updated examples.

This commit is contained in:
hyzboy 2022-03-09 20:06:06 +08:00
parent bcd373fe6f
commit edbecbb86d
4 changed files with 31 additions and 46 deletions

View File

@ -198,7 +198,7 @@ private:
cam.width=extent.width;
cam.height=extent.height;
cam.Refresh();
cam.RefreshCameraInfo();
ubo_camera_info=db->CreateUBO(sizeof(CameraInfo),&cam.info);
@ -255,7 +255,7 @@ public:
cam.width=w;
cam.height=h;
cam.Refresh();
cam.RefreshCameraInfo();
ubo_camera_info->Write(&cam.info);

View File

@ -93,7 +93,7 @@ private:
cam.width=extent.width;
cam.height=extent.height;
cam.Refresh();
cam.RefreshCameraInfo();
ubo_camera_info=db->CreateUBO(sizeof(CameraInfo),&cam.info);
@ -143,7 +143,7 @@ public:
cam.width=w;
cam.height=h;
cam.Refresh();
cam.RefreshCameraInfo();
ubo_camera_info->Write(&cam.info);

View File

@ -1,11 +1,9 @@
// 5.SceneTree
// 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
// SceneTree
// 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
#include"VulkanAppFramework.h"
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/InlineGeometry.h>
#include<hgl/graph/vulkan/VKDatabase.h>
#include<hgl/graph/RenderableInstance.h>
#include<hgl/graph/RenderList.h>
#include<hgl/Time.h>
@ -19,8 +17,8 @@ class TestApp:public CameraAppFramework
{
struct
{
Vector4f color;
Vector4f abiment;
Color4f color;
Color4f abiment;
}color_material;
Vector3f sun_direction;
@ -32,15 +30,15 @@ private:
SceneNode render_root;
RenderList render_list;
vulkan::Material * material =nullptr;
vulkan::MaterialInstance * material_instance =nullptr;
Material * material =nullptr;
MaterialInstance * material_instance =nullptr;
vulkan::Buffer * ubo_color =nullptr;
vulkan::Buffer * ubo_sun =nullptr;
GPUBuffer * ubo_color =nullptr;
GPUBuffer * ubo_sun =nullptr;
vulkan::Renderable * renderable_object =nullptr;
Renderable * renderable_object =nullptr;
vulkan::Pipeline * pipeline_line =nullptr;
Pipeline * pipeline =nullptr;
public:
@ -55,35 +53,33 @@ private:
bool InitMaterial()
{
material=shader_manage->CreateMaterial(OS_TEXT("res/shader/VertexLight.vert"),
material=db->CreateMaterial(OS_TEXT("res/shader/VertexLight.vert"),
OS_TEXT("res/shader/VertexColor.frag"));
if(!material)
return(false);
material_instance=material->CreateInstance();
material_instance=db->CreateMaterialInstance(material);
db->Add(material);
db->Add(material_instance);
return(true);
}
void CreateRenderObject()
{
renderable_object=CreateRenderableSphere(db,material,40);
db->Add(renderable_object);
renderable_object=CreateRenderableSphere(db,material_instance->GetVAB(),40);
}
bool InitUBO()
{
LCG lcg;
color_material.color=Vector4f(1,1,1,1.0);
color_material.color.Set(1,1,1,1);
color_material.abiment.Set(0.25,0.25,0.25,1.0);
ubo_color=device->CreateUBO(sizeof(color_material),&color_material);
sun_direction=Vector3f::RandomDir(lcg);
ubo_color=device->CreateUBO(sizeof(color_material),&color_material);
if(!ubo_color)return(false);
sun_direction=normalized(Vector3f(rand(),rand(),rand()));
ubo_sun=device->CreateUBO(sizeof(sun_direction),&sun_direction);
if(!ubo_sun)return(false);
material_instance->BindUBO("world",GetCameraMatrixBuffer());
material_instance->BindUBO("color_material",ubo_color);
@ -98,20 +94,9 @@ private:
bool InitPipeline()
{
AutoDelete<vulkan::PipelineCreater>
pipeline_creater=new vulkan::PipelineCreater(device,material,sc_render_target);
pipeline_creater->SetDepthTest(true);
pipeline_creater->SetDepthWrite(true);
pipeline_creater->CloseCullFace();
pipeline_creater->SetPolygonMode(VK_POLYGON_MODE_FILL);
pipeline_creater->Set(Prim::Triangles);
pipeline_line=pipeline_creater->Create();
if(!pipeline_line)
return(false);
db->Add(pipeline_line);
return(true);
pipeline=CreatePipeline(material_instance,InlinePipeline::Solid3D,Prim::Triangles);
return pipeline;
}
bool InitScene()
@ -121,20 +106,20 @@ private:
uint count;
float size;
RenderableInstance *ri=db->CreateRenderableInstance(pipeline_line,material_instance,renderable_object);
RenderableInstance *ri=db->CreateRenderableInstance(pipeline,material_instance,renderable_object);
for(uint i=0;i<360;i++)
{
size=(i+1)/100.0f;
cur_node=render_root.CreateSubNode( rotate(i/5.0f,camera.up_vector)*
cur_node=render_root.CreateSubNode( rotate(i/5.0f,camera->world_up)*
translate(i/4.0f,0,0)*
scale(size));
count=(rand()%16)+1;
for(uint n=0;n<count;n++)
cur_node->Add(ri,translate(0,0,size*n*1.01));
cur_node->CreateSubNode(translate(0,0,size*n*1.01),ri);
}
render_root.RefreshMatrix();

View File

@ -98,7 +98,7 @@ private:
{
const VAB *vab=material_instance->GetVAB();
ro_skyphere=CreateRenderableSphere(db,vab,1024);
ro_skyphere=CreateRenderableDome(db,vab,64);
}
bool InitScene()