create "enum class NodeType" instead "Node::type_name"

This commit is contained in:
hyzboy 2019-12-14 20:52:58 +08:00
parent 0aaec981b2
commit 751caa1db8
6 changed files with 50 additions and 7 deletions

View File

@ -2,16 +2,25 @@
#define HGL_GRAPH_SHADER_MAKER_INCLUDE #define HGL_GRAPH_SHADER_MAKER_INCLUDE
#include<hgl/graph/shader/node/finished.h> #include<hgl/graph/shader/node/finished.h>
#include<hgl/graph/shader/node/vertex_input.h>
BEGIN_SHADER_NAMESPACE BEGIN_SHADER_NAMESPACE
class ShaderMaker class ShaderMaker
{ {
node::Finished *fin_node; node::Finished *fin_node;
protected:
List<node::VertexInput *> vi_list; ///<顶点输入节点列表
// List<node::Texture *> tex_list; ///<纹理输入节点列表
// List<node::UBO *> ubo_list; ///<UBO输入节点列表
// List<node::Function *> func_list; ///<材质函数节点列表
public: public:
ShaderMaker(node::Finished *fn){fin_node=fn;} ShaderMaker(node::Finished *fn){fin_node=fn;}
virtual ~ShaderMaker()=default; virtual ~ShaderMaker()=default;
virtual bool Check();
virtual bool Make(); virtual bool Make();
};//class ShaderMaker };//class ShaderMaker
END_SHADER_NAMESPACE END_SHADER_NAMESPACE

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@ -12,7 +12,7 @@ class Finished:public Node
{ {
public: public:
using Node::Node; Finished(const UTF8String &n):Node(NodeType::Finished,n){}
virtual ~Finished()=default; virtual ~Finished()=default;
};//class Finished:public Input };//class Finished:public Input

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@ -4,6 +4,7 @@
#include<hgl/type/BaseString.h> #include<hgl/type/BaseString.h>
#include<hgl/type/List.h> #include<hgl/type/List.h>
#include<hgl/type/Map.h> #include<hgl/type/Map.h>
#include<hgl/graph/shader/node/type.h>
#include<hgl/graph/shader/param/in.h> #include<hgl/graph/shader/param/in.h>
#include<hgl/graph/shader/param/out.h> #include<hgl/graph/shader/param/out.h>
@ -22,7 +23,7 @@ using OutputParamMapByName=Map<UTF8String,param::OutputParam *>;
*/ */
class Node class Node
{ {
UTF8String type_name; ///<节点类型本身的名称 NodeType type;
protected: protected:
@ -49,11 +50,11 @@ public:
public: public:
Node(const UTF8String &n){type_name=n;} Node(const NodeType &nt){type=nt;}
Node(const UTF8String &tn,const UTF8String &n){type_name=tn;user_name=n;} Node(const NodeType &nt,const UTF8String &n){type=nt;user_name=n;}
virtual ~Node()=default; virtual ~Node()=default;
const UTF8String & GetTypename ()const{return type_name;} const NodeType GetNodeType ()const{return type;}
const UTF8String & GetUsername ()const{return user_name;} const UTF8String & GetUsername ()const{return user_name;}
void SetUsername (const UTF8String &n){user_name=n;} void SetUsername (const UTF8String &n){user_name=n;}

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@ -0,0 +1,25 @@
#ifndef HGL_GRAPH_SHADER_NODE_TYPE_INCLUDE
#define HGL_GRAPH_SHADER_NODE_TYPE_INCLUDE
#include<hgl/graph/shader/common.h>
BEGIN_SHADER_NODE_NAMESPACE
enum class NodeType
{
VertexInput=0, ///<顶点输入流节点
Const, ///<固定数据输入
Param, ///<参数输入
Texture,
UBO,
Function,
Finished, ///<最终节点
BEGIN_NODE_TYPE_RANGE =VertexInput,
END_NODE_TYPE_RANGE =Finished,
NODE_TYPE_RANGE_SIZE =(END_NODE_TYPE_RANGE-BEGIN_NODE_TYPE_RANGE)+1
};//enum class NodeType
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_NODE_TYPE_INCLUDE

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@ -10,7 +10,7 @@ class VertexInput:public Node
{ {
public: public:
VertexInput(const UTF8String &n,const param::ParamType &pt):Node("VertexInput",n) VertexInput(const UTF8String &n,const param::ParamType &pt):Node(NodeType::VertexInput,n)
{ {
AddOutput(n,pt); AddOutput(n,pt);
} }

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@ -3,7 +3,7 @@
#include<hgl/type/Set.h> #include<hgl/type/Set.h>
BEGIN_SHADER_NAMESPACE BEGIN_SHADER_NAMESPACE
bool ShaderMaker::Make() bool ShaderMaker::Check()
{ {
if(!fin_node) if(!fin_node)
return(false); return(false);
@ -50,4 +50,12 @@ bool ShaderMaker::Make()
return(true); return(true);
} }
bool ShaderMaker::Make()
{
if(!Check())
return(false);
}
END_SHADER_NAMESPACE END_SHADER_NAMESPACE