OK???? 3rd_draw_triangle_use_RenderList run OK!.

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-09-05 20:19:53 +08:00
parent 6e8932fc2f
commit 8bb742f3f4
17 changed files with 356 additions and 145 deletions

@ -1 +1 @@
Subproject commit 286f5f438733ac608b8a0892d5869620c06d7f86
Subproject commit 8b585e15eb31c5f412f838a1ec78c529c1a5a2fd

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@ -204,7 +204,7 @@ public:
cb->SetClearColor(0,clear_color);
cb->BeginRenderPass();
cb->BindPipeline(ri->GetPipeline());
cb->BindDescriptorSets(ri);
cb->BindDescriptorSets(ri->GetMaterial());
cb->BindVBO(ri);
if (vid->index_buffer->buffer)

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@ -1,5 +1,6 @@
#pragma once
#include<hgl/graph/RenderNode.h>
#include<hgl/graph/VKVBOList.h>
VK_NAMESPACE_BEGIN
struct RenderExtraBuffer;
@ -42,9 +43,7 @@ private:
protected:
uint32_t binding_count;
VkBuffer *buffer_list;
VkDeviceSize *buffer_offset;
VBOList * vbo_list;
MaterialInstance * last_mi;
Pipeline * last_pipeline;

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@ -2,6 +2,7 @@
#define HGL_GRAPH_VULKAN_COMMAND_BUFFER_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/graph/VKVBOList.h>
#include<hgl/graph/VKPipeline.h>
#include<hgl/graph/VKDescriptorSet.h>
#include<hgl/color/Color4f.h>
@ -140,7 +141,7 @@ public:
return(true);
}
bool BindDescriptorSets(Renderable *ri);
bool BindDescriptorSets(Material *);
bool PushDescriptorSet(VkPipelineLayout pipeline_layout,uint32_t set,uint32_t count,const VkWriteDescriptorSet *write_desc_set)
{
@ -160,6 +161,17 @@ public:
vkCmdBindVertexBuffers(cmd_buf,first,count,vbo,offsets);
}
bool BindVBO(VBOList *vbo_list)
{
if(!vbo_list)return(false);
if(!vbo_list->IsFull())return(false);
vkCmdBindVertexBuffers(cmd_buf,0,vbo_list->binding_count,vbo_list->buffer_list,vbo_list->buffer_offset);
return(true);
}
void BindIBO(const IndexBufferData *);
bool BindVBO(Renderable *);

57
inc/hgl/graph/VKVBOList.h Normal file
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@ -0,0 +1,57 @@
#pragma once
VK_NAMESPACE_BEGIN
class VBOList
{
uint32_t binding_count;
VkBuffer *buffer_list;
VkDeviceSize *buffer_offset;
uint32_t write_count;
friend class RenderCmdBuffer;
public:
VBOList(const uint32 bc)
{
binding_count=bc;
buffer_list=new VkBuffer[binding_count];
buffer_offset=new VkDeviceSize[binding_count];
write_count=0;
}
~VBOList()
{
delete[] buffer_offset;
delete[] buffer_list;
}
void Restart()
{
write_count=0;
}
const bool IsFull()const
{
return write_count>=binding_count;
}
void Add(const VkBuffer buf,const VkDeviceSize offset)
{
buffer_list[write_count]=buf;
buffer_offset[write_count]=offset;
++write_count;
}
void Add(const VkBuffer *buf,const VkDeviceSize *offset,const uint32_t count)
{
hgl_cpy(buffer_list +write_count,buf, count);
hgl_cpy(buffer_offset+write_count,offset,count);
write_count+=count;
}
};//class VBOList
VK_NAMESPACE_END

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@ -1,4 +1,4 @@
#pragma once
#pragma once
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
@ -42,6 +42,18 @@ constexpr const ShaderBufferSource SBS_CameraInfo=
float znear,zfar;)"
};
// UBO必须严格指定数组的大小
// SSBO则不需要使用[]方式指定为动态大小数组
constexpr const ShaderBufferSource SBS_LocalToWorld=
{
"LocalToWorldData",
"l2w",
R"(
mat4 mats[L2W_MAX_COUNT];)"
};
constexpr const char MaterialInstanceStruct[]="MaterialInstance";
constexpr const ShaderBufferSource SBS_MaterialInstanceData=

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@ -13,6 +13,7 @@
namespace hgl{namespace graph
{
struct GPUDeviceAttribute;
struct UBODescriptor;
namespace mtl
{
@ -21,13 +22,20 @@ namespace hgl{namespace graph
protected:
const MaterialCreateConfig *config;
uint32_t ubo_range;
uint32_t ssbo_range;
MaterialDescriptorInfo mdi; ///<材质描述符管理器
AnsiString mi_codes; ///<MaterialInstance代码
uint32_t mi_data_bytes; ///<MaterialInstance数据长度
uint32_t mi_shader_stage; ///<MaterialInstance着色器阶段
uint32_t mi_max_count; ///<MaterialInstance最大数量
uint32_t mi_max_count;
UBODescriptor *mi_ubo;
uint32_t l2w_shader_stage;
uint32_t l2w_max_count;
UBODescriptor *l2w_ubo;
ShaderCreateInfoMap shader_map; ///<着色器列表
@ -68,7 +76,9 @@ namespace hgl{namespace graph
MaterialCreateInfo(const MaterialCreateConfig *);
~MaterialCreateInfo()=default;
bool SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage_flag_bit);
bool SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage_flag_bits);
bool SetLocalToWorld(const uint32_t shader_stage_flag_bits);
bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
bool AddStruct(const ShaderBufferSource &ss){return AddStruct(ss.struct_name,ss.codes);}
@ -78,7 +88,7 @@ namespace hgl{namespace graph
bool AddUBO(const uint32_t flag_bits,const DescriptorSetType &set_type,const ShaderBufferSource &ss);
bool CreateShader(const GPUDeviceAttribute *);
bool CreateShader();
};//class MaterialCreateInfo
}//namespace mtl
}//namespace graph

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@ -81,6 +81,7 @@ public:
void AddFunction(const AnsiString &str){function_list.Add(str);}
void SetMaterialInstance(UBODescriptor *,const AnsiString &);
void SetLocalToWorld(UBODescriptor *);
void SetMain(const AnsiString &str){main_function=str;}

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@ -19,9 +19,8 @@ namespace hgl
int AddInput(const graph::VAT &type,const AnsiString &name,const VkVertexInputRate input_rate=VK_VERTEX_INPUT_RATE_VERTEX,const VertexInputGroup &group=VertexInputGroup::Basic);
int AddInput(const AnsiString &type,const AnsiString &name,const VkVertexInputRate input_rate=VK_VERTEX_INPUT_RATE_VERTEX,const VertexInputGroup &group=VertexInputGroup::Basic);
void AddMaterialInstanceID();
void AddJoint();
void AddLocalToWorld();
void AddAssign();
};//class ShaderCreateInfoVertex:public ShaderCreateInfo
}//namespace graph
}//namespace hgl::graph

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@ -62,18 +62,12 @@ MaterialRenderList::MaterialRenderList(GPUDevice *d,Material *m)
mtl=m;
extra_buffer=nullptr;
const VertexInput *vi=mtl->GetVertexInput();
binding_count=vi->GetCount();
buffer_list=new VkBuffer[binding_count];
buffer_offset=new VkDeviceSize[binding_count];
vbo_list=new VBOList(mtl->GetVertexInput()->GetCount());
}
MaterialRenderList::~MaterialRenderList()
{
delete[] buffer_offset;
delete[] buffer_list;
SAFE_CLEAR(vbo_list);
SAFE_CLEAR(extra_buffer)
}
@ -180,6 +174,19 @@ void MaterialRenderList::Stat()
void MaterialRenderList::Bind(MaterialInstance *mi)
{
if(!mi)return;
const VIL *vil=mi->GetVIL();
const uint assign_binding_count=vil->GetCount(VertexInputGroup::Assign);
if(assign_binding_count>0)
{
mi->BindUBO(DescriptorSetType::PerFrame,"l2w",extra_buffer->assigns_l2w);
// mi->BindUBO(DescriptorSetType::PerFrame,"Assign",extra_buffer->assigns_mi);
}
cmd_buf->BindDescriptorSets(mi->GetMaterial());
}
bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
@ -191,83 +198,82 @@ bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
if(vil->GetCount(VertexInputGroup::Basic)!=vid->binding_count)
return(false); //这里基本不太可能因为CreateRenderable时就会检查值是否一样
uint count=0;
vbo_list->Restart();
//Basic组它所有的VBO信息均来自于Primitive由vid参数传递进来
{
hgl_cpy(buffer_list,vid->buffer_list,vid->binding_count);
hgl_cpy(buffer_offset,vid->buffer_offset,vid->binding_count);
count=vid->binding_count;
vbo_list->Add(vid->buffer_list,vid->buffer_offset,vid->binding_count);
}
if(count<binding_count) //材质组
{
const uint mtl_binding_count=vil->GetCount(VertexInputGroup::MaterialInstanceID);
//if(!vbo_list.IsFull()) //Joint组暂未支持
//{
// const uint joint_id_binding_count=vil->GetCount(VertexInputGroup::JointID);
if(mtl_binding_count>0)
// if(joint_id_binding_count>0) //有矩阵信息
// {
// count+=joint_id_binding_count;
// if(count<binding_count) //JointWeight组
// {
// const uint joing_weight_binding_count=vil->GetCount(VertexInputGroup::JointWeight);
// if(joing_weight_binding_count!=1)
// {
// ++count;
// }
// else //JointWieght不为1是个bug除非未来支持8权重
// {
// return(false);
// }
// }
// else //有JointID没有JointWeight? 这是个BUG
// {
// return(false);
// }
// }
//}
//if(count<binding_count)//LocalToWorld组由RenderList合成
//{
// const uint l2w_binding_count=vil->GetCount(VertexInputGroup::LocalToWorld);
// if(l2w_binding_count>0) //有变换矩阵信息
// {
// if(l2w_binding_count!=4)
// return(false);
// hgl_cpy(buffer_list+count,extra_buffer->l2w_buffer,4);
// for(uint i=0;i<4;i++)
// buffer_offset[count+i]=ri_index*16; //mat4每列都是rgba32f自然是16字节
// count+=l2w_binding_count;
// }
//}
if(!vbo_list->IsFull())
{
const uint assign_binding_count=vil->GetCount(VertexInputGroup::Assign);
if(assign_binding_count>0)
{
if(mtl_binding_count!=1) //只有MaterialInstanceID
if(assign_binding_count!=1)
return(false);
count+=mtl_binding_count;
vbo_list->Add(extra_buffer->assigns_vbo->GetBuffer(),extra_buffer->assigns_vbo_strip*ri_index);
}
}
if(count<binding_count) //Joint组暂未支持
{
const uint joint_id_binding_count=vil->GetCount(VertexInputGroup::JointID);
if(joint_id_binding_count>0) //有矩阵信息
{
count+=joint_id_binding_count;
//if(count!=binding_count)
//{
// //还有没支持的绑定组????
if(count<binding_count) //JointWeight组
{
const uint joing_weight_binding_count=vil->GetCount(VertexInputGroup::JointWeight);
// return(false);
//}
if(joing_weight_binding_count!=1)
{
++count;
}
else //JointWieght不为1是个bug除非未来支持8权重
{
return(false);
}
}
else //有JointID没有JointWeight? 这是个BUG
{
return(false);
}
}
}
if(count<binding_count)//LocalToWorld组由RenderList合成
{
const uint l2w_binding_count=vil->GetCount(VertexInputGroup::LocalToWorld);
if(l2w_binding_count>0) //有变换矩阵信息
{
if(l2w_binding_count!=4)
return(false);
hgl_cpy(buffer_list+count,extra_buffer->l2w_buffer,4);
for(uint i=0;i<4;i++)
buffer_offset[count+i]=ri_index*16; //mat4每列都是rgba32f自然是16字节
count+=l2w_binding_count;
}
}
if(count!=binding_count)
{
//还有没支持的绑定组????
return(false);
}
cmd_buf->BindVBO(0,count,buffer_list,buffer_offset);
//cmd_buf->BindVBO(0,count,buffer_list,buffer_offset);
cmd_buf->BindVBO(vbo_list);
return(true);
}

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@ -41,6 +41,17 @@ struct RenderExtraBuffer
VBO *l2w_vbo[4];
VkBuffer l2w_buffer[4];
//------------------------------------------------------------
//Assign UBO
DeviceBuffer *assigns_l2w;
DeviceBuffer *assigns_mi;
//Assign VBO
VBO *assigns_vbo; ///<RG16UI格式的VertexInputStream,,,,X:L2W ID,Y:MI ID
const uint assigns_vbo_strip=2; ///<Assign VBO的每个节点的字节数
public:
RenderExtraBuffer()
@ -55,6 +66,10 @@ public:
void ClearNode()
{
SAFE_CLEAR(assigns_l2w);
SAFE_CLEAR(assigns_mi);
SAFE_CLEAR(assigns_vbo);
SAFE_CLEAR(l2w_vbo[0])
SAFE_CLEAR(l2w_vbo[1])
SAFE_CLEAR(l2w_vbo[2])
@ -89,6 +104,10 @@ public:
l2w_vbo[i]=dev->CreateVBO(VF_V4F,node_count);
l2w_buffer[i]=l2w_vbo[i]->GetBuffer();
}
assigns_l2w=dev->CreateUBO(node_count*sizeof(Matrix4f));
//assigns_mi=dev->CreateUBO(node_count*sizeof(uint8));
assigns_vbo=dev->CreateVBO(VF_V1U16,node_count);
}
//void MIAlloc(GPUDevice *dev,const uint c,const uint mis)
@ -108,22 +127,48 @@ public:
void WriteLocalToWorld(RenderNode *render_node,const uint count)
{
RenderNode *rn;
glm::vec4 *tp;
for(uint col=0;col<4;col++)
//old l2w in vertex input stream
{
tp=(glm::vec4 *)(l2w_vbo[col]->Map());
glm::vec4 *tp;
for(uint col=0;col<4;col++)
{
tp=(glm::vec4 *)(l2w_vbo[col]->Map());
rn=render_node;
for(uint i=0;i<count;i++)
{
*tp=rn->local_to_world[col];
++tp;
++rn;
}
l2w_vbo[col]->Unmap();
}
}
//new l2w array in ubo
{
Matrix4f *tp=(hgl::Matrix4f *)(assigns_l2w->Map());
uint16 *idp=(uint16 *)(assigns_vbo->Map());
rn=render_node;
for(uint i=0;i<count;i++)
{
*tp=rn->local_to_world[col];
*tp=rn->local_to_world;
++tp;
*idp=i;
++idp;
++rn;
}
l2w_vbo[col]->Unmap();
assigns_vbo->Unmap();
assigns_l2w->Unmap();
}
}

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@ -101,15 +101,14 @@ bool RenderCmdBuffer::BeginRenderPass()
return(true);
}
bool RenderCmdBuffer::BindDescriptorSets(Renderable *ri)
bool RenderCmdBuffer::BindDescriptorSets(Material *mtl)
{
if(!ri)return(false);
if(!mtl)return(false);
{
uint32_t count=0;
MaterialParameters *mp;
Material *mtl=ri->GetMaterial();
VkDescriptorSet ds[DESCRIPTOR_SET_TYPE_COUNT];
ENUM_CLASS_FOR(DescriptorSetType,int,i)
@ -125,7 +124,7 @@ bool RenderCmdBuffer::BindDescriptorSets(Renderable *ri)
if(count>0)
{
pipeline_layout=ri->GetPipelineLayout();
pipeline_layout=mtl->GetPipelineLayout();
vkCmdBindDescriptorSets(cmd_buf,VK_PIPELINE_BIND_POINT_GRAPHICS,pipeline_layout,0,count,ds,0,0);
}

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@ -20,7 +20,9 @@ bool Std2DMaterial::CustomVertexShader(ShaderCreateInfoVertex *vsc)
if(cfg->local_to_world)
{
vsc->AddLocalToWorld();
mci->SetLocalToWorld(VK_SHADER_STAGE_ALL_GRAPHICS);
vsc->AddAssign();
vsc->AddFunction(func::GetPosition2DL2W[size_t(cfg->coordinate_system)]);
}
@ -57,7 +59,7 @@ MaterialCreateInfo *Std2DMaterial::Create()
if(!EndCustomShader())
return(false);
if(!mci->CreateShader(cfg->dev_attr))
if(!mci->CreateShader())
return(nullptr);
return(mci);

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@ -16,8 +16,25 @@ MaterialCreateInfo::MaterialCreateInfo(const MaterialCreateConfig *mc)
if(hasGeometry ())shader_map.Add(geom=new ShaderCreateInfoGeometry(&mdi));else geom=nullptr;
if(hasFragment ())shader_map.Add(frag=new ShaderCreateInfoFragment(&mdi));else frag=nullptr;
mi_data_bytes=0;
mi_shader_stage=0;
ubo_range=config->dev_attr->physical_device->GetUBORange(); //Mali-T系/G71为16knVidia和Mali-G系列除G71外为64kIntel/PowerVR为128MAMD无限制。
ssbo_range=config->dev_attr->physical_device->GetSSBORange();
{
mi_data_bytes=0;
mi_shader_stage=0;
mi_max_count=0;
mi_ubo=nullptr;
}
{
l2w_max_count=ubo_range/sizeof(Matrix4f);
if(l2w_max_count>HGL_U16_MAX)
l2w_max_count=HGL_U16_MAX;
l2w_shader_stage=0;
l2w_ubo=nullptr;
}
}
bool MaterialCreateInfo::AddStruct(const AnsiString &struct_name,const AnsiString &codes)
@ -141,25 +158,25 @@ bool MaterialCreateInfo::SetMaterialInstance(const AnsiString &glsl_codes,const
if(data_bytes>0)
mi_codes=glsl_codes;
const uint32_t ubo_range=config->dev_attr->physical_device->GetUBORange(); //Mali-T系/G71为16knVidia和Mali-G系列除G71外为64kIntel/PowerVR为128MAMD无限制。
{
mi_max_count=ubo_range/data_bytes;
mi_max_count=ubo_range/data_bytes;
if(mi_max_count>256) //我们使用uint8传递材质实例ID所以最大数量为256。未来如考虑使用更多需综合考虑
mi_max_count=256;
const AnsiString MI_MAX_COUNT=AnsiString::numberOf(mi_max_count);
if(mi_max_count>HGL_U16_MAX) //我们使用uint16传递材质实例ID所以最大数量为65535。未来如考虑使用更多需综合考虑
mi_max_count=HGL_U16_MAX;
}
mdi.AddStruct(MaterialInstanceStruct,mi_codes);
mdi.AddStruct(SBS_MaterialInstanceData);
UBODescriptor *ubo=new UBODescriptor();
mi_ubo=new UBODescriptor();
ubo->type=SBS_MaterialInstanceData.struct_name;
hgl::strcpy(ubo->name,DESCRIPTOR_NAME_MAX_LENGTH,SBS_MaterialInstanceData.name);
ubo->stage_flag=shader_stage_flag_bits;
mi_ubo->type=SBS_MaterialInstanceData.struct_name;
hgl::strcpy(mi_ubo->name,DESCRIPTOR_NAME_MAX_LENGTH,SBS_MaterialInstanceData.name);
mi_ubo->stage_flag=shader_stage_flag_bits;
mdi.AddUBO(shader_stage_flag_bits,DescriptorSetType::PerMaterial,ubo);
mdi.AddUBO(shader_stage_flag_bits,DescriptorSetType::PerMaterial,mi_ubo);
const AnsiString MI_MAX_COUNT=AnsiString::numberOf(mi_max_count);
auto *it=shader_map.GetDataList();
@ -168,20 +185,52 @@ bool MaterialCreateInfo::SetMaterialInstance(const AnsiString &glsl_codes,const
if((*it)->key&shader_stage_flag_bits)
{
(*it)->value->AddDefine("MI_MAX_COUNT",MI_MAX_COUNT);
(*it)->value->SetMaterialInstance(ubo,mi_codes);
(*it)->value->SetMaterialInstance(mi_ubo,mi_codes);
}
++it;
}
vert->AddMaterialInstanceID(); //增加一个材质实例ID
mi_shader_stage=shader_stage_flag_bits;
return(true);
}
bool MaterialCreateInfo::CreateShader(const GPUDeviceAttribute *dev_attr)
bool MaterialCreateInfo::SetLocalToWorld(const uint32_t shader_stage_flag_bits)
{
if(shader_stage_flag_bits==0)return(false);
mdi.AddStruct(SBS_LocalToWorld);
l2w_ubo=new UBODescriptor();
l2w_ubo->type=SBS_LocalToWorld.struct_name;
hgl::strcpy(l2w_ubo->name,DESCRIPTOR_NAME_MAX_LENGTH,SBS_LocalToWorld.name);
l2w_ubo->stage_flag=shader_stage_flag_bits;
mdi.AddUBO(shader_stage_flag_bits,DescriptorSetType::PerFrame,l2w_ubo);
const AnsiString L2W_MAX_COUNT=AnsiString::numberOf(l2w_max_count);
auto *it=shader_map.GetDataList();
for(int i=0;i<shader_map.GetCount();i++)
{
if((*it)->key&shader_stage_flag_bits)
{
(*it)->value->AddDefine("L2W_MAX_COUNT",L2W_MAX_COUNT);
(*it)->value->SetLocalToWorld(l2w_ubo);
}
++it;
}
l2w_shader_stage=shader_stage_flag_bits;
return(true);
}
bool MaterialCreateInfo::CreateShader()
{
if(shader_map.IsEmpty())
return(false);
@ -198,7 +247,11 @@ bool MaterialCreateInfo::CreateShader(const GPUDeviceAttribute *dev_attr)
if(sc->GetShaderStage()<mi_shader_stage)
{
sc->AddOutput(VAT_UINT,VAN::MaterialInstanceID,Interpolation::Flat);
sc->AddFunction(mtl::func::HandoverMI);
if(sc->GetShaderStage()==VK_SHADER_STAGE_VERTEX_BIT)
sc->AddFunction(mtl::func::HandoverMI_VS);
else
sc->AddFunction(mtl::func::HandoverMI);
}
sc->CreateShader(last);

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@ -157,11 +157,20 @@ void ShaderCreateInfo::SetMaterialInstance(UBODescriptor *ubo,const AnsiString &
{
sdm->AddUBO(DescriptorSetType::PerMaterial,ubo);
sdm->AddStruct(mtl::MaterialInstanceStruct);
AddFunction(mtl::func::GetMI);
if(shader_stage==VK_SHADER_STAGE_VERTEX_BIT)
AddFunction(mtl::func::GetMI_VS);
else
AddFunction(mtl::func::GetMI);
mi_codes=mi;
}
void ShaderCreateInfo::SetLocalToWorld(UBODescriptor *ubo)
{
sdm->AddUBO(DescriptorSetType::PerFrame,ubo);
}
bool ShaderCreateInfo::ProcInput(ShaderCreateInfo *last_sc)
{
if(!last_sc)

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@ -31,27 +31,17 @@ int ShaderCreateInfoVertex::AddInput(const AnsiString &type,const AnsiString &na
return AddInput(vat,name,input_rate,group);
}
void ShaderCreateInfoVertex::AddMaterialInstanceID()
{
AddInput(VAT_UINT, VAN::MaterialInstanceID,VK_VERTEX_INPUT_RATE_INSTANCE,VertexInputGroup::MaterialInstanceID);
}
void ShaderCreateInfoVertex::AddJoint()
{
AddInput(VAT_UVEC4, VAN::JointID, VK_VERTEX_INPUT_RATE_VERTEX,VertexInputGroup::JointID);
AddInput(VAT_VEC4, VAN::JointWeight,VK_VERTEX_INPUT_RATE_VERTEX,VertexInputGroup::JointWeight);
}
void ShaderCreateInfoVertex::AddLocalToWorld()
void ShaderCreateInfoVertex::AddAssign()
{
char name[]= "LocalToWorld_?";
char name[]="Assign";
for(uint i=0;i<4;i++)
{
name[sizeof(name)-2]='0'+i;
AddInput(VAT_VEC4,name,VK_VERTEX_INPUT_RATE_INSTANCE,VertexInputGroup::LocalToWorld);
}
AddInput(VAT_UINT,name,VK_VERTEX_INPUT_RATE_INSTANCE,VertexInputGroup::Assign);
AddFunction(mtl::func::GetLocalToWorld);
}

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@ -1,20 +1,51 @@
#pragma once
#pragma once
#include<hgl/graph/mtl/StdMaterial.h>
STD_MTL_NAMESPACE_BEGIN
namespace func
{
//C++端使用一个RG8UI或RGB16UI格式的顶点输入流来传递Assign数据其中x为LocalToWorld IDy为MaterialInstance ID
constexpr const char GetLocalToWorld[]=R"(
mat4 GetLocalToWorld()
{
return mat4(LocalToWorld_0,
LocalToWorld_1,
LocalToWorld_2,
LocalToWorld_3);
return l2w.mats[Assign.x];
}
)";
constexpr const char HandoverMI_VS[]=R"(
void HandoverMI()
{
Output.MaterialInstanceID=Assign.y;
}
)";
constexpr const char HandoverMI[]=R"(
void HandoverMI()
{
Output.MaterialInstanceID=Assign.y;
}
)";
constexpr const char GetMI_VS[]=R"(
MaterialInstance GetMI()
{
return mtl.mi[Assign.y];
}
)";
constexpr const char GetMI[]=R"(
MaterialInstance GetMI()
{
return mtl.mi[Input.MaterialInstanceID];
}
)";
// Joint数据分Joint ID和Joint Weight两部分
// Joint ID是一个uvec4在shader中为整数。在C++端可使用RGBA8UI或是RGBA16UI来传递。
// Joint Weight是权重在shader中为浮点。在C++端使用RGBA8或RGBA4来传递。
constexpr const char GetJointMatrix[]=R"(
mat4 GetJointMatrix()
{
@ -23,20 +54,6 @@ mat4 GetJointMatrix()
joint.mats[JointID.z]*JointWeight.z+
joint.mats[JointID.w]*JointWeight.w;
}
)";
constexpr const char HandoverMI[]=R"(
void HandoverMI()
{
Output.MaterialInstanceID=MaterialInstanceID;
}
)";
constexpr const char GetMI[]=R"(
MaterialInstance GetMI()
{
return mtl.mi[Input.MaterialInstanceID];
}
)";
}//namespace func
STD_MTL_NAMESPACE_END