支持抗锯齿
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@@ -14,13 +14,16 @@
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#include <scene/dvc_scene.h>
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int32_t g_screenWidth = 1024;
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int32_t g_screenHeight = 768;
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int32_t g_screenWidth = 2048;
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int32_t g_screenHeight = 1024;
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static SDL_Window* window = NULL;
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AdapterTexture g_adapterTexture;
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SDL_GLContext gl_context;
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davinci::RenderTarget g_renderTarget;
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davinci::AntiAliasingTech g_aaTech = davinci::AntiAliasingTech::AA_None;
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int32_t g_canvasWidth = 1024;
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int32_t g_canvasHeight = 512;
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davinci::Scene g_scene;
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//-------------------------------------------------------------------------------------
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@@ -99,7 +102,7 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
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// init davinci
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g_scene.init();
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g_renderTarget.init(512, 256);
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g_renderTarget.init(g_canvasWidth, g_canvasHeight);
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g_adapterTexture.updateTexture();
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return SDL_APP_CONTINUE; /* carry on with the program! */
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@@ -153,7 +156,7 @@ SDL_AppResult SDL_AppIterate(void* appstate)
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//draw render result
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g_adapterTexture.updateTexture(0, 0, g_renderTarget.getColorBuffer());
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g_adapterTexture.updateTexture(512, 0, g_renderTarget.getDepthBuffer());
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g_adapterTexture.updateTexture(g_canvasWidth, 0, g_renderTarget.getDepthBuffer());
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g_adapterTexture.draw();
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//draw ui
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@@ -21,6 +21,7 @@ SDL_Window* main_window;
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extern davinci::Scene g_scene;
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extern davinci::RenderTarget g_renderTarget;
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extern davinci::AntiAliasingTech g_aaTech;
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bool initMainUI(SDL_Window* window, SDL_GLContext gl_context, const char* glsl_version)
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{
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@@ -96,6 +97,8 @@ void drawMainUI()
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{
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davinci_utils::export_mesh_to_obj(g_scene);
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}
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const char* aaItem[] = { "None", "MSAA_2X2", "MSAA_4X4"};
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ImGui::Combo("AntiAliasing", (int*)(&g_aaTech), aaItem, IM_ARRAYSIZE(aaItem));
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if (ImGui::Button("Render"))
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{
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davinci::UniformBuffer uniformBuffer;
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@@ -112,7 +115,9 @@ void drawMainUI()
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queue.build(g_scene);
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g_renderTarget.clear();
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queue.process(uniformBuffer, g_renderTarget);
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queue.process(g_aaTech, uniformBuffer, g_renderTarget);
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davinci_utils::dump_render_target("d:\\rendertarget", g_renderTarget);
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}
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ImGui::End();
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