2023-03-06 14:06:20 +08:00
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#pragma once
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2023-03-17 10:14:07 +08:00
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#include<hgl/shadergen/MaterialDescriptorInfo.h>
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#include<hgl/shadergen/ShaderCreateInfoVertex.h>
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#include<hgl/shadergen/ShaderCreateInfoGeometry.h>
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#include<hgl/shadergen/ShaderCreateInfoFragment.h>
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#include<hgl/shadergen/ShaderCreateInfoMap.h>
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#include<hgl/graph/RenderTargetOutputConfig.h>
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#include<hgl/graph/mtl/MaterialConfig.h>
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#include<hgl/graph/mtl/ShaderBuffer.h>
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#include<hgl/graph/VKSamplerType.h>
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2023-05-15 21:52:57 +08:00
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STD_MTL_NAMESPACE_BEGIN
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class MaterialCreateInfo
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{
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protected:
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const MaterialConfig *config;
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2023-03-22 15:58:59 +08:00
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MaterialDescriptorInfo mdi; ///<材质描述符管理器
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AnsiString mi_codes; ///<MaterialInstance代码
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uint32_t mi_data_bytes; ///<MaterialInstance数据长度
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uint32_t mi_shader_stage; ///<MaterialInstance着色器阶段
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ShaderCreateInfoMap shader_map; ///<着色器列表
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ShaderCreateInfoVertex *vert;
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ShaderCreateInfoGeometry *geom;
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ShaderCreateInfoFragment *frag;
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public:
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const AnsiString &GetName ()const{return config->mtl_name;}
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const uint32 GetShaderStage ()const{return config->shader_stage;}
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bool hasShader (const VkShaderStageFlagBits ss)const{return config->shader_stage&ss;}
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bool hasVertex ()const{return hasShader(VK_SHADER_STAGE_VERTEX_BIT);}
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// bool hasTessCtrl ()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);}
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// bool hasTessEval ()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);}
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bool hasGeometry ()const{return hasShader(VK_SHADER_STAGE_GEOMETRY_BIT);}
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bool hasFragment ()const{return hasShader(VK_SHADER_STAGE_FRAGMENT_BIT);}
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// bool hasCompute ()const{return hasShader(VK_SHADER_STAGE_COMPUTE_BIT);}
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ShaderCreateInfoVertex * GetVS()const{return vert;}
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ShaderCreateInfoGeometry * GetGS()const{return geom;}
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ShaderCreateInfoFragment * GetFS()const{return frag;}
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public:
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const MaterialDescriptorInfo &GetMDI()const{return mdi;}
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const uint32_t GetMIDataBytes()const{return mi_data_bytes;}
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public:
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MaterialCreateInfo(const MaterialConfig *);
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~MaterialCreateInfo()=default;
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2023-05-22 14:30:38 +08:00
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bool SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage);
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bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
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bool AddStruct(const ShaderBufferSource &ss){return AddStruct(ss.struct_name,ss.codes);}
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
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bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
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bool AddUBO(const uint32_t flag_bits,const DescriptorSetType &set_type,const ShaderBufferSource &ss);
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bool CreateShader();
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};//class MaterialCreateInfo
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STD_MTL_NAMESPACE_END
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