Removed mtl_name from MaterialCreateConfig

This commit is contained in:
hyzboy 2025-05-18 01:33:48 +08:00
parent 5a04295f17
commit 692eeff4a3
11 changed files with 31 additions and 45 deletions

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@ -42,24 +42,12 @@ private:
bool InitAutoMaterial()
{
mtl::Material2DCreateConfig cfg("VertexColor2D",PrimitiveType::Triangles);
mtl::Material2DCreateConfig cfg(PrimitiveType::Triangles,
CoordinateSystem2D::NDC,
mtl::WithLocalToWorld::Without);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=false;
//AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg); //这个是直接创建
//AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateMaterialCreateInfo("VertexColor2D",&cfg); //这个是使用名称创建
//这两种方式都可以,上一种方式肯定是会快些,主要用于一些程序中直接写死的地方。
//而下面这种方式很明显是为了可以将使用的材质写入配置文件中。
//material_instance=CreateMaterialInstance(mci);
//下面这个方式更直接在WorkObject中封装了CreateMaterialCreateInfo(name,...)这个方法一步到位
material_instance=CreateMaterialInstance("VertexColor2D",&cfg); //这个是使用名称创建
//再下一步我们会更直接将上面的Material2DCreateConfig写在配置文件中这样只需要一个配置文件名称就可以完全加载了。
return material_instance;
}

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@ -74,18 +74,16 @@ namespace hgl
return render_pass->CreatePipeline(args...);
}
graph::MaterialInstance *CreateMaterialInstance(const graph::mtl::MaterialCreateInfo *mci,const graph::VILConfig *vil_cfg=nullptr)
graph::MaterialInstance *CreateMaterialInstance(const AnsiString &mi_name,const graph::mtl::MaterialCreateInfo *mci,const graph::VILConfig *vil_cfg=nullptr)
{
return db->CreateMaterialInstance(mci,vil_cfg);
return db->CreateMaterialInstance(mi_name,mci,vil_cfg);
}
graph::MaterialInstance *CreateMaterialInstance(const AnsiString &mtl_name,graph::mtl::MaterialCreateConfig *mtl_cfg,const graph::VILConfig *vil_cfg=nullptr)
{
AutoDelete<graph::mtl::MaterialCreateInfo> mci=graph::mtl::CreateMaterialCreateInfo(
GetDevAttr(),
"VertexColor2D",mtl_cfg); //这个是使用名称创建
AutoDelete<graph::mtl::MaterialCreateInfo> mci=graph::mtl::CreateMaterialCreateInfo(GetDevAttr(),mtl_name,mtl_cfg);
return db->CreateMaterialInstance(mci,vil_cfg);
return db->CreateMaterialInstance(mtl_name,mci,vil_cfg);
}
graph::Primitive *CreatePrimitive( const AnsiString &name,

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@ -127,7 +127,7 @@ public: //Material
const ShaderModule *CreateShaderModule(const AnsiString &shader_module_name,const ShaderCreateInfo *);
Material * CreateMaterial(const mtl::MaterialCreateInfo *);
Material * CreateMaterial(const AnsiString &mtl_name,const mtl::MaterialCreateInfo *);
Material * LoadMaterial(const AnsiString &,mtl::Material2DCreateConfig *);
Material * LoadMaterial(const AnsiString &,mtl::Material3DCreateConfig *);
@ -141,7 +141,7 @@ public: //Material
return CreateMaterialInstance(mtl,vil_cfg,data,sizeof(T));
}
MaterialInstance * CreateMaterialInstance(const mtl::MaterialCreateInfo *,const VILConfig *vil_cfg=nullptr);
MaterialInstance * CreateMaterialInstance(const AnsiString &mtl_name,const mtl::MaterialCreateInfo *,const VILConfig *vil_cfg=nullptr);
Renderable * CreateRenderable(Primitive *r,MaterialInstance *mi,Pipeline *p);
Renderable * CreateRenderable(PrimitiveCreater *pc,MaterialInstance *mi,Pipeline *p);

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@ -16,14 +16,17 @@ struct Material2DCreateConfig:public MaterialCreateConfig,public Comparator<Mate
public:
Material2DCreateConfig(const AnsiString &name,const PrimitiveType &p):MaterialCreateConfig(name,p)
Material2DCreateConfig(const PrimitiveType &p,
const CoordinateSystem2D &cs=CoordinateSystem2D::NDC,
const WithLocalToWorld &l2w=WithLocalToWorld::Without)
:MaterialCreateConfig(p)
{
rt_output.color=1; //输出一个颜色
rt_output.depth=false; //不输出深度
rt_output.stencil=false; //不输出stencil
coordinate_system=CoordinateSystem2D::NDC;
local_to_world=false;
coordinate_system=cs;
local_to_world=(l2w==WithLocalToWorld::With);
if(prim==PrimitiveType::SolidRectangles
||prim==PrimitiveType::WireRectangles)

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@ -19,7 +19,7 @@ struct Material3DCreateConfig:public MaterialCreateConfig,public Comparator<Mate
public:
Material3DCreateConfig(const AnsiString &name,const PrimitiveType &p):MaterialCreateConfig(name,p)
Material3DCreateConfig(const PrimitiveType &p):MaterialCreateConfig(p)
{
rt_output.color=1; //输出一个颜色
rt_output.depth=true; //不输出深度

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@ -14,8 +14,6 @@ class MaterialCreateInfo;
*/
struct MaterialCreateConfig:public Comparator<MaterialCreateConfig>
{
AnsiString mtl_name; ///<材质名称
bool material_instance; ///<是否包含材质实例
RenderTargetOutputConfig rt_output; ///<渲染目标输出配置
@ -26,10 +24,8 @@ struct MaterialCreateConfig:public Comparator<MaterialCreateConfig>
public:
MaterialCreateConfig(const AnsiString &name,const PrimitiveType &p)
MaterialCreateConfig(const PrimitiveType &p)
{
mtl_name=name;
material_instance=false;
hgl_zero(rt_output);

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@ -23,9 +23,11 @@ namespace hgl::graph
namespace mtl
{
namespace func
enum class WithLocalToWorld:uint8
{
}//namespace func
Without=0,
With
};
class MaterialCreateInfo;
struct MaterialCreateConfig;

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@ -45,8 +45,6 @@ namespace hgl::graph
public:
const AnsiString &GetName ()const{return config->mtl_name;}
const uint32 GetShaderStage ()const{return config->shader_stage_flag_bit;}
bool hasShader (const VkShaderStageFlagBits ss)const{return config->shader_stage_flag_bit&ss;}

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@ -70,9 +70,9 @@ MaterialInstance *RenderResource::CreateMaterialInstance(Material *mtl,const VIL
return mi;
}
MaterialInstance *RenderResource::CreateMaterialInstance(const mtl::MaterialCreateInfo *mci,const VILConfig *vil_cfg)
MaterialInstance *RenderResource::CreateMaterialInstance(const AnsiString &mtl_name,const mtl::MaterialCreateInfo *mci,const VILConfig *vil_cfg)
{
Material *mtl=this->CreateMaterial(mci);
Material *mtl=this->CreateMaterial(mtl_name,mci);
if(!mtl)
return(nullptr);

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@ -74,13 +74,11 @@ const ShaderModule *RenderResource::CreateShaderModule(const AnsiString &sm_name
return sm;
}
Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
Material *RenderResource::CreateMaterial(const AnsiString &mtl_name,const mtl::MaterialCreateInfo *mci)
{
if(!mci)
return(nullptr);
const AnsiString &mtl_name=mci->GetName();
{
Material *mtl;
@ -130,7 +128,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
const auto &mdi=mci->GetMDI();
if(mdi.GetCount()>0)
mtl->desc_manager=new MaterialDescriptorManager(mci->GetName(),mdi.Get());
mtl->desc_manager=new MaterialDescriptorManager(mtl_name,mdi.Get());
}
mtl->pipeline_layout_data=device->CreatePipelineLayoutData(mtl->desc_manager);
@ -191,13 +189,15 @@ Material *RenderResource::LoadMaterial(const AnsiString &mtl_name,mtl::Material2
{
AutoDelete<mtl::MaterialCreateInfo> mci=mtl::LoadMaterialFromFile(device->GetDevAttr(),mtl_name,cfg);
return this->CreateMaterial(mci);
//这里直接用这个mtl_name有些不太对因为同一个材质也有可能因为不同的cfg会有不同的版本所以这里不能直接使用mtl_name.目前只是做一个暂时方案
return this->CreateMaterial(mtl_name,mci);
}
Material *RenderResource::LoadMaterial(const AnsiString &mtl_name,mtl::Material3DCreateConfig *cfg)
{
AutoDelete<mtl::MaterialCreateInfo> mci=mtl::LoadMaterialFromFile(device->GetDevAttr(),mtl_name,cfg);
return this->CreateMaterial(mci);
//这里直接用这个mtl_name有些不太对因为同一个材质也有可能因为不同的cfg会有不同的版本所以这里不能直接使用mtl_name.目前只是做一个暂时方案
return this->CreateMaterial(mtl_name,mci);
}
VK_NAMESPACE_END

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@ -14,7 +14,8 @@ bool Std2DMaterial::CustomVertexShader(ShaderCreateInfoVertex *vsc)
const bool is_rect=(cfg->prim==PrimitiveType::SolidRectangles||cfg->prim==PrimitiveType::WireRectangles);
if(cfg->local_to_world||cfg->material_instance)
if(cfg->local_to_world
||cfg->material_instance)
{
mci->AddStruct(SBS_LocalToWorld);