[WIP] Gizmo
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@ -1,4 +1,4 @@
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#pragma once
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#pragma once
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#include<hgl/graph/VK.h>
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@ -6,11 +6,20 @@ VK_NAMESPACE_BEGIN
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class Gizmo
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{
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Material * material;
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MaterialInstance * mi;
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Pipeline * pipeline;
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Primitive * primitive;
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protected:
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Material * material;
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MaterialInstance * mtl_inst;
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Pipeline * pipeline;
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VertexDataManager * vdm;
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Primitive * prim_cylinder; ///<圆柱
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Primitive * prim_cone; ///<圆锥
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Primitive * prim_sphere; ///<球体
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Primitive * prim_cube; ///<立方体
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Primitive * prim_plane; ///<平面
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};//class Gizmo
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VK_NAMESPACE_END
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@ -1,228 +1,23 @@
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// Gizmo 3D Move
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/*
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Gizmo move
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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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#include<hgl/graph/VKVertexAttribBuffer.h>
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#include<hgl/graph/mtl/Material3DCreateConfig.h>
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ref: Blender 4
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using namespace hgl;
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using namespace hgl::graph;
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0 9-10
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*----------------->>>>
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| 5+
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| +6
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v
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static Color4f white_color(1,1,1,1);
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static Color4f yellow_color(1,1,0,1);
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假设轴尺寸为10
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箭头长度为2,直径为2
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双轴调节正方形,长宽为1,位置为5,5
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class TestApp:public SceneAppFramework
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{
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Color4f color;
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中心球半径为1
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*/
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DeviceBuffer *ubo_color=nullptr;
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private:
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Material * mtl_vtx_lum =nullptr;
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MaterialInstance * mi_plane_grid =nullptr;
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Pipeline * pipeline_vtx_lum =nullptr;
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Primitive * prim_plane_grid =nullptr;
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Material * mtl_vtx_color =nullptr;
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MaterialInstance * mi_line =nullptr;
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Pipeline * pipeline_vtx_color =nullptr;
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Primitive * prim_line =nullptr;
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private:
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bool InitMaterialAndPipeline()
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{
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{
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mtl::Material3DCreateConfig cfg(device->GetDeviceAttribute(),"VertexLuminance3D",Prim::Lines);
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cfg.local_to_world=true;
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mtl_vtx_lum=db->LoadMaterial("Std3D/VertexLum3D",&cfg);
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if(!mtl_vtx_lum)return(false);
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mi_plane_grid=db->CreateMaterialInstance(mtl_vtx_lum,nullptr,&white_color);
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if(!mi_plane_grid)return(false);
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pipeline_vtx_lum=CreatePipeline(mtl_vtx_lum,InlinePipeline::Solid3D,Prim::Lines);
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if(!pipeline_vtx_lum)
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return(false);
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}
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{
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mtl::Material3DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor3D",Prim::Lines);
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cfg.local_to_world=true;
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mtl_vtx_color=db->LoadMaterial("Std3D/VertexColor3D",&cfg);
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if(!mtl_vtx_color)return(false);
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mi_line=db->CreateMaterialInstance(mtl_vtx_color);
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if(!mi_line)return(false);
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{
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const PipelineData *ipd=GetPipelineData(InlinePipeline::Solid3D);
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if(!ipd)
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return(false);
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PipelineData *pd=new PipelineData(ipd);
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pd->SetLineWidth(2);
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pipeline_vtx_color=CreatePipeline(mtl_vtx_color,pd,Prim::Lines);
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delete pd;
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if(!pipeline_vtx_color)
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return(false);
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}
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}
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return(true);
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}
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Renderable *Add(Primitive *r,MaterialInstance *mi,Pipeline *p)
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{
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Renderable *ri=db->CreateRenderable(r,mi,p);
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if(!ri)
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{
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LOG_ERROR(OS_TEXT("Create Renderable failed."));
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return(nullptr);
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}
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render_root.CreateSubNode(ri);
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return ri;
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}
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/**
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* 写入一个坐标轴的线条数据.
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*
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* \param pos 要写入数据的指针
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* \param max_line 主线条方向
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* \param oa1 其它轴1方向
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* \param oa2 其它轴2方向
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*/
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void WriteAxisPosition(Vector3f *pos,const Vector3f &max_line,const Vector3f &oa1,const Vector3f &oa2)
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{
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constexpr const float AXIS_LENGTH =4;
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constexpr const float AXIS_MIN_STEP =1;
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constexpr const float AXIS_ARROW_SIZE=0.25;
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const Vector3f end_pos =max_line*AXIS_LENGTH; ///<最终点位置
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const Vector3f cross_pos=max_line*AXIS_MIN_STEP; ///<坐标轴尾部交叉线位置
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const Vector3f arrow_pos=max_line*(AXIS_LENGTH-AXIS_MIN_STEP); ///<箭头末端在主线上的位置
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//主线
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pos[0]=Vector3f(0, 0, 0);
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pos[1]=end_pos;
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//四根箭头线
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pos[2]=end_pos;
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pos[3]=arrow_pos-oa1*AXIS_ARROW_SIZE;
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pos[4]=end_pos;
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pos[5]=arrow_pos+oa1*AXIS_ARROW_SIZE;
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pos[6]=end_pos;
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pos[7]=arrow_pos-oa2*AXIS_ARROW_SIZE;
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pos[8]=end_pos;
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pos[9]=arrow_pos+oa2*AXIS_ARROW_SIZE;
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//侧边连接其它轴线
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pos[10]=cross_pos;
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pos[11]=cross_pos+oa1*AXIS_MIN_STEP;
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pos[12]=cross_pos;
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pos[13]=cross_pos+oa2*AXIS_MIN_STEP;
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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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{
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struct PlaneGridCreateInfo pgci;
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pgci.grid_size.Set(32,32);
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pgci.sub_count.Set(8,8);
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pgci.lum=0.5;
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pgci.sub_lum=0.75;
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prim_plane_grid=CreatePlaneGrid(db,mtl_vtx_lum->GetDefaultVIL(),&pgci);
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}
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{
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constexpr const uint AXIS_MAX_LINES =7;
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constexpr const uint AXIS_MAX_VERTICES =AXIS_MAX_LINES*2*3;
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prim_line=db->CreatePrimitive("Line",AXIS_MAX_VERTICES);
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if(!prim_line)return(false);
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Vector3f position_data[3][AXIS_MAX_LINES*2];
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WriteAxisPosition(position_data[0],Vector3f(1,0,0),Vector3f(0,1,0),Vector3f(0,0,1));
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WriteAxisPosition(position_data[1],Vector3f(0,1,0),Vector3f(1,0,0),Vector3f(0,0,1));
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WriteAxisPosition(position_data[2],Vector3f(0,0,1),Vector3f(1,0,0),Vector3f(0,1,0));
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Color4f color_data[3][AXIS_MAX_LINES*2];
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for(Color4f &c:color_data[0])c=Color4f(1,0,0,1);
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for(Color4f &c:color_data[1])c=Color4f(0,1,0,1);
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for(Color4f &c:color_data[2])c=Color4f(0,0,1,1);
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if(!prim_line->Set(VAN::Position, db->CreateVAB(VF_V3F,AXIS_MAX_VERTICES,position_data)))return(false);
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if(!prim_line->Set(VAN::Color, db->CreateVAB(VF_V4F,AXIS_MAX_VERTICES,color_data )))return(false);
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}
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return(true);
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}
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bool InitScene()
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{
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Add(prim_plane_grid,mi_plane_grid,pipeline_vtx_lum);
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Add(prim_line,mi_line,pipeline_vtx_color);
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camera->pos=Vector3f(32,32,32);
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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(&render_root);
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return(true);
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}
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public:
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bool Init(uint w,uint h) override
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{
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if(!SceneAppFramework::Init(w,h))
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return(false);
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if(!InitMaterialAndPipeline())
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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 main(int,char **)
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{
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return RunApp<TestApp>(1280,720);
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}
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#include<hgl/graph/VertexAttrib.h>
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STD_MTL_NAMESPACE_BEGIN
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enum class LightingModel:uint8
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{
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Unlit,
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Gizmo, ///<Gizmo专用(Blinnphong的特定版本,写死太阳光方向和各种颜色)
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Blinnphong, ///<Blinnphong光照模型
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FakePBR, ///<假PBR(使用Blinnphong+HalfLambert模拟)
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MicroPBR, ///<微型PBR(只有BaseColor/Normal/Metallic/Roughness四个基础数据的PBR)
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WebPBR, ///<Khronos为WebGL提供的PBR
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FilamentPBR, ///<Filament引擎所使用的PBR
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AMDPBR, ///<AMD Caulrdon框架所使用的PBR
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BlenderPBR, ///<Blender所使用的PBR
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ENUM_CLASS_RANGE(Unlit,BlenderPBR)
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};
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constexpr const char *LightingModelName[]=
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{
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"Unlit",
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"Gizmo",
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"Blinnphong",
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"FakePBR",
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"MicroPBR",
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"WebPBR",
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"FilamentPBR",
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"AMDPBR",
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"BlenderPBR"
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};
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/**
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* 天光来源
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*/
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enum class SkyLightSource:uint8
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{
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PureColor, ///<纯色
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OneLineCode, ///<一行代码
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Cubemap, ///<立方体贴图
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IBL, ///<IBL立方体贴图
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ENUM_CLASS_RANGE(PureColor,IBL)
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};
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struct Material3DCreateConfig:public MaterialCreateConfig
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{
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bool camera; ///<包含摄像机矩阵信息
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src/ShaderGen/3d/M_BlinnPhongPureColor.cpp
Normal file
63
src/ShaderGen/3d/M_BlinnPhongPureColor.cpp
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#include"Std3DMaterial.h"
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#include<hgl/shadergen/MaterialCreateInfo.h>
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STD_MTL_NAMESPACE_BEGIN
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namespace
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{
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constexpr const char vs_main[]=R"(
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void main()
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{
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Output.Color=Color;
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gl_Position=GetPosition3D();
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})";
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//一个shader中输出的所有数据,会被定义在一个名为Output的结构中。所以编写时要用Output.XXXX来使用。
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//而同时,这个结构在下一个Shader中以Input名称出现,使用时以Input.XXX的形式使用。
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constexpr const char fs_main[]=R"(
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void main()
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{
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FragColor=Input.Color;
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})";// ^ ^
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// | |
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// | +--ps:这里的Input.Color就是上一个Shader中的Output.Color
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// +--ps:这里的Color就是最终的RT
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class MaterialBlinnPhongPureColor3D:public Std3DMaterial
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{
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public:
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using Std3DMaterial::Std3DMaterial;
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~MaterialBlinnPhongPureColor3D()=default;
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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{
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if(!Std3DMaterial::CustomVertexShader(vsc))
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return(false);
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vsc->AddInput(VAT_VEC4,VAN::Color);
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vsc->AddOutput(SVT_VEC4,"Color");
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vsc->SetMain(vs_main);
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return(true);
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}
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bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
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{
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fsc->AddOutput(VAT_VEC4,"FragColor"); //Fragment shader的输出等于最终的RT了,所以这个名称其实随便起。
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fsc->SetMain(fs_main);
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return(true);
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}
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};//class MaterialBlinnPhongPureColor3D:public Std3DMaterial
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}//namespace
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MaterialCreateInfo *CreateMaterialBlinnPhongPureColor3D(const Material3DCreateConfig *cfg)
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{
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MaterialBlinnPhongPureColor3D mbppc3d(cfg);
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return mbppc3d.Create();
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}
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STD_MTL_NAMESPACE_END
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3d/M_BillboardDynamicSize.cpp
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3d/M_BillboardFixedSize.cpp
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3d/M_Billboard.cpp
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3d/M_BlinnPhongPureColor.cpp
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)
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SET(STD_MTL_SOURCE ${STD_MTL_HEADER_PATH}/MaterialConfig.h
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