create "enum class NodeType" instead "Node::type_name"
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0aaec981b2
commit
751caa1db8
@ -2,16 +2,25 @@
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#define HGL_GRAPH_SHADER_MAKER_INCLUDE
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#include<hgl/graph/shader/node/finished.h>
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#include<hgl/graph/shader/node/vertex_input.h>
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BEGIN_SHADER_NAMESPACE
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class ShaderMaker
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{
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node::Finished *fin_node;
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protected:
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List<node::VertexInput *> vi_list; ///<顶点输入节点列表
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// List<node::Texture *> tex_list; ///<纹理输入节点列表
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// List<node::UBO *> ubo_list; ///<UBO输入节点列表
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// List<node::Function *> func_list; ///<材质函数节点列表
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public:
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ShaderMaker(node::Finished *fn){fin_node=fn;}
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virtual ~ShaderMaker()=default;
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virtual bool Check();
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virtual bool Make();
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};//class ShaderMaker
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END_SHADER_NAMESPACE
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@ -12,7 +12,7 @@ class Finished:public Node
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{
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public:
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using Node::Node;
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Finished(const UTF8String &n):Node(NodeType::Finished,n){}
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virtual ~Finished()=default;
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};//class Finished:public Input
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@ -4,6 +4,7 @@
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#include<hgl/type/BaseString.h>
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#include<hgl/type/List.h>
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#include<hgl/type/Map.h>
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#include<hgl/graph/shader/node/type.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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@ -22,7 +23,7 @@ using OutputParamMapByName=Map<UTF8String,param::OutputParam *>;
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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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NodeType type;
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protected:
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@ -49,11 +50,11 @@ public:
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public:
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Node(const UTF8String &n){type_name=n;}
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Node(const UTF8String &tn,const UTF8String &n){type_name=tn;user_name=n;}
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Node(const NodeType &nt){type=nt;}
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Node(const NodeType &nt,const UTF8String &n){type=nt;user_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 NodeType GetNodeType ()const{return type;}
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const UTF8String & GetUsername ()const{return user_name;}
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void SetUsername (const UTF8String &n){user_name=n;}
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25
inc/hgl/graph/shader/node/type.h
Normal file
25
inc/hgl/graph/shader/node/type.h
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@ -0,0 +1,25 @@
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#ifndef HGL_GRAPH_SHADER_NODE_TYPE_INCLUDE
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#define HGL_GRAPH_SHADER_NODE_TYPE_INCLUDE
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#include<hgl/graph/shader/common.h>
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BEGIN_SHADER_NODE_NAMESPACE
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enum class NodeType
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{
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VertexInput=0, ///<顶点输入流节点
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Const, ///<固定数据输入
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Param, ///<参数输入
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Texture,
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UBO,
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Function,
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Finished, ///<最终节点
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BEGIN_NODE_TYPE_RANGE =VertexInput,
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END_NODE_TYPE_RANGE =Finished,
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NODE_TYPE_RANGE_SIZE =(END_NODE_TYPE_RANGE-BEGIN_NODE_TYPE_RANGE)+1
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};//enum class NodeType
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_TYPE_INCLUDE
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@ -10,7 +10,7 @@ class VertexInput:public Node
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{
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public:
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VertexInput(const UTF8String &n,const param::ParamType &pt):Node("VertexInput",n)
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VertexInput(const UTF8String &n,const param::ParamType &pt):Node(NodeType::VertexInput,n)
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{
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AddOutput(n,pt);
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}
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@ -3,7 +3,7 @@
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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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bool ShaderMaker::Check()
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{
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if(!fin_node)
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return(false);
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@ -50,4 +50,12 @@ bool ShaderMaker::Make()
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return(true);
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}
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bool ShaderMaker::Make()
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{
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if(!Check())
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return(false);
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}
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END_SHADER_NAMESPACE
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