[WIP] Gizmo

This commit is contained in:
hyzboy 2024-06-25 01:17:47 +08:00
parent 09e9e71d59
commit fafe6c077b
5 changed files with 147 additions and 228 deletions

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@ -1,4 +1,4 @@
#pragma once
#pragma once
#include<hgl/graph/VK.h>
@ -6,11 +6,20 @@ VK_NAMESPACE_BEGIN
class Gizmo
{
Material * material;
MaterialInstance * mi;
Pipeline * pipeline;
Primitive * primitive;
protected:
Material * material;
MaterialInstance * mtl_inst;
Pipeline * pipeline;
VertexDataManager * vdm;
Primitive * prim_cylinder; ///<圆柱
Primitive * prim_cone; ///<圆锥
Primitive * prim_sphere; ///<球体
Primitive * prim_cube; ///<立方体
Primitive * prim_plane; ///<平面
};//class Gizmo
VK_NAMESPACE_END

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@ -1,228 +1,23 @@
// Gizmo 3D Move
/*
Gizmo move
#include"VulkanAppFramework.h"
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/InlineGeometry.h>
#include<hgl/graph/VKRenderResource.h>
#include<hgl/graph/RenderList.h>
#include<hgl/graph/Camera.h>
#include<hgl/graph/VKVertexAttribBuffer.h>
#include<hgl/graph/mtl/Material3DCreateConfig.h>
ref: Blender 4
using namespace hgl;
using namespace hgl::graph;
0 9-10
*----------------->>>>
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| 5+
| +6
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v
static Color4f white_color(1,1,1,1);
static Color4f yellow_color(1,1,0,1);
10
22
15,5
class TestApp:public SceneAppFramework
{
Color4f color;
1
*/
DeviceBuffer *ubo_color=nullptr;
private:
Material * mtl_vtx_lum =nullptr;
MaterialInstance * mi_plane_grid =nullptr;
Pipeline * pipeline_vtx_lum =nullptr;
Primitive * prim_plane_grid =nullptr;
Material * mtl_vtx_color =nullptr;
MaterialInstance * mi_line =nullptr;
Pipeline * pipeline_vtx_color =nullptr;
Primitive * prim_line =nullptr;
private:
bool InitMaterialAndPipeline()
{
{
mtl::Material3DCreateConfig cfg(device->GetDeviceAttribute(),"VertexLuminance3D",Prim::Lines);
cfg.local_to_world=true;
mtl_vtx_lum=db->LoadMaterial("Std3D/VertexLum3D",&cfg);
if(!mtl_vtx_lum)return(false);
mi_plane_grid=db->CreateMaterialInstance(mtl_vtx_lum,nullptr,&white_color);
if(!mi_plane_grid)return(false);
pipeline_vtx_lum=CreatePipeline(mtl_vtx_lum,InlinePipeline::Solid3D,Prim::Lines);
if(!pipeline_vtx_lum)
return(false);
}
{
mtl::Material3DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor3D",Prim::Lines);
cfg.local_to_world=true;
mtl_vtx_color=db->LoadMaterial("Std3D/VertexColor3D",&cfg);
if(!mtl_vtx_color)return(false);
mi_line=db->CreateMaterialInstance(mtl_vtx_color);
if(!mi_line)return(false);
{
const PipelineData *ipd=GetPipelineData(InlinePipeline::Solid3D);
if(!ipd)
return(false);
PipelineData *pd=new PipelineData(ipd);
pd->SetLineWidth(2);
pipeline_vtx_color=CreatePipeline(mtl_vtx_color,pd,Prim::Lines);
delete pd;
if(!pipeline_vtx_color)
return(false);
}
}
return(true);
}
Renderable *Add(Primitive *r,MaterialInstance *mi,Pipeline *p)
{
Renderable *ri=db->CreateRenderable(r,mi,p);
if(!ri)
{
LOG_ERROR(OS_TEXT("Create Renderable failed."));
return(nullptr);
}
render_root.CreateSubNode(ri);
return ri;
}
/**
* 线.
*
* \param pos
* \param max_line 线
* \param oa1 1
* \param oa2 2
*/
void WriteAxisPosition(Vector3f *pos,const Vector3f &max_line,const Vector3f &oa1,const Vector3f &oa2)
{
constexpr const float AXIS_LENGTH =4;
constexpr const float AXIS_MIN_STEP =1;
constexpr const float AXIS_ARROW_SIZE=0.25;
const Vector3f end_pos =max_line*AXIS_LENGTH; ///<最终点位置
const Vector3f cross_pos=max_line*AXIS_MIN_STEP; ///<坐标轴尾部交叉线位置
const Vector3f arrow_pos=max_line*(AXIS_LENGTH-AXIS_MIN_STEP); ///<箭头末端在主线上的位置
//主线
pos[0]=Vector3f(0, 0, 0);
pos[1]=end_pos;
//四根箭头线
pos[2]=end_pos;
pos[3]=arrow_pos-oa1*AXIS_ARROW_SIZE;
pos[4]=end_pos;
pos[5]=arrow_pos+oa1*AXIS_ARROW_SIZE;
pos[6]=end_pos;
pos[7]=arrow_pos-oa2*AXIS_ARROW_SIZE;
pos[8]=end_pos;
pos[9]=arrow_pos+oa2*AXIS_ARROW_SIZE;
//侧边连接其它轴线
pos[10]=cross_pos;
pos[11]=cross_pos+oa1*AXIS_MIN_STEP;
pos[12]=cross_pos;
pos[13]=cross_pos+oa2*AXIS_MIN_STEP;
}
bool CreateRenderObject()
{
using namespace inline_geometry;
{
struct PlaneGridCreateInfo pgci;
pgci.grid_size.Set(32,32);
pgci.sub_count.Set(8,8);
pgci.lum=0.5;
pgci.sub_lum=0.75;
prim_plane_grid=CreatePlaneGrid(db,mtl_vtx_lum->GetDefaultVIL(),&pgci);
}
{
constexpr const uint AXIS_MAX_LINES =7;
constexpr const uint AXIS_MAX_VERTICES =AXIS_MAX_LINES*2*3;
prim_line=db->CreatePrimitive("Line",AXIS_MAX_VERTICES);
if(!prim_line)return(false);
Vector3f position_data[3][AXIS_MAX_LINES*2];
WriteAxisPosition(position_data[0],Vector3f(1,0,0),Vector3f(0,1,0),Vector3f(0,0,1));
WriteAxisPosition(position_data[1],Vector3f(0,1,0),Vector3f(1,0,0),Vector3f(0,0,1));
WriteAxisPosition(position_data[2],Vector3f(0,0,1),Vector3f(1,0,0),Vector3f(0,1,0));
Color4f color_data[3][AXIS_MAX_LINES*2];
for(Color4f &c:color_data[0])c=Color4f(1,0,0,1);
for(Color4f &c:color_data[1])c=Color4f(0,1,0,1);
for(Color4f &c:color_data[2])c=Color4f(0,0,1,1);
if(!prim_line->Set(VAN::Position, db->CreateVAB(VF_V3F,AXIS_MAX_VERTICES,position_data)))return(false);
if(!prim_line->Set(VAN::Color, db->CreateVAB(VF_V4F,AXIS_MAX_VERTICES,color_data )))return(false);
}
return(true);
}
bool InitScene()
{
Add(prim_plane_grid,mi_plane_grid,pipeline_vtx_lum);
Add(prim_line,mi_line,pipeline_vtx_color);
camera->pos=Vector3f(32,32,32);
camera_control->SetTarget(Vector3f(0,0,0));
camera_control->Refresh();
render_root.RefreshMatrix();
render_list->Expend(&render_root);
return(true);
}
public:
bool Init(uint w,uint h) override
{
if(!SceneAppFramework::Init(w,h))
return(false);
if(!InitMaterialAndPipeline())
return(false);
if(!CreateRenderObject())
return(false);
if(!InitScene())
return(false);
return(true);
}
};//class TestApp:public CameraAppFramework
int main(int,char **)
{
return RunApp<TestApp>(1280,720);
}

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@ -5,6 +5,57 @@
#include<hgl/graph/VertexAttrib.h>
STD_MTL_NAMESPACE_BEGIN
enum class LightingModel:uint8
{
Unlit,
Gizmo, ///<Gizmo专用(Blinnphong的特定版本写死太阳光方向和各种颜色)
Blinnphong, ///<Blinnphong光照模型
FakePBR, ///<假PBR(使用Blinnphong+HalfLambert模拟)
MicroPBR, ///<微型PBR(只有BaseColor/Normal/Metallic/Roughness四个基础数据的PBR)
WebPBR, ///<Khronos为WebGL提供的PBR
FilamentPBR, ///<Filament引擎所使用的PBR
AMDPBR, ///<AMD Caulrdon框架所使用的PBR
BlenderPBR, ///<Blender所使用的PBR
ENUM_CLASS_RANGE(Unlit,BlenderPBR)
};
constexpr const char *LightingModelName[]=
{
"Unlit",
"Gizmo",
"Blinnphong",
"FakePBR",
"MicroPBR",
"WebPBR",
"FilamentPBR",
"AMDPBR",
"BlenderPBR"
};
/**
*
*/
enum class SkyLightSource:uint8
{
PureColor, ///<纯色
OneLineCode, ///<一行代码
Cubemap, ///<立方体贴图
IBL, ///<IBL立方体贴图
ENUM_CLASS_RANGE(PureColor,IBL)
};
struct Material3DCreateConfig:public MaterialCreateConfig
{
bool camera; ///<包含摄像机矩阵信息

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@ -0,0 +1,63 @@
#include"Std3DMaterial.h"
#include<hgl/shadergen/MaterialCreateInfo.h>
STD_MTL_NAMESPACE_BEGIN
namespace
{
constexpr const char vs_main[]=R"(
void main()
{
Output.Color=Color;
gl_Position=GetPosition3D();
})";
//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。
//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。
constexpr const char fs_main[]=R"(
void main()
{
FragColor=Input.Color;
})";// ^ ^
// | |
// | +--ps:这里的Input.Color就是上一个Shader中的Output.Color
// +--ps:这里的Color就是最终的RT
class MaterialBlinnPhongPureColor3D:public Std3DMaterial
{
public:
using Std3DMaterial::Std3DMaterial;
~MaterialBlinnPhongPureColor3D()=default;
bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
{
if(!Std3DMaterial::CustomVertexShader(vsc))
return(false);
vsc->AddInput(VAT_VEC4,VAN::Color);
vsc->AddOutput(SVT_VEC4,"Color");
vsc->SetMain(vs_main);
return(true);
}
bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
{
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。
fsc->SetMain(fs_main);
return(true);
}
};//class MaterialBlinnPhongPureColor3D:public Std3DMaterial
}//namespace
MaterialCreateInfo *CreateMaterialBlinnPhongPureColor3D(const Material3DCreateConfig *cfg)
{
MaterialBlinnPhongPureColor3D mbppc3d(cfg);
return mbppc3d.Create();
}
STD_MTL_NAMESPACE_END

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@ -74,6 +74,7 @@ SET(STD_MTL_3D_SOURCE_FILES ${STD_MTL_HEADER_PATH}/Material3DCreateConfig.h
3d/M_BillboardDynamicSize.cpp
3d/M_BillboardFixedSize.cpp
3d/M_Billboard.cpp
3d/M_BlinnPhongPureColor.cpp
)
SET(STD_MTL_SOURCE ${STD_MTL_HEADER_PATH}/MaterialConfig.h