitive * prim_axis =nullptr;
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MaterialInstance * material_instance =nullptr;
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private:
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bool InitMDP()
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{
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mtl::Material3DCreateConfig cfg(PrimitiveType::Lines);
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cfg.local_to_world=true;
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material_instance=CreateMaterialInstance(mtl::inline_material::VertexColor3D,&cfg);
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pipeline=CreatePipeline(material_instance,InlinePipeline::Solid3D);
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return pipeline;
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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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auto pc=GetPrimitiveCreater(material_instance);
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inline_geometry::AxisCreateInfo aci;
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prim_axis=CreateAxis(pc,&aci);
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return prim_axis;
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}
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bool InitScene()
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{
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Mesh *ri=db->CreateMesh(prim_axis,material_instance,pipeline);
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CreateComponent<MeshComponent>(GetSceneRoot(),ri);
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CameraControl *camera_control=GetCameraControl();
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camera_control->SetPosition(Vector3f(32,32,32));
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camera_control->SetTarget(Vector3f(0,0,0));
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// camera_control->SetReserveDirection(true,true); //反转x,y
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return(true);
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}
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public:
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using WorkObject::WorkObject;
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~TestApp()
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{
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SAFE_CLEAR(prim_axis);
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}
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bool Init() override
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{
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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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};//class TestApp:public CameraAppFramework
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int os_main(int,os_char **)
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{
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return RunFramework<TestApp>(OS_TEXT("SimplestAxis"),1280,720);
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}
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