Std2DMaterialLoader start ok,,but don't support Sampler2D in material file...
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03750832c8
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CMCore
2
CMCore
@ -1 +1 @@
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Subproject commit 70b6567029f3278692ca41c99bdf422af3365b8b
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Subproject commit d5264e1da655390bdef2ce99550024c69b7c4cb1
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@ -37,13 +37,13 @@ namespace hgl
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protected:
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virtual bool BeginCustomShader(){return true;/*some work before creating shader*/};
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virtual bool BeginCustomShader(){return true;/*some work before create shader*/};
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virtual bool CustomVertexShader(ShaderCreateInfoVertex *)=0;
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virtual bool CustomGeometryShader(ShaderCreateInfoGeometry *){return false;}
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virtual bool CustomFragmentShader(ShaderCreateInfoFragment *)=0;
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virtual bool EndCustomShader(){return true;/*some work after creating shader*/};
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virtual bool EndCustomShader(){return true;/*some work after create shader*/};
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public:
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@ -88,6 +88,10 @@ public:
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void SetLocalToWorld(UBODescriptor *);
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void SetMain(const AnsiString &str){main_function=str;}
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void SetMain(const char *str,const int len)
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{
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main_function.SetString(str,len);
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}
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const AnsiString &GetOutputStruct()const{return output_struct;}
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const AnsiString &GetShaderSource()const{return final_shader;}
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@ -1,24 +1,122 @@
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#include"Std2DMaterial.h"
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#include"Std2DMaterial.h"
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#include"MaterialFileData.h"
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#include<hgl/shadergen/MaterialCreateInfo.h>
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STD_MTL_NAMESPACE_BEGIN
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namespace
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{
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class Std2DMaterialLoader:public Std2DMaterial
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{
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protected:
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material_file::MaterialFileData *mfd;
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public:
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using Std2DMaterial::Std2DMaterial;
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~Std2DMaterialLoader()=default;
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Std2DMaterialLoader(material_file::MaterialFileData *data,const Material2DCreateConfig *cfg):Std2DMaterial(cfg)
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{
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mfd=data;
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}
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override{return true;}
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bool CustomGeometryShader(ShaderCreateInfoGeometry *) override{return true;}
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bool CustomFragmentShader(ShaderCreateInfoFragment *) override{return true;}
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~Std2DMaterialLoader()
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{
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delete mfd;
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}
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bool BeginCustomShader() override
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{
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if(!Std2DMaterial::BeginCustomShader())
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return(false);
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if(mfd->mi.mi_bytes>0)
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{
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mci->SetMaterialInstance( mfd->mi.code,
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mfd->mi.mi_bytes,
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mfd->mi.shader_stage_flag_bits);
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return(false);
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}
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return true;
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}
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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{
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if(!Std2DMaterial::CustomVertexShader(vsc))
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return(false);
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if(mfd->vi.GetCount()>0)
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{
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for(auto &ua:mfd->vi)
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vsc->AddInput(ua.vat,ua.name);
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}
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material_file::ShaderData *sd=mfd->shader[VK_SHADER_STAGE_VERTEX_BIT];
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if(!sd)
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return(false);
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for(auto &ua:sd->output)
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vsc->AddOutput(ua.vat,ua.name);
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vsc->SetMain(sd->code,sd->code_length); //这里会产生复制这个string,但我不希望产生这个。未来想办法改进
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return true;
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}
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bool CustomGeometryShader(ShaderCreateInfoGeometry *gsc) override
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{
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if(!Std2DMaterial::CustomGeometryShader(gsc))
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return(false);
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material_file::GeometryShaderData *sd=(material_file::GeometryShaderData *)(mfd->shader[VK_SHADER_STAGE_GEOMETRY_BIT]);
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if(!sd)
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return(false);
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gsc->SetGeom(sd->input_prim,sd->output_prim,sd->max_vertices);
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for(auto &ua:sd->output)
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gsc->AddOutput(ua.vat,ua.name);
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gsc->SetMain(sd->code,sd->code_length); //这里会产生复制这个string,但我不希望产生这个。未来想办法改进
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return true;
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}
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bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
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{
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if(!Std2DMaterial::CustomFragmentShader(fsc))
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return(false);
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material_file::ShaderData *sd=mfd->shader[VK_SHADER_STAGE_FRAGMENT_BIT];
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if(!sd)
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return(false);
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for(auto &ua:sd->output)
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fsc->AddOutput(ua.vat,ua.name);
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fsc->SetMain(sd->code,sd->code_length); //这里会产生复制这个string,但我不希望产生这个。未来想办法改进
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return true;
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}
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bool EndCustomShader() override{return true;}
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};//class Std2DMaterialLoader:public Std2DMaterial
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}//namespace
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material_file::MaterialFileData *LoadMaterialDataFromFile(const AnsiString &mtl_filename);
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MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &name,const Material2DCreateConfig *cfg)
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{
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Std2DMaterialLoader *mtl=new Std2DMaterialLoader(cfg);
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material_file::MaterialFileData *mfd=LoadMaterialDataFromFile(name);
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if(!mfd)
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return nullptr;
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Std2DMaterialLoader mtl(mfd,cfg);
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return mtl.Create();
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}
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STD_MTL_NAMESPACE_END
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@ -1,4 +1,4 @@
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#pragma once
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#pragma once
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#include<hgl/type/Map.h>
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#include<hgl/graph/VKShaderStage.h>
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@ -61,6 +61,10 @@ namespace material_file
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{
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private:
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//不管是文本版还是二进制版
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//其中的代码段数据解析后都是放的指针,并无复制出来。
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//所以这里需要保存原始的文件数据
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char * data=nullptr;
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int data_length=0;
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@ -85,5 +89,4 @@ namespace material_file
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delete[] data;
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}
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};//struct MaterialFileData
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}//namespace material_file
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@ -1,4 +1,4 @@
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#include<hgl/graph/mtl/MaterialConfig.h>
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#include<hgl/graph/mtl/MaterialConfig.h>
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#include<hgl/graph/mtl/Material2DCreateConfig.h>
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#include<hgl/graph/mtl/Material3DCreateConfig.h>
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#include<hgl/graph/VKShaderStage.h>
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@ -33,8 +33,8 @@ namespace
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struct MaterialFileBlockInfo
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{
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const char *name;
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const int len;
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char *name;
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int len;
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MaterialFileBlock state;
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};
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@ -71,7 +71,7 @@ namespace
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state=MaterialFileBlock::None;
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}
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bool OnLine(const char *text,const int len) override
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bool OnLine(char *text,const int len) override
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{
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if(!text||!*text||len<=0)
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return(false);
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@ -82,12 +82,12 @@ namespace
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struct CodeParse:public MaterialFileParse
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{
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const char *start =nullptr;
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const char *end =nullptr;
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char *start =nullptr;
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char *end =nullptr;
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public:
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bool OnLine(const char *text,const int len) override
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bool OnLine(char *text,const int len) override
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{
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if(!text||!*text||len<=0)
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return(false);
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@ -103,6 +103,7 @@ namespace
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if(*text=='}')
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{
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*text=0;
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end=text;
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return(true);
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}
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@ -139,7 +140,7 @@ namespace
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}
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}
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bool OnLine(const char *text,const int len) override
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bool OnLine(char *text,const int len) override
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{
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if(!text||!*text||len<=0)
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return(false);
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@ -223,7 +224,7 @@ namespace
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vi_list=ual;
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}
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bool OnLine(const char *text,const int len) override
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bool OnLine(char *text,const int len) override
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{
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if(!text||!*text||len<=0)
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return(false);
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@ -253,7 +254,7 @@ namespace
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shader_data=sd;
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}
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bool OnLine(const char *text,const int len) override
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bool OnLine(char *text,const int len) override
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{
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if(!text||!*text||len<=0)
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return(false);
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@ -310,7 +311,7 @@ namespace
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gsd=sd;
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}
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bool OnLine(const char *text,const int len) override
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bool OnLine(char *text,const int len) override
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{
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if(!text||!*text||len<=0)
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return(false);
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@ -394,7 +395,7 @@ namespace
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SAFE_CLEAR(parse)
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}
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bool OnLine(const char *text,const int len) override
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bool OnLine(char *text,const int len) override
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{
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if(!text||!*text||len<=0)
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return(false);
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@ -462,22 +463,22 @@ namespace
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};
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}//namespace MaterialFile
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MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &mtl_filename)
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MaterialFileData *LoadMaterialDataFromFile(const AnsiString &mtl_filename)
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{
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const OSString mtl_osfn=ToOSString(mtl_filename+".mtl");
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const OSString mtl_os_filename=filesystem::MergeFilename(OS_TEXT("ShaderLibrary"),mtl_osfn);
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if(!filesystem::FileExist(mtl_os_filename))
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return(nullptr);
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return nullptr;
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char *data;
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char *data; //未来二进制版本的材质文件,也是使用LoadFileToMemory加载。这里为了统一,所以文本也这么操作。
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int size=filesystem::LoadFileToMemory(mtl_os_filename,(void **)&data,true);
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MaterialFileData mfd(data,size);
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MaterialFileData *mfd=new MaterialFileData(data,size);
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MaterialTextParse mtp(&mfd);
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MaterialTextParse mtp(mfd);
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io::TextInputStream tis(data,size);
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@ -486,15 +487,6 @@ MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &mtl_filename)
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if(!tis.Run())
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return nullptr;
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return(nullptr);
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return mfd;
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}
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MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &name,const MaterialCreateConfig *cfg)
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{
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return nullptr;
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}
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//MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &name,const Material3DCreateConfig *cfg)
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//{
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//}
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STD_MTL_NAMESPACE_END
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