Layout codes
This commit is contained in:
parent
a60ffbb7da
commit
8492b886c9
@ -1,124 +1,125 @@
|
||||
#include "MaterialFileData.h"
|
||||
#include "Std3DMaterial.h"
|
||||
#include <hgl/shadergen/MaterialCreateInfo.h>
|
||||
#include"MaterialFileData.h"
|
||||
#include"Std3DMaterial.h"
|
||||
#include<hgl/shadergen/MaterialCreateInfo.h>
|
||||
|
||||
STD_MTL_NAMESPACE_BEGIN
|
||||
|
||||
const char *GetUBOCodes(const AccumMemoryManager::Block *block);
|
||||
|
||||
namespace {
|
||||
class Std3DMaterialLoader : public Std3DMaterial
|
||||
namespace
|
||||
{
|
||||
protected:
|
||||
|
||||
material_file::MaterialFileData *mfd;
|
||||
|
||||
public:
|
||||
|
||||
Std3DMaterialLoader(material_file::MaterialFileData* data, const Material3DCreateConfig* cfg)
|
||||
: Std3DMaterial(cfg)
|
||||
class Std3DMaterialLoader: public Std3DMaterial
|
||||
{
|
||||
mfd = data;
|
||||
}
|
||||
protected:
|
||||
|
||||
~Std3DMaterialLoader()
|
||||
{
|
||||
delete mfd;
|
||||
}
|
||||
material_file::MaterialFileData *mfd;
|
||||
|
||||
bool BeginCustomShader() override
|
||||
{
|
||||
if (!Std3DMaterial::BeginCustomShader())
|
||||
return (false);
|
||||
public:
|
||||
|
||||
for(const auto ubo:mfd->ubo_list)
|
||||
Std3DMaterialLoader(material_file::MaterialFileData *data,const Material3DCreateConfig *cfg)
|
||||
: Std3DMaterial(cfg)
|
||||
{
|
||||
const char *ubo_codes=GetUBOCodes(ubo.block);
|
||||
|
||||
mci->AddStruct(ubo.struct_name,ubo_codes);
|
||||
|
||||
mci->AddUBO(ubo.shader_stage_flag_bits,
|
||||
ubo.set,
|
||||
ubo.struct_name,
|
||||
ubo.name);
|
||||
mfd=data;
|
||||
}
|
||||
|
||||
if (mfd->mi.mi_bytes > 0)
|
||||
~Std3DMaterialLoader()
|
||||
{
|
||||
mci->SetMaterialInstance( mfd->mi.code,
|
||||
mfd->mi.mi_bytes,
|
||||
mfd->mi.shader_stage_flag_bits);
|
||||
delete mfd;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
bool BeginCustomShader() override
|
||||
{
|
||||
if(!Std3DMaterial::BeginCustomShader())
|
||||
return (false);
|
||||
|
||||
material_file::ShaderData* CommonProc(VkShaderStageFlagBits ss, ShaderCreateInfo* sc)
|
||||
{
|
||||
material_file::ShaderData* sd = mfd->shader[ss];
|
||||
for(const auto ubo:mfd->ubo_list)
|
||||
{
|
||||
const char *ubo_codes=GetUBOCodes(ubo.block);
|
||||
|
||||
if (!sd)
|
||||
return (nullptr);
|
||||
mci->AddStruct(ubo.struct_name,ubo_codes);
|
||||
|
||||
for (auto& ua : sd->output)
|
||||
sc->AddOutput(ua.vat, ua.name);
|
||||
mci->AddUBO(ubo.shader_stage_flag_bits,
|
||||
ubo.set,
|
||||
ubo.struct_name,
|
||||
ubo.name);
|
||||
}
|
||||
|
||||
for (auto& s : sd->sampler)
|
||||
mci->AddSampler(ss, DescriptorSetType::PerMaterial, s.type, s.name);
|
||||
if(mfd->mi.mi_bytes>0)
|
||||
{
|
||||
mci->SetMaterialInstance(mfd->mi.code,
|
||||
mfd->mi.mi_bytes,
|
||||
mfd->mi.shader_stage_flag_bits);
|
||||
}
|
||||
|
||||
sc->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
|
||||
return true;
|
||||
}
|
||||
|
||||
return sd;
|
||||
}
|
||||
material_file::ShaderData *CommonProc(VkShaderStageFlagBits ss,ShaderCreateInfo *sc)
|
||||
{
|
||||
material_file::ShaderData *sd=mfd->shader[ss];
|
||||
|
||||
bool CustomVertexShader(ShaderCreateInfoVertex* vsc) override
|
||||
{
|
||||
for (auto& ua : mfd->vi)
|
||||
vsc->AddInput(ua.vat, ua.name);
|
||||
if(!sd)
|
||||
return (nullptr);
|
||||
|
||||
if(mfd->mi.mi_bytes>0)
|
||||
vsc->AddMaterialInstanceID();
|
||||
for(auto &ua:sd->output)
|
||||
sc->AddOutput(ua.vat,ua.name);
|
||||
|
||||
if (!Std3DMaterial::CustomVertexShader(vsc))
|
||||
return (false);
|
||||
for(auto &s:sd->sampler)
|
||||
mci->AddSampler(ss,DescriptorSetType::PerMaterial,s.type,s.name);
|
||||
|
||||
return CommonProc(VK_SHADER_STAGE_VERTEX_BIT, vsc);
|
||||
}
|
||||
sc->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
|
||||
|
||||
bool CustomGeometryShader(ShaderCreateInfoGeometry* gsc) override
|
||||
{
|
||||
material_file::GeometryShaderData* sd = (material_file::GeometryShaderData*)CommonProc(VK_SHADER_STAGE_GEOMETRY_BIT, gsc);
|
||||
return sd;
|
||||
}
|
||||
|
||||
if (!sd)
|
||||
return (false);
|
||||
bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
|
||||
{
|
||||
for(auto &ua:mfd->vi)
|
||||
vsc->AddInput(ua.vat,ua.name);
|
||||
|
||||
gsc->SetGeom(sd->input_prim, sd->output_prim, sd->max_vertices);
|
||||
if(mfd->mi.mi_bytes>0)
|
||||
vsc->AddMaterialInstanceID();
|
||||
|
||||
return true;
|
||||
}
|
||||
if(!Std3DMaterial::CustomVertexShader(vsc))
|
||||
return (false);
|
||||
|
||||
bool CustomFragmentShader(ShaderCreateInfoFragment* fsc) override
|
||||
{
|
||||
return CommonProc(VK_SHADER_STAGE_FRAGMENT_BIT, fsc);
|
||||
}
|
||||
}; // class Std3DMaterialLoader:public Std3DMaterial
|
||||
return CommonProc(VK_SHADER_STAGE_VERTEX_BIT,vsc);
|
||||
}
|
||||
|
||||
bool CustomGeometryShader(ShaderCreateInfoGeometry *gsc) override
|
||||
{
|
||||
material_file::GeometryShaderData *sd=(material_file::GeometryShaderData *)CommonProc(VK_SHADER_STAGE_GEOMETRY_BIT,gsc);
|
||||
|
||||
if(!sd)
|
||||
return (false);
|
||||
|
||||
gsc->SetGeom(sd->input_prim,sd->output_prim,sd->max_vertices);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
|
||||
{
|
||||
return CommonProc(VK_SHADER_STAGE_FRAGMENT_BIT,fsc);
|
||||
}
|
||||
}; // class Std3DMaterialLoader:public Std3DMaterial
|
||||
} // namespace
|
||||
|
||||
material_file::MaterialFileData* LoadMaterialDataFromFile(const AnsiString& mtl_filename);
|
||||
material_file::MaterialFileData *LoadMaterialDataFromFile(const AnsiString &mtl_filename);
|
||||
|
||||
MaterialCreateInfo* LoadMaterialFromFile(const AnsiString& name, Material3DCreateConfig* cfg)
|
||||
MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &name,Material3DCreateConfig *cfg)
|
||||
{
|
||||
if (name.IsEmpty() || !cfg)
|
||||
if(name.IsEmpty()||!cfg)
|
||||
return (nullptr);
|
||||
|
||||
material_file::MaterialFileData* mfd = LoadMaterialDataFromFile(name);
|
||||
material_file::MaterialFileData *mfd=LoadMaterialDataFromFile(name);
|
||||
|
||||
if (!mfd)
|
||||
if(!mfd)
|
||||
return nullptr;
|
||||
|
||||
cfg->shader_stage_flag_bit = mfd->shader_stage_flag_bit;
|
||||
cfg->shader_stage_flag_bit=mfd->shader_stage_flag_bit;
|
||||
|
||||
Std3DMaterialLoader mtl(mfd, cfg);
|
||||
Std3DMaterialLoader mtl(mfd,cfg);
|
||||
|
||||
return mtl.Create();
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user