ULRE/inc/hgl/graph/shader/node/texture.h

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#ifndef HGL_GRAPH_SHADER_NODE_TEXTURE_INCLUDE
#define HGL_GRAPH_SHADER_NODE_TEXTURE_INCLUDE
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#include<hgl/graph/shader/node/vector.h>
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#include<hgl/graph/shader/node/node.h>
SHADER_NODE_NAMESPACE_BEGIN
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class texture:public Node
{
param::ParamType texture_type;
public:
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texture(const param::ParamType &pt,const UTF8String &n):Node(NodeType::Texture,n)
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{
texture_type=pt;
}
const param::ParamType &GetTextureType()const{return texture_type;}
};//class texture:public Node
class texture1D:public texture
{
public:
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texture1D():texture(param::ParamType::Texture1D,"texture1d")
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{
SHADER_INPUT_PARAM(false,U,Float1)
}
};//class texture1D:public texture
class texture2D:public texture
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{
public:
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texture2D():texture(param::ParamType::Texture2D,"texture2d")
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{
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SHADER_INPUT_PARAM(false,UV,Float2)
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}
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};//class texture2D:public texture
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class textureRect:public texture
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{
public:
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textureRect():texture(param::ParamType::TextureRect,"textureRect")
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{
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SHADER_INPUT_PARAM(false,UV,UInteger2)
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}
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};//class textureRect:public texture
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class texture3D:public texture
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{
public:
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texture3D():texture(param::ParamType::Texture3D,"texture3d")
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{
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SHADER_INPUT_PARAM(false,UVD,Float3)
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}
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};//class texture3D:public texture
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class textureCube:public texture
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{
public:
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textureCube():texture(param::ParamType::TextureCube,"textureCube")
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{
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SHADER_INPUT_PARAM(false,XYZ,Float3)
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}
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};//class TextureCube:public texture
SHADER_NODE_NAMESPACE_END
#endif//HGL_GRAPH_SHADER_NODE_TEXTURE_INCLUDE