2023-06-02 20:45:19 +08:00
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#ifndef HGL_GRAPH_MTL_2D_CREATE_CONFIG_INCLUDE
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#define HGL_GRAPH_MTL_2D_CREATE_CONFIG_INCLUDE
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2023-05-15 21:52:57 +08:00
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#include<hgl/graph/mtl/MaterialConfig.h>
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#include<hgl/graph/CoordinateSystem.h>
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2023-09-26 21:49:37 +08:00
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#include<hgl/graph/VertexAttrib.h>
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STD_MTL_NAMESPACE_BEGIN
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2023-06-02 20:45:19 +08:00
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struct Material2DCreateConfig:public MaterialCreateConfig
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{
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CoordinateSystem2D coordinate_system; ///<使用的坐标系
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bool local_to_world; ///<包含LocalToWorld矩阵
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2023-09-26 21:49:37 +08:00
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VAT position_format; ///<position格式
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2023-09-26 21:16:00 +08:00
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public:
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2023-09-27 20:31:46 +08:00
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Material2DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p):MaterialCreateConfig(da,name,p)
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{
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rt_output.color=1; //输出一个颜色
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rt_output.depth=false; //不输出深度
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rt_output.stencil=false; //不输出stencil
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coordinate_system=CoordinateSystem2D::NDC;
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local_to_world=false;
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if(prim==Prim::SolidRectangles
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||prim==Prim::WireRectangles)
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position_format=VAT_VEC4;
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else
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position_format=VAT_VEC2;
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}
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2023-10-12 14:59:39 +08:00
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int Comp(const Material2DCreateConfig &cfg)const
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{
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int off=MaterialCreateConfig::Comp(cfg);
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if(off)return off;
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off=(int)coordinate_system-(int)cfg.coordinate_system;
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if(off)return off;
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off=local_to_world-cfg.local_to_world;
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if(off)return off;
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off=position_format.Comp(cfg.position_format);
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return off;
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}
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CompOperator(const Material2DCreateConfig &,Comp)
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};//struct Material2DCreateConfig:public MaterialCreateConfig
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2023-05-16 15:27:51 +08:00
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MaterialCreateInfo *CreateVertexColor2D(const Material2DCreateConfig *);
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MaterialCreateInfo *CreatePureColor2D(const Material2DCreateConfig *);
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MaterialCreateInfo *CreatePureTexture2D(const Material2DCreateConfig *);
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2023-09-21 22:11:20 +08:00
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MaterialCreateInfo *CreateRectTexture2D(Material2DCreateConfig *);
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2023-09-25 20:32:12 +08:00
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MaterialCreateInfo *CreateRectTexture2DArray(Material2DCreateConfig *);
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2023-10-08 20:00:46 +08:00
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2023-10-10 10:57:29 +08:00
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// 为什么有了LoadMaterialFromFile,还需要保留以上Create系列函数?
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// 1.LoadMaterialFromFile载的材质,是从文件中加载的。但我们要考虑文件损坏不能加载的情况。
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// 2.从文件加载材质过于复杂,而且不利于调试。所以我们需要保留Create系列函数,以便于调试以及测试一些新的情况。同时让开发人员知道材质具体是如何创建的。
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/**
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* 从文件加载材质
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* @param mtl_name 材质名称
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* @param cfg 材质创建参数
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* @return 材质创建信息
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*/
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2023-10-10 14:49:33 +08:00
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MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &mtl_name,Material2DCreateConfig *cfg); ///<从文件加载材质
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STD_MTL_NAMESPACE_END
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#endif//HGL_GRAPH_MTL_2D_CREATE_CONFIG_INCLUDE
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