ULRE/inc/hgl/shadergen/MaterialCreateInfo.h

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#pragma once
#include<hgl/shadergen/MaterialDescriptorManager.h>
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#include<hgl/shadergen/ShaderCreateInfoVertex.h>
#include<hgl/shadergen/ShaderCreateInfoGeometry.h>
#include<hgl/shadergen/ShaderCreateInfoFragment.h>
#include<hgl/shadergen/ShaderCreateInfoMap.h>
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#include<hgl/graph/VKSamplerType.h>
SHADERGEN_NAMESPACE_BEGIN
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class MaterialCreateInfo
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{
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protected:
uint rt_color_count; ///<输出的RT数量
bool rt_depth; ///<是否输出深度
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uint32_t shader_stage; ///<着色器阶段
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MaterialDescriptorManager mdm; ///<材质描述符管理器
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ShaderCreateInfoMap shader_map; ///<着色器列表
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ShaderCreateInfoVertex *vert;
ShaderCreateInfoGeometry *geom;
ShaderCreateInfoFragment *frag;
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public:
bool hasShader(const VkShaderStageFlagBits ss)const{return shader_stage&ss;}
bool hasVertex ()const{return hasShader(VK_SHADER_STAGE_VERTEX_BIT);}
// bool hasTessCtrl()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);}
// bool hasTessEval()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);}
bool hasGeometry()const{return hasShader(VK_SHADER_STAGE_GEOMETRY_BIT);}
bool hasFragment()const{return hasShader(VK_SHADER_STAGE_FRAGMENT_BIT);}
// bool hasCompute ()const{return hasShader(VK_SHADER_STAGE_COMPUTE_BIT);}
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ShaderCreateInfoVertex * GetVS(){return vert;}
ShaderCreateInfoGeometry * GetGS(){return geom;}
ShaderCreateInfoFragment * GetFS(){return frag;}
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public:
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MaterialCreateInfo(const uint rc,const bool rd,const uint32 ss=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT);
~MaterialCreateInfo()=default;
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bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
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bool CreateShader();
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};//class MaterialCreateInfo
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SHADERGEN_NAMESPACE_END