2023-10-10 14:49:33 +08:00
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#include "MaterialFileData.h"
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#include "Std3DMaterial.h"
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#include <hgl/shadergen/MaterialCreateInfo.h>
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STD_MTL_NAMESPACE_BEGIN
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2024-03-09 22:26:45 +08:00
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const char *GetUBOCodes(const AccumMemoryManager::Block *block);
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2023-10-10 14:49:33 +08:00
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namespace {
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2024-03-09 22:26:45 +08:00
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class Std3DMaterialLoader : public Std3DMaterial
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{
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2023-10-10 14:49:33 +08:00
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protected:
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2024-03-09 22:26:45 +08:00
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material_file::MaterialFileData *mfd;
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2023-10-10 14:49:33 +08:00
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public:
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2024-03-09 22:26:45 +08:00
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2023-10-10 14:49:33 +08:00
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Std3DMaterialLoader(material_file::MaterialFileData* data, const Material3DCreateConfig* cfg)
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: Std3DMaterial(cfg)
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{
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mfd = data;
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}
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~Std3DMaterialLoader()
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{
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delete mfd;
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}
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bool BeginCustomShader() override
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{
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if (!Std3DMaterial::BeginCustomShader())
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return (false);
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2024-03-09 22:26:45 +08:00
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for(const auto ubo:mfd->ubo_list)
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{
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const char *ubo_codes=GetUBOCodes(ubo.block);
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mci->AddStruct(ubo.struct_name,ubo_codes);
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mci->AddUBO(ubo.shader_stage_flag_bits,
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ubo.set,
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ubo.struct_name,
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ubo.name);
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}
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if (mfd->mi.mi_bytes > 0)
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{
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mci->SetMaterialInstance( mfd->mi.code,
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mfd->mi.mi_bytes,
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mfd->mi.shader_stage_flag_bits);
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2023-10-10 14:49:33 +08:00
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}
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return true;
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}
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material_file::ShaderData* CommonProc(VkShaderStageFlagBits ss, ShaderCreateInfo* sc)
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{
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material_file::ShaderData* sd = mfd->shader[ss];
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if (!sd)
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return (nullptr);
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for (auto& ua : sd->output)
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sc->AddOutput(ua.vat, ua.name);
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for (auto& s : sd->sampler)
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mci->AddSampler(ss, DescriptorSetType::PerMaterial, s.type, s.name);
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sc->SetMain(sd->code, sd->code_length); // 这里会产生复制这个string,但我不希望产生这个。未来想办法改进
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return sd;
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}
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bool CustomVertexShader(ShaderCreateInfoVertex* vsc) override
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{
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for (auto& ua : mfd->vi)
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vsc->AddInput(ua.vat, ua.name);
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2024-03-12 23:29:06 +08:00
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if (!Std3DMaterial::CustomVertexShader(vsc))
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return (false);
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2023-10-10 14:49:33 +08:00
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return CommonProc(VK_SHADER_STAGE_VERTEX_BIT, vsc);
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}
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bool CustomGeometryShader(ShaderCreateInfoGeometry* gsc) override
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{
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material_file::GeometryShaderData* sd = (material_file::GeometryShaderData*)CommonProc(VK_SHADER_STAGE_GEOMETRY_BIT, gsc);
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if (!sd)
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return (false);
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gsc->SetGeom(sd->input_prim, sd->output_prim, sd->max_vertices);
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return true;
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}
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bool CustomFragmentShader(ShaderCreateInfoFragment* fsc) override
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{
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return CommonProc(VK_SHADER_STAGE_FRAGMENT_BIT, fsc);
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}
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}; // class Std3DMaterialLoader:public Std3DMaterial
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} // namespace
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material_file::MaterialFileData* LoadMaterialDataFromFile(const AnsiString& mtl_filename);
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MaterialCreateInfo* LoadMaterialFromFile(const AnsiString& name, Material3DCreateConfig* cfg)
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{
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if (name.IsEmpty() || !cfg)
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return (nullptr);
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material_file::MaterialFileData* mfd = LoadMaterialDataFromFile(name);
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if (!mfd)
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return nullptr;
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cfg->shader_stage_flag_bit = mfd->shader_stage_flag_bit;
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Std3DMaterialLoader mtl(mfd, cfg);
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return mtl.Create();
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}
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STD_MTL_NAMESPACE_END
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