renamed many values.
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@ -10,7 +10,10 @@
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SHADERGEN_NAMESPACE_BEGIN
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class MaterialCreater
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{
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uint rt_count; ///<输出的RT数量
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protected:
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uint rt_color_count; ///<输出的RT数量
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bool rt_depth; ///<是否输出深度
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uint32_t shader_stage; ///<着色器阶段
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@ -39,7 +42,7 @@ public:
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public:
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MaterialCreater(const uint rc,const uint32 ss=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT);
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MaterialCreater(const uint rc,const bool rd,const uint32 ss=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT);
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~MaterialCreater()=default;
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bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
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@ -49,4 +52,4 @@ public:
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bool CompileShader();
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};//class MaterialCreater
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SHADERGEN_NAMESPACE_END
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SHADERGEN_NAMESPACE_END
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@ -14,7 +14,7 @@ protected:
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protected:
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AnsiString shader_codes;
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AnsiString main_codes;
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AnsiString output_struct;
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@ -55,7 +55,7 @@ public:
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void SetShaderCodes(const AnsiString &str)
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{
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shader_codes=str;
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main_codes=str;
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}
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const AnsiString &GetOutputStruct()const{return output_struct;}
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@ -14,6 +14,5 @@ public:
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int AddInput(const VAT &type,const AnsiString &name);
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int AddInput(const AnsiString &type,const AnsiString &name);
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};
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SHADERGEN_NAMESPACE_END
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@ -4,9 +4,11 @@ using namespace hgl;
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using namespace hgl::graph;
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SHADERGEN_NAMESPACE_BEGIN
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MaterialCreater::MaterialCreater(const uint rc,const uint32 ss)
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MaterialCreater::MaterialCreater(const uint rc,const bool rd,const uint32 ss)
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{
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rt_count=rc;
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rt_color_count=rc;
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rt_depth=rd;
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shader_stage=ss;
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if(hasVertex ())shader_map.Add(vert=new ShaderCreaterVertex (&mdm));else vert=nullptr;
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@ -1,4 +1,5 @@
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#include<hgl/shadergen/ShaderCreater.h>
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#include"GLSLCompiler.h"
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SHADERGEN_NAMESPACE_BEGIN
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int ShaderCreater::AddOutput(const VAT &type,const AnsiString &name)
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@ -230,16 +231,23 @@ bool ShaderCreater::CreateShader(ShaderCreater *last_sc)
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ProcOutput();
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final_shader+="\n";
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final_shader+=main_codes;
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return(true);
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}
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bool ShaderCreater::CompileToSPV()
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{
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if(shader_codes.IsEmpty())
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if(main_codes.IsEmpty())
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return(false);
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glsl_compiler::SPVData *spv_data=glsl_compiler::Compile(shader_stage,final_shader.c_str());
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if(!spv_data)
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return(false);
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}
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SHADERGEN_NAMESPACE_END
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@ -4,7 +4,7 @@ SHADERGEN_NAMESPACE_BEGIN
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void ShaderCreaterFragment::UseDefaultMain()
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{
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shader_codes="void main()\n{\n";
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main_codes="void main()\n{\n";
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const auto &output_list=sdm.GetShaderStageIO().output;
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@ -13,16 +13,16 @@ void ShaderCreaterFragment::UseDefaultMain()
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for(uint i=0;i<count;i++)
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{
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shader_codes+="\t";
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shader_codes+=(*o)->name;
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shader_codes+="=Get";
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shader_codes+=(*o)->name;
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shader_codes+="();\n";
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main_codes+="\t";
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main_codes+=(*o)->name;
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main_codes+="=Get";
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main_codes+=(*o)->name;
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main_codes+="();\n";
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++o;
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}
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shader_codes+="}";
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main_codes+="}";
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}
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bool ShaderCreaterFragment::ProcOutput()
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