first finished check function of ShaderMaker.wait test.
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CMCore
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CMCore
@ -1 +1 @@
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Subproject commit 328e6d2f26f0cbd15104dd817798f20cc624ea80
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Subproject commit e3a58db799b9588d0e10e3eb804ba3403f18dff4
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@ -19,7 +19,6 @@ END_SHADER_NODE_NAMESPACE
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BEGIN_SHADER_PARAM_NAMESPACE
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class Param;
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class InputParam:public Param;
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class OutputParam:public Param;
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END_SHADER_PARAM_NAMESPACE
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#endif//HGL_GRAPH_SHADER_COMMON_INCLUDE
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@ -25,7 +25,7 @@ public:
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VertexFinished():Finished("Vertex Output")
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{
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SHADER_INPUT_PARAM(Position, Float3)
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SHADER_INPUT_PARAM(true,Position, Float3)
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}
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~VertexFinished()=default;
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@ -40,12 +40,12 @@ public:
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FragmentFinished():Finished("Fragment Output")
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{
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SHADER_INPUT_PARAM(BaseColor, Float3)
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SHADER_INPUT_PARAM(Normal, Float3)
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SHADER_INPUT_PARAM(Metallic, Float1)
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SHADER_INPUT_PARAM(Roughness, Float1)
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SHADER_INPUT_PARAM(Opacity, Float1)
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SHADER_INPUT_PARAM(DepthOffset, Float1)
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SHADER_INPUT_PARAM(false,BaseColor, Float3)
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SHADER_INPUT_PARAM(false,Normal, Float3)
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SHADER_INPUT_PARAM(false,Metallic, Float1)
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SHADER_INPUT_PARAM(false,Roughness, Float1)
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SHADER_INPUT_PARAM(false,Opacity, Float1)
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SHADER_INPUT_PARAM(false,DepthOffset, Float1)
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}
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~FragmentFinished()=default;
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@ -3,38 +3,49 @@
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#include<hgl/type/BaseString.h>
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#include<hgl/type/List.h>
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#include<hgl/graph/shader/common.h>
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#include<hgl/graph/shader/param/in.h>
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#include<hgl/graph/shader/param/out.h>
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BEGIN_SHADER_NODE_NAMESPACE
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#define SHADER_INPUT_PARAM(mj,name,type) input_params.Add(new SHADER_PARAM_NAMESPACE::InputParam(mj,#name,SHADER_PARAM_NAMESPACE::ParamType::type));
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#define SHADER_OUTPUT_PARAM(name,type) output_params.Add(new SHADER_PARAM_NAMESPACE::Param(#name,SHADER_PARAM_NAMESPACE::ParamType::type));
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using InputParamList=ObjectList<param::InputParam>;
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using OutputParamList=ObjectList<param::OutputParam>;
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/**
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* Shader 节点是所有Shader的基础,它可以是一个简单的计算,也可以是一段复杂的函数
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*/
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class Node
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{
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UTF8String type_name; ///<节点类型本身的名称
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UTF8String type_name; ///<节点类型本身的名称
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protected:
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UTF8String name; ///<节点用户自定义名称
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UTF8String name; ///<节点用户自定义名称
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ObjectList<param::InputParam> input_params;
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ObjectList<param::OutputParam> output_params;
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InputParamList input_params;
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OutputParamList output_params;
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public:
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Node(const UTF8String &n){type_name=n;}
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virtual ~Node()=default;
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const UTF8String & GetTypename()const{return type_name;}
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const UTF8String & GetTypename ()const{return type_name;}
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const UTF8String & GetName()const{return name;}
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void SetName(const UTF8String &n){name=n;}
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const UTF8String & GetName ()const{return name;}
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void SetName (const UTF8String &n){name=n;}
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InputParamList & GetInputParamList (){return input_params;}
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OutputParamList & GetOutputParamList (){return output_params;}
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public: //参数相关
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virtual bool IsOutputParam(param::OutputParam *);
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virtual bool CheckInputParam();
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virtual bool Check(); ///<检测当前节点是否可用
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};//class Node
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_INCLUDE
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@ -1,28 +0,0 @@
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#ifndef HGL_GRAPH_SHADER_PARAM_DATA_INCLUDE
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#define HGL_GRAPH_SHADER_PARAM_DATA_INCLUDE
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#include<hgl/graph/shader/param/type.h>
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BEGIN_SHADER_PARAM_NAMESPACE
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class ParamData
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{
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ParamType type;
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public:
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ParamData();
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virtual ~ParamData();
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/**
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* 比较当前类型是否接收外部参数的输入
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* @param in 外部传入的参数
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*/
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virtual bool JoinCheck(const ParamData *in)
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{
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if(!in)return(false);
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return(type==in->type);
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}
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};//class ParamData
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END_SHADER_PARAM_NAMESPACE
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#endif//HGL_GRAPH_SHADER_PARAM_DATA_INCLUDE
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@ -1,32 +1,51 @@
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#ifndef HGL_GRAPH_SHADER_PARAM_INPUT_INCLUDE
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#define HGL_GRAPH_SHADER_PARAM_INPUT_INCLUDE
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#include<hgl/graph/shader/node/node.h>
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#include<hgl/graph/shader/common.h>
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#include<hgl/graph/shader/param/out.h>
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#include<hgl/graph/shader/param/param.h>
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BEGIN_SHADER_PARAM_NAMESPACE
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#define SHADER_INPUT_PARAM(name,type) input_params.Add(new SHADER_PARAM_NAMESPACE::InputParam(#name,SHADER_PARAM_NAMESPACE::ParamType::type));
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/**
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* 输入参数定义
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*/
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class InputParam:public Param
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{
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node::Node *input_node;
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param::OutputParam *output_param;
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bool must_join; //是否必须有接入
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protected:
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node::Node *join_node;
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param::OutputParam *join_param;
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protected:
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/**
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* 可否接入判断,默认只判断类型
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*/
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virtual bool JoinCheck(node::Node *n,param::OutputParam *op)
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{
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return(op->GetType()==this->GetType());
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}
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public: //属性
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node::Node * GetJoinNode (){return join_node;} ///<取得接入节点
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param::OutputParam *GetJoinParam(){return join_param;} ///<取得接入节点参数
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public:
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using Param::Param;
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InputParam(const bool mj,const UTF8String &n,const ParamType &t):Param(n,t)
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{
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must_join=mj;
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}
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virtual ~InputParam()=default;
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virtual bool Join(node::Node *,OutputParam *); ///<增加一个输入节点
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virtual void Break(); ///<断开一个输入节点
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virtual bool Join(node::Node *,param::OutputParam *); ///<增加一个关联节点
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virtual void Break(){join_node=nullptr;join_param=nullptr;} ///<断开一个关联节点
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virtual bool Check(); ///<检测当前节点是否可用
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virtual bool Check(){return(must_join?join_param:true);} ///<检测当前节点是否可用
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};//class InputParam:public Param
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END_SHADER_PARAM_NAMESPACE
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#endif//#ifndef HGL_GRAPH_SHADER_PARAM_INPUT_INCLUDE
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@ -2,21 +2,16 @@
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#define HGL_GRAPH_SHADER_PARAM_OUTPUT_INCLUDE
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#include<hgl/graph/shader/param/param.h>
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#include<hgl/type/Set.h>
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#include<hgl/type/Pair.h>
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BEGIN_SHADER_PARAM_NAMESPACE
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using namespace hgl;
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#define SHADER_OUTPUT_PARAM(name,type) output_params.Add(new SHADER_PARAM_NAMESPACE::Param(#name,SHADER_PARAM_NAMESPACE::ParamType::type));
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/**
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* 输出参数定义
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*/
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class OutputParam:public Param
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{
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public:
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using Param::Param;
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@ -3,6 +3,7 @@
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#include<hgl/type/BaseString.h>
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#include<hgl/graph/shader/common.h>
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#include<hgl/graph/shader/param/type.h>
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BEGIN_SHADER_PARAM_NAMESPACE
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/**
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@ -22,6 +23,9 @@ public:
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}
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virtual ~Param()=default;
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const UTF8String & GetName()const{return name;}
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const ParamType GetType()const{return type;}
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};//class Param
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END_SHADER_PARAM_NAMESPACE
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#endif//HGL_GRAPH_SHADER_PARAM_INCLUDE
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@ -1,5 +1,5 @@
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#ifndef HGL_GRAPH_SHADER_PARAM_INCLUDE
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#define HGL_GRAPH_SHADER_PARAM_INCLUDE
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#ifndef HGL_GRAPH_SHADER_PARAM_TYPE_INCLUDE
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#define HGL_GRAPH_SHADER_PARAM_TYPE_INCLUDE
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#include<hgl/graph/shader/common.h>
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@ -68,5 +68,4 @@ enum class ParamType
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RANGE_SIZE =(END_RANGE-BEGIN_RANGE+1)
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};//enum class ParamType
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END_SHADER_PARAM_NAMESPACE
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#endif//HGL_GRAPH_SHADER_PARAM_INCLUDE
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#endif//HGL_GRAPH_SHADER_PARAM_TYPE_INCLUDE
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@ -1,4 +1,6 @@
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#include<hgl/graph/shader/ShaderMaker.h>
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#include<hgl/graph/shader/param/in.h>
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#include<hgl/type/Set.h>
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BEGIN_SHADER_NAMESPACE
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bool ShaderMaker::Make()
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@ -6,8 +8,45 @@ bool ShaderMaker::Make()
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if(!fin_node)
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return(false);
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if(!fin_node->CheckInputParam())
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return(false);
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Set<node::Node *> post; //完成检测的节点合集
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Set<node::Node *> prev; //等待检测的节点合集
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node::Node *cur,*nn;
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node::InputParamList *ipl;
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int i,count;
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param::InputParam **ip;
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prev.Add(fin_node);
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while(prev.GetEnd(cur))
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{
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ipl =&(cur->GetInputParamList());
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count =ipl->GetCount();
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ip =ipl->GetData();
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for(i=0;i<count;i++)
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{
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if(!(*ip)->Check())
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return(false);
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nn=(*ip)->GetJoinNode();
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if(nn)
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{
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if(!post.IsMember(nn)
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&&!prev.IsMember(nn)
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&&nn!=cur)
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{
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prev.Add(nn);
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}
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}
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ip++;
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}
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prev.Delete(cur);
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post.Add(cur);
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}
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return(true);
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}
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@ -1,7 +1,14 @@
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#include<hgl/graph/shader/node/node.h>
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BEGIN_SHADER_NODE_NAMESPACE
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bool Node::CheckInputParam()
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bool Node::IsOutputParam(param::OutputParam *op)
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{
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if(!op)return(false);
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return output_params.IsExist(op);
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}
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bool Node::Check()
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{
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const int count=input_params.GetCount();
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param::InputParam **ip=input_params.GetData();
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@ -1,24 +1,20 @@
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#include<hgl/graph/shader/param/in.h>
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#include<hgl/graph/shader/node/node.h>
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BEGIN_SHADER_PARAM_NAMESPACE
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bool InputParam::Join(node::Node *n,OutputParam *op)
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bool InputParam::Join(node::Node *n,param::OutputParam *op)
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{
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if(!n||!op)return(false);
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if(!n->IsOutputParam(op))
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return(false);
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input_node=n;
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output_param=op;
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if(!JoinCheck(n,op))
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return(false);
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join_node=n;
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join_param=op;
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return(true);
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}
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void InputParam::Break()
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{
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}
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bool InputParam::Check()
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{
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}
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END_SHADER_PARAM_NAMESPACE
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