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

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#pragma once
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
STD_MTL_NAMESPACE_BEGIN
constexpr const ShaderBufferSource SBS_ViewportInfo=
{
"ViewportInfo",
"viewport",
R"(
mat4 ortho_matrix;
vec2 canvas_resolution;
vec2 viewport_resolution;
vec2 inv_viewport_resolution;
)"
};
constexpr const ShaderBufferSource SBS_CameraInfo=
{
"CameraInfo",
"camera",
R"(
mat4 projection;
mat4 inverse_projection;
mat4 view;
mat4 inverse_view;
mat4 vp;
mat4 inverse_vp;
mat4 sky;
vec3 pos; //eye
vec3 view_line; //pos-target
vec3 world_up;
float znear,zfar;)"
};
constexpr const char LocalToWorldStruct[]="LocalToWorld";
constexpr const DescriptorSetType DST_LocalToWorld=DescriptorSetType::PerFrame;
constexpr const ShaderBufferSource SBS_LocalToWorld=
{
"LocalToWorldData",
"l2w",
R"(
mat4 mats[L2W_MAX_COUNT];
)"
};
// UBO必须严格指定数组的大小
// SSBO则不需要使用[]方式指定为动态大小数组
constexpr const char MaterialInstanceStruct[]="MaterialInstance";
constexpr const DescriptorSetType DST_MaterialInstance=DescriptorSetType::PerMaterial;
constexpr const ShaderBufferSource SBS_MaterialInstance=
{
"MaterialInstanceData",
"mtl",
R"(
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MaterialInstance mi[MI_MAX_COUNT];)"
};
constexpr const ShaderBufferSource SBS_JointInfo=
{
"JointInfo",
"joint",
R"(
mat4 mats[];
)"
};
STD_MTL_NAMESPACE_END