added few codes, but they can't run.
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@ -28,11 +28,13 @@ CreateProject(00.triangle first_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(03.indices_rect indices_rect.cpp)
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CreateProject(04.TextureFormat TextureFormat.cpp)
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CreateProject(05.texture_rect texture_rect.cpp)
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CreateProject(04.FullScreenRect FullScreenRect.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(05.HQFilterTexture HQFilterTexture.cpp)
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#CreateProject(06.Geometry2D Geometry2D.cpp)
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CreateProject(06.Geometry3D Geometry3D.cpp)
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CreateProject(07.Geometry3D Geometry3D.cpp)
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CreateProject(08.SceneTree SceneTree.cpp)
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#CreateProject(09.LoadStaticMesh LoadStaticMesh.cpp LoadScene.cpp)
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CreateProject(10.InlineGeometryScene InlineGeometryScene.cpp)
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@ -55,3 +57,5 @@ CreateProject(16.DeferredRender DeferredRender.cpp)
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CreateProject(17.Cubemap Cubemap.cpp)
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CreateProject(17.EquirectangularMap EquirectangularMap.cpp)
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CreateProject(18.RayPicking RayPicking.cpp)
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CreateProject(19.InstanceCube InstanceCube.cpp)
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CreateProject(20.TerrainSimple TerrainSimple.cpp)
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example/Vulkan/FullScreenRect.cpp
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example/Vulkan/FullScreenRect.cpp
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4
example/Vulkan/InstanceCube.cpp
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example/Vulkan/InstanceCube.cpp
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@ -0,0 +1,4 @@
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// Instance Cube
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// 基本的Instance绘制测试用例
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@ -1,5 +1,5 @@
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// SceneTree
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// 用于测试树形排列的场景中,每一级节点对变换矩阵的处理是否正确,以及Instance绘制
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// 用于测试树形排列的场景中,每一级节点对变换矩阵的处理是否正确
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#include"VulkanAppFramework.h"
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#include<hgl/filesystem/FileSystem.h>
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@ -56,7 +56,7 @@ private:
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bool InitMaterial()
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{
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material=db->CreateMaterial(OS_TEXT("res/material/SimplestDirectionLight"));
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material=db->CreateMaterial(OS_TEXT("res/material/PhongFullyRough"));
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if(!material)
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return(false);
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@ -95,7 +95,6 @@ private:
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}
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BindCameraUBO(material_instance);
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return(true);
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}
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@ -126,7 +125,7 @@ private:
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count=(rand()%16)+1;
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for(uint n=0;n<count;n++)
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cur_node->CreateSubNode(translate(0,0,size*n*1.01),ri);
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cur_node->CreateSubNode(translate(0,0,size*n*1.1),ri);
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}
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render_root.RefreshMatrix();
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168
example/Vulkan/TerrainSimple.cpp
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168
example/Vulkan/TerrainSimple.cpp
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@ -0,0 +1,168 @@
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// 最简单的地形渲染
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// 在CPU端生成网格,在vertex中取样高度图
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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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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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struct TerrainCreateInfo
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{
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uint Xcount; ///<X轴网格数
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uint Ycount; ///<Y轴网格数
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struct //翻倍边缘
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{
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bool top,left,right,bottom;
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}dual;
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};//struct TerrainCreateInfo
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/**
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* 创建一个地形网格
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*/
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Renderable *CreateRenderableTerrain(RenderResource *db,const VAB *vab,const TerrainCreateInfo *tci)
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{
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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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GPUBuffer *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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Renderable * renderable =nullptr;
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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::TriangleStrip);
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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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RenderableInstance *Add(Renderable *r,const Matrix4f &mat)
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{
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RenderableInstance *ri=db->CreateRenderableInstance(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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void CreateRenderObject()
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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(0.75,0.75,0.75);
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pgci.side_color.Set(1,0,0,1);
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const VAB *vab=material_instance->GetVAB();
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renderable=CreateRenderablePlaneGrid(db,vab,&pgci);
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}
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bool InitScene()
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{
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RenderableInstance *ri=db->CreateRenderableInstance(renderable,material_instance,pipeline);
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render_root.CreateSubNode(ri);
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camera->pos=Vector3f(200,200,200);
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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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CreateRenderObject();
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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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render_root.RefreshMatrix();
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render_list->Expend(GetCameraInfo(),&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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