first finished check function of ShaderMaker.wait test.

This commit is contained in:
hyzboy 2019-12-13 11:20:08 +08:00
parent c3a3275f12
commit 2fa918c00d
12 changed files with 122 additions and 81 deletions

2
CMCore

@ -1 +1 @@
Subproject commit 328e6d2f26f0cbd15104dd817798f20cc624ea80
Subproject commit e3a58db799b9588d0e10e3eb804ba3403f18dff4

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@ -19,7 +19,6 @@ END_SHADER_NODE_NAMESPACE
BEGIN_SHADER_PARAM_NAMESPACE
class Param;
class InputParam:public Param;
class OutputParam:public Param;
END_SHADER_PARAM_NAMESPACE
#endif//HGL_GRAPH_SHADER_COMMON_INCLUDE

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@ -25,7 +25,7 @@ public:
VertexFinished():Finished("Vertex Output")
{
SHADER_INPUT_PARAM(Position, Float3)
SHADER_INPUT_PARAM(true,Position, Float3)
}
~VertexFinished()=default;
@ -40,12 +40,12 @@ public:
FragmentFinished():Finished("Fragment Output")
{
SHADER_INPUT_PARAM(BaseColor, Float3)
SHADER_INPUT_PARAM(Normal, Float3)
SHADER_INPUT_PARAM(Metallic, Float1)
SHADER_INPUT_PARAM(Roughness, Float1)
SHADER_INPUT_PARAM(Opacity, Float1)
SHADER_INPUT_PARAM(DepthOffset, Float1)
SHADER_INPUT_PARAM(false,BaseColor, Float3)
SHADER_INPUT_PARAM(false,Normal, Float3)
SHADER_INPUT_PARAM(false,Metallic, Float1)
SHADER_INPUT_PARAM(false,Roughness, Float1)
SHADER_INPUT_PARAM(false,Opacity, Float1)
SHADER_INPUT_PARAM(false,DepthOffset, Float1)
}
~FragmentFinished()=default;

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@ -3,38 +3,49 @@
#include<hgl/type/BaseString.h>
#include<hgl/type/List.h>
#include<hgl/graph/shader/common.h>
#include<hgl/graph/shader/param/in.h>
#include<hgl/graph/shader/param/out.h>
BEGIN_SHADER_NODE_NAMESPACE
#define SHADER_INPUT_PARAM(mj,name,type) input_params.Add(new SHADER_PARAM_NAMESPACE::InputParam(mj,#name,SHADER_PARAM_NAMESPACE::ParamType::type));
#define SHADER_OUTPUT_PARAM(name,type) output_params.Add(new SHADER_PARAM_NAMESPACE::Param(#name,SHADER_PARAM_NAMESPACE::ParamType::type));
using InputParamList=ObjectList<param::InputParam>;
using OutputParamList=ObjectList<param::OutputParam>;
/**
* Shader Shader的基础
*/
class Node
{
UTF8String type_name; ///<节点类型本身的名称
UTF8String type_name; ///<节点类型本身的名称
protected:
UTF8String name; ///<节点用户自定义名称
UTF8String name; ///<节点用户自定义名称
ObjectList<param::InputParam> input_params;
ObjectList<param::OutputParam> output_params;
InputParamList input_params;
OutputParamList output_params;
public:
Node(const UTF8String &n){type_name=n;}
virtual ~Node()=default;
const UTF8String & GetTypename()const{return type_name;}
const UTF8String & GetTypename ()const{return type_name;}
const UTF8String & GetName ()const{return name;}
void SetName (const UTF8String &n){name=n;}
InputParamList & GetInputParamList (){return input_params;}
OutputParamList & GetOutputParamList (){return output_params;}
const UTF8String & GetName()const{return name;}
void SetName(const UTF8String &n){name=n;}
public: //参数相关
virtual bool IsOutputParam(param::OutputParam *);
virtual bool CheckInputParam();
virtual bool Check(); ///<检测当前节点是否可用
};//class Node
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_NODE_INCLUDE

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@ -1,28 +0,0 @@
#ifndef HGL_GRAPH_SHADER_PARAM_DATA_INCLUDE
#define HGL_GRAPH_SHADER_PARAM_DATA_INCLUDE
#include<hgl/graph/shader/param/type.h>
BEGIN_SHADER_PARAM_NAMESPACE
class ParamData
{
ParamType type;
public:
ParamData();
virtual ~ParamData();
/**
*
* @param in
*/
virtual bool JoinCheck(const ParamData *in)
{
if(!in)return(false);
return(type==in->type);
}
};//class ParamData
END_SHADER_PARAM_NAMESPACE
#endif//HGL_GRAPH_SHADER_PARAM_DATA_INCLUDE

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@ -1,32 +1,51 @@
#ifndef HGL_GRAPH_SHADER_PARAM_INPUT_INCLUDE
#define HGL_GRAPH_SHADER_PARAM_INPUT_INCLUDE
#include<hgl/graph/shader/node/node.h>
#include<hgl/graph/shader/common.h>
#include<hgl/graph/shader/param/out.h>
#include<hgl/graph/shader/param/param.h>
BEGIN_SHADER_PARAM_NAMESPACE
#define SHADER_INPUT_PARAM(name,type) input_params.Add(new SHADER_PARAM_NAMESPACE::InputParam(#name,SHADER_PARAM_NAMESPACE::ParamType::type));
/**
*
*/
class InputParam:public Param
{
node::Node *input_node;
param::OutputParam *output_param;
bool must_join; //是否必须有接入
protected:
node::Node *join_node;
param::OutputParam *join_param;
protected:
/**
*
*/
virtual bool JoinCheck(node::Node *n,param::OutputParam *op)
{
return(op->GetType()==this->GetType());
}
public: //属性
node::Node * GetJoinNode (){return join_node;} ///<取得接入节点
param::OutputParam *GetJoinParam(){return join_param;} ///<取得接入节点参数
public:
using Param::Param;
InputParam(const bool mj,const UTF8String &n,const ParamType &t):Param(n,t)
{
must_join=mj;
}
virtual ~InputParam()=default;
virtual bool Join(node::Node *,OutputParam *); ///<增加一个输入节点
virtual void Break(); ///<断开一个输入节点
virtual bool Join(node::Node *,param::OutputParam *); ///<增加一个关联节点
virtual void Break(){join_node=nullptr;join_param=nullptr;} ///<断开一个关联节点
virtual bool Check(); ///<检测当前节点是否可用
virtual bool Check(){return(must_join?join_param:true);} ///<检测当前节点是否可用
};//class InputParam:public Param
END_SHADER_PARAM_NAMESPACE
#endif//#ifndef HGL_GRAPH_SHADER_PARAM_INPUT_INCLUDE

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@ -2,21 +2,16 @@
#define HGL_GRAPH_SHADER_PARAM_OUTPUT_INCLUDE
#include<hgl/graph/shader/param/param.h>
#include<hgl/type/Set.h>
#include<hgl/type/Pair.h>
BEGIN_SHADER_PARAM_NAMESPACE
using namespace hgl;
#define SHADER_OUTPUT_PARAM(name,type) output_params.Add(new SHADER_PARAM_NAMESPACE::Param(#name,SHADER_PARAM_NAMESPACE::ParamType::type));
/**
*
*/
class OutputParam:public Param
{
public:
using Param::Param;

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@ -3,6 +3,7 @@
#include<hgl/type/BaseString.h>
#include<hgl/graph/shader/common.h>
#include<hgl/graph/shader/param/type.h>
BEGIN_SHADER_PARAM_NAMESPACE
/**
@ -22,6 +23,9 @@ public:
}
virtual ~Param()=default;
const UTF8String & GetName()const{return name;}
const ParamType GetType()const{return type;}
};//class Param
END_SHADER_PARAM_NAMESPACE
#endif//HGL_GRAPH_SHADER_PARAM_INCLUDE

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@ -1,5 +1,5 @@
#ifndef HGL_GRAPH_SHADER_PARAM_INCLUDE
#define HGL_GRAPH_SHADER_PARAM_INCLUDE
#ifndef HGL_GRAPH_SHADER_PARAM_TYPE_INCLUDE
#define HGL_GRAPH_SHADER_PARAM_TYPE_INCLUDE
#include<hgl/graph/shader/common.h>
@ -68,5 +68,4 @@ enum class ParamType
RANGE_SIZE =(END_RANGE-BEGIN_RANGE+1)
};//enum class ParamType
END_SHADER_PARAM_NAMESPACE
#endif//HGL_GRAPH_SHADER_PARAM_INCLUDE
#endif//HGL_GRAPH_SHADER_PARAM_TYPE_INCLUDE

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@ -1,4 +1,6 @@
#include<hgl/graph/shader/ShaderMaker.h>
#include<hgl/graph/shader/param/in.h>
#include<hgl/type/Set.h>
BEGIN_SHADER_NAMESPACE
bool ShaderMaker::Make()
@ -6,8 +8,45 @@ bool ShaderMaker::Make()
if(!fin_node)
return(false);
if(!fin_node->CheckInputParam())
return(false);
Set<node::Node *> post; //完成检测的节点合集
Set<node::Node *> prev; //等待检测的节点合集
node::Node *cur,*nn;
node::InputParamList *ipl;
int i,count;
param::InputParam **ip;
prev.Add(fin_node);
while(prev.GetEnd(cur))
{
ipl =&(cur->GetInputParamList());
count =ipl->GetCount();
ip =ipl->GetData();
for(i=0;i<count;i++)
{
if(!(*ip)->Check())
return(false);
nn=(*ip)->GetJoinNode();
if(nn)
{
if(!post.IsMember(nn)
&&!prev.IsMember(nn)
&&nn!=cur)
{
prev.Add(nn);
}
}
ip++;
}
prev.Delete(cur);
post.Add(cur);
}
return(true);
}

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@ -1,7 +1,14 @@
#include<hgl/graph/shader/node/node.h>
BEGIN_SHADER_NODE_NAMESPACE
bool Node::CheckInputParam()
bool Node::IsOutputParam(param::OutputParam *op)
{
if(!op)return(false);
return output_params.IsExist(op);
}
bool Node::Check()
{
const int count=input_params.GetCount();
param::InputParam **ip=input_params.GetData();

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@ -1,24 +1,20 @@
#include<hgl/graph/shader/param/in.h>
#include<hgl/graph/shader/node/node.h>
BEGIN_SHADER_PARAM_NAMESPACE
bool InputParam::Join(node::Node *n,OutputParam *op)
bool InputParam::Join(node::Node *n,param::OutputParam *op)
{
if(!n||!op)return(false);
if(!n->IsOutputParam(op))
return(false);
input_node=n;
output_param=op;
if(!JoinCheck(n,op))
return(false);
join_node=n;
join_param=op;
return(true);
}
void InputParam::Break()
{
}
bool InputParam::Check()
{
}
END_SHADER_PARAM_NAMESPACE