ULRE/inc/hgl/graph/VKMaterialParameters.h

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#ifndef HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
#define HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
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#include<hgl/graph/VK.h>
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#include<hgl/type/String.h>
#include<hgl/graph/VKDescriptorSets.h>
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VK_NAMESPACE_BEGIN
class MaterialParameters
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{
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const MaterialDescriptorSets *mds;
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DescriptorSetType ds_type;
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DescriptorSets *descriptor_sets;
private:
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friend class GPUDevice;
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MaterialParameters(const MaterialDescriptorSets *,const DescriptorSetType &type,DescriptorSets *);
public:
const DescriptorSetType GetType (){return ds_type;}
DescriptorSets * GetDescriptorSet (){return descriptor_sets;}
const VkDescriptorSet GetVkDescriptorSet ()const{return descriptor_sets->GetDescriptorSet();}
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const uint32_t GetCount ()const{return descriptor_sets->GetCount();}
const bool IsReady ()const{return descriptor_sets->IsReady();}
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public:
#define MP_TYPE_IS(name) const bool is##name()const{return ds_type==DescriptorSetType::name;}
MP_TYPE_IS(Material)
// MP_TYPE_IS(Texture)
MP_TYPE_IS(Value)
MP_TYPE_IS(Renderable)
MP_TYPE_IS(Global)
#undef MP_TYPE_IS
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public:
virtual ~MaterialParameters();
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bool BindUBO(const AnsiString &name,GPUBuffer *ubo,bool dynamic=false);
bool BindSSBO(const AnsiString &name,GPUBuffer *ubo,bool dynamic=false);
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bool BindSampler(const AnsiString &name,Texture *tex,Sampler *sampler);
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void Update();
};//class MaterialParameters
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VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE