ULRE/inc/hgl/shadergen/ShaderCreater.h

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#ifndef HGL_SHADER_CREATER_INCLUDE
#define HGL_SHADER_CREATER_INCLUDE
#include<hgl/shadergen/ShaderDescriptorManager.h>
SHADERGEN_NAMESPACE_BEGIN
class ShaderCreater
{
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protected:
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VkShaderStageFlagBits shader_stage; ///<着色器阶段
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MaterialDescriptorManager *mdm;
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protected:
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AnsiString shader_codes;
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AnsiString output_struct;
AnsiString final_shader;
protected:
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virtual bool ProcHeader(){return(true);}
virtual bool ProcSubpassInput();
virtual bool ProcInput(ShaderCreater *);
virtual bool ProcOutput();
virtual bool ProcStruct();
virtual bool ProcUBO();
virtual bool ProcSSBO();
virtual bool ProcConst();
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public:
ShaderDescriptorManager sdm;
VkShaderStageFlagBits GetShaderStage()const{return shader_stage;}
public:
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ShaderCreater(VkShaderStageFlagBits ss,MaterialDescriptorManager *m):sdm(ss)
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{
shader_stage=ss;
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mdm=m;
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}
virtual ~ShaderCreater()=default;
int AddOutput(const VAT &type,const AnsiString &name);
int AddOutput(const AnsiString &type,const AnsiString &name);
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void SetShaderCodes(const AnsiString &str)
{
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shader_codes=str;
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}
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const AnsiString &GetOutputStruct()const{return output_struct;}
bool CreateShader(ShaderCreater *);
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bool CompileToSPV();
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};//class ShaderCreater
SHADERGEN_NAMESPACE_END
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#endif//HGL_SHADER_CREATER_INCLUDE