added comments and layout codes.
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@ -11,7 +11,6 @@
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#include<hgl/graph/mtl/Material3DCreateConfig.h>
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#include<hgl/graph/mtl/BlinnPhong.h>
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#include<hgl/graph/VertexDataManager.h>
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#include<hgl/color/Color.h>
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using namespace hgl;
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using namespace hgl::graph;
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@ -108,7 +107,9 @@ private:
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{
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mi_data=GetColor4f(AxisColor[i],4);
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mi_blinnphong[i]=db->CreateMaterialInstance(mtl_blinnphong,nullptr,&mi_data);
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mi_blinnphong[i]=db->CreateMaterialInstance(mtl_blinnphong, //材质
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nullptr, //顶点输入配置,这里使用nullptr,即代表会使用默认配置,那么结果将等同于上面的mtl_blinnphong->GetDefaultVIL()
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&mi_data); //材质实例参数
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if(!mi_blinnphong[i])return(false);
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}
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@ -117,7 +118,7 @@ private:
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if(!p_blinnphong)
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return(false);
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return(true);
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return(true);
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}
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bool CreateRenderObject()
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@ -48,7 +48,7 @@ namespace hgl
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virtual bool Init(const uint32 vertices_count); ///<初始化,参数为顶点数量
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template<typename T>
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T * AccessVAD(const AnsiString &name) ///<创建一个顶点属性缓冲区以及访问器
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T * AccessVAD(const AnsiString &name) ///<创建一个顶点属性数据缓冲区以及访问器
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{
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const VkFormat format=vil->GetVulkanFormat(name);
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@ -78,6 +78,8 @@ private:
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public:
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GPUDevice *GetDevice(){return device;}
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//注:并非一定要走这里,这里只是提供一个注册和自动绑定的机制
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DescriptorBinding static_descriptor; ///<静态属性描述符绑定管理
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DescriptorBinding global_descriptor; ///<全局属性描述符绑定管理
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