add texture in BlinnPhongDirectionLight example.
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@@ -28,12 +28,26 @@ static mtl::blinnphong::SunLight sun_light=
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constexpr const COLOR AxisColor[4]=
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{
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COLOR::Red, //X轴颜色
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COLOR::Green, //Y轴颜色
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COLOR::Blue, //Z轴颜色
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//COLOR::Red, //X轴颜色
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//COLOR::Green, //Y轴颜色
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//COLOR::Blue, //Z轴颜色
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COLOR::White, //全局颜色
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COLOR::White, //全局颜色
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COLOR::White, //全局颜色
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COLOR::White //全局颜色
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};
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constexpr const os_char *tex_filename[]=
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{
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OS_TEXT("eucalyptus-cross-versailles.Tex2D"),
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OS_TEXT("tints-ashton-green-stretcher.Tex2D"),
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OS_TEXT("worn-clay-cobble-in-desert-stretcher.Tex2D"),
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OS_TEXT("plain-grey-sheer.Tex2D"),
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};
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constexpr const size_t TexCount=sizeof(tex_filename)/sizeof(os_char *);
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class TestApp:public SceneAppFramework
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{
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private: //plane grid
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@@ -47,6 +61,10 @@ private:
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DeviceBuffer * ubo_sun =nullptr;
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Texture2DArray * texture =nullptr;
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Sampler * sampler =nullptr;
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private: //sphere
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Material * mtl_blinnphong =nullptr;
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@@ -61,6 +79,29 @@ private: //sphere
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Primitive * prim_cylinder =nullptr;
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private:
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bool InitTexture()
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{
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texture=db->CreateTexture2DArray( "SeamlessBackground",
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256,256, ///<纹理尺寸
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TexCount, ///<纹理层数
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PF_BC1_RGBUN, ///<纹理格式
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false); ///<是否自动产生mipmaps
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if(!texture)return(false);
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OSString filename;
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for(uint i=0;i<TexCount;i++)
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{
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filename=filesystem::MergeFilename(OS_TEXT("res/image/seamless"),tex_filename[i]);
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if(!db->LoadTexture2DToArray(texture,i,filename))
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return(false);
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}
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return(true);
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}
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bool InitVertexLumMP()
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{
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@@ -97,16 +138,32 @@ private:
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cfg.local_to_world=true;
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cfg.material_instance=true;
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mtl_blinnphong=db->LoadMaterial("Std3D/BlinnPhong/SunLightPureColor",&cfg);
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mtl_blinnphong=db->LoadMaterial("Std3D/BlinnPhong/SunLightPureColorTexture",&cfg);
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if(!mtl_blinnphong)return(false);
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mtl_blinnphong->BindUBO(DescriptorSetType::Global,"sun",ubo_sun);
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mtl_blinnphong->Update();
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sampler=db->CreateSampler();
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if(!mtl_blinnphong->BindImageSampler( DescriptorSetType::PerMaterial, ///<描述符合集
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mtl::SamplerName::BaseColor, ///<采样器名称
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texture, ///<纹理
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sampler)) ///<采样器
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return(false);
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struct MIData
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{
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Color4f color;
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uint32 tex_id[4];
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}mi_data;
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constexpr const uint MIDataStride=sizeof(MIData);
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Color4f mi_data;
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for(uint i=0;i<4;i++)
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{
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mi_data=GetColor4f(AxisColor[i],4);
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mi_data.color=GetColor4f(AxisColor[i],4);
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mi_data.tex_id[0]=i;
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mi_blinnphong[i]=db->CreateMaterialInstance(mtl_blinnphong, //材质
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nullptr, //顶点输入配置,这里使用nullptr,即代表会使用默认配置,那么结果将等同于上面的mtl_blinnphong->GetDefaultVIL()
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@@ -177,9 +234,9 @@ private:
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{
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struct CylinderCreateInfo cci;
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cci.halfExtend =4; //圆柱一半高度
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cci.halfExtend =1.25; //圆柱一半高度
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cci.numberSlices=16; //圆柱底部分割数
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cci.radius =0.25f; //圆柱半径
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cci.radius =1.25f; //圆柱半径
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prim_cylinder=CreateCylinder(pc_blinnphong,&cci);
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}
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@@ -235,8 +292,11 @@ public:
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if(!SceneAppFramework::Init(w,h))
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return(false);
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if(!InitVertexLumMP())
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if(!InitTexture())
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return(false);
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//if(!InitVertexLumMP())
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// return(false);
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if(!CreateBlinnPhongUBO())
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return(false);
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