ULRE/inc/hgl/graph/mtl/Material3DCreateConfig.h

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#pragma once
#include<hgl/graph/mtl/MaterialConfig.h>
#include<hgl/graph/CoordinateSystem.h>
#include<hgl/graph/VertexAttrib.h>
STD_MTL_NAMESPACE_BEGIN
struct Material3DCreateConfig:public MaterialCreateConfig
{
bool camera; ///<包含摄像机矩阵信息
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bool local_to_world; ///<包含LocalToWorld矩阵
VAT position_format; ///<position格式
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// bool reverse_depth; ///<使用反向深度
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public:
Material3DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const bool &mi,const Prim &p):MaterialCreateConfig(da,name,mi,p)
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{
rt_output.color=1; //输出一个颜色
rt_output.depth=true; //不输出深度
rt_output.stencil=false; //不输出stencil
camera=true;
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local_to_world=false;
position_format=VAT_VEC3;
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// reverse_depth=false;
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}
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int Comp(const Material3DCreateConfig &cfg)const
{
int off=MaterialCreateConfig::Comp(cfg);
if(off)return off;
off=camera-cfg.camera;
if(off)return off;
off=local_to_world-cfg.local_to_world;
if(off)return off;
off=position_format.Comp(cfg.position_format);
return off;
}
CompOperator(const Material3DCreateConfig &,Comp)
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};//struct Material3DCreateConfig:public MaterialCreateConfig
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MaterialCreateInfo *CreateVertexColor3D(const Material3DCreateConfig *);
MaterialCreateInfo *CreateVertexLuminance3D(const Material3DCreateConfig *);
/**
*
* @param mtl_name
* @param cfg
* @return
*/
MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &name,Material3DCreateConfig *cfg);
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STD_MTL_NAMESPACE_END