added a standard material that it's VertexColor2DNDC.
This commit is contained in:
parent
d26cae0086
commit
8bf1ad2a46
@ -8,7 +8,7 @@
|
||||
#include<hgl/graph/SceneInfo.h>
|
||||
#include<hgl/graph/VKVertexInputConfig.h>
|
||||
#include<hgl/graph/VKRenderablePrimitiveCreater.h>
|
||||
#include<hgl/shadergen/MaterialCreateInfo.h>
|
||||
#include<hgl/graph/mtl/2d/VertexColor2DNDC.h>
|
||||
|
||||
using namespace hgl;
|
||||
using namespace hgl::graph;
|
||||
@ -98,45 +98,11 @@ private:
|
||||
|
||||
bool InitAutoMaterial()
|
||||
{
|
||||
MaterialCreateInfo mci("VertexColor2DNDC", ///<名称,随便起
|
||||
1, ///<最终一个RT输出
|
||||
false); ///<无深度输出
|
||||
auto *mci=mtl::CreateVertexColor2DNDC();
|
||||
|
||||
//vertex部分
|
||||
{
|
||||
ShaderCreateInfoVertex *vsc=mci.GetVS();
|
||||
material_instance=db->CreateMaterialInstance(mci,&vil_config);
|
||||
|
||||
vsc->AddInput(VAT_VEC2,VAN::Position);
|
||||
vsc->AddInput(VAT_VEC4,VAN::Color);
|
||||
|
||||
vsc->AddOutput(VAT_VEC4,"Color");
|
||||
|
||||
vsc->SetShaderCodes(R"(
|
||||
void main()
|
||||
{
|
||||
Output.Color=Color;
|
||||
|
||||
gl_Position=vec4(Position,0,1);
|
||||
})");
|
||||
}
|
||||
|
||||
//fragment部分
|
||||
{
|
||||
ShaderCreateInfoFragment *fsc=mci.GetFS();
|
||||
|
||||
fsc->AddOutput(VAT_VEC4,"Color");
|
||||
|
||||
fsc->SetShaderCodes(R"(
|
||||
void main()
|
||||
{
|
||||
Color=Input.Color;
|
||||
})");
|
||||
}
|
||||
|
||||
if(!mci.CreateShader())
|
||||
return(false);
|
||||
|
||||
material_instance=db->CreateMaterialInstance(&mci,&vil_config);
|
||||
delete mci;
|
||||
|
||||
return material_instance;
|
||||
}
|
||||
|
17
inc/hgl/graph/mtl/2d/VertexColor2DNDC.h
Normal file
17
inc/hgl/graph/mtl/2d/VertexColor2DNDC.h
Normal file
@ -0,0 +1,17 @@
|
||||
#ifndef HGL_GRAPH_MTL_2D_VERTEX2DNDC_INCLUDE
|
||||
#define HGL_GRAPH_MTL_2D_VERTEX2DNDC_INCLUDE
|
||||
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
class MaterialCreateInfo;
|
||||
|
||||
namespace mtl
|
||||
{
|
||||
MaterialCreateInfo *CreateVertexColor2DNDC();
|
||||
}//namespace mtl
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
|
||||
#endif//HGL_GRAPH_MTL_2D_VERTEX2DNDC_INCLUDE
|
6
inc/hgl/graph/mtl/StdMaterial.h
Normal file
6
inc/hgl/graph/mtl/StdMaterial.h
Normal file
@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#define STD_MTL_NAMESPACE_BEGIN namespace hgl{namespace graph{namespace mtl{
|
||||
#define STD_MTL_NAMESPACE_END }}}
|
||||
|
||||
#define STD_MTL_NAMESPACE_USING using namespace hgl::graph::mtl
|
@ -1,104 +1,115 @@
|
||||
#include<hgl/shadergen/ShaderDescriptorInfo.h>
|
||||
#include<hgl/CompOperator.h>
|
||||
|
||||
namespace hgl{namespace graph{
|
||||
|
||||
using ParamPreciseFlagBits=uint8;
|
||||
using PPFB=ParamPreciseFlagBits;
|
||||
|
||||
constexpr const PPFB PPFB_None =0x00; ///<参数没有出现在任何地方
|
||||
constexpr const PPFB PPFB_Global =0x01; ///<参数出现在全局(使用一个const值处理)
|
||||
constexpr const PPFB PPFB_Vertex =0x02; ///<参数出现在顶点(在vertex shader使用一个顶点值处理)
|
||||
constexpr const PPFB PPFB_Texture =0x04; ///<参数出现在纹理(在fragment shader使用一个纹理处理)
|
||||
|
||||
using TextureComponentFlagBits=uint8;
|
||||
using TCFB=TextureComponentFlagBits;
|
||||
|
||||
constexpr const TCFB TCFB_Luminance =0x01; ///<亮度
|
||||
constexpr const TCFB TCFB_Alpha =0x02; ///<透明度
|
||||
constexpr const TCFB TCFB_Red =0x04; ///<红色
|
||||
constexpr const TCFB TCFB_Green =0x08; ///<绿色
|
||||
constexpr const TCFB TCFB_Blue =0x10; ///<蓝色
|
||||
constexpr const TCFB TCFB_Cb =0x20; ///<Cb
|
||||
constexpr const TCFB TCFB_Cr =0x40; ///<Cr
|
||||
|
||||
//constexpr const TCFB TCFB_NormalX =0x80;
|
||||
//constexpr const TCFB TCFB_NormalY =0x100;
|
||||
//constexpr const TCFB TCFB_NormalZ =0x200;
|
||||
//constexpr const TCFB TCFB_Metallic =0x400;
|
||||
//constexpr const TCFB TCFB_Roughness =0x800;
|
||||
//constexpr const TCFB TCFB_AO =0x1000;
|
||||
//constexpr const TCFB TCFB_Emissive =0x2000;
|
||||
//constexpr const TCFB TCFB_Specular =0x4000;
|
||||
//constexpr const TCFB TCFB_SpecularPower =0x8000;
|
||||
|
||||
constexpr const TCFB TCFB_RGB =TCFB_Red|TCFB_Green|TCFB_Blue;
|
||||
constexpr const TCFB TCFB_RGBA =TCFB_RGB|TCFB_Alpha;
|
||||
constexpr const TCFB TCFB_YCbCr =TCFB_Luminance|TCFB_Cb|TCFB_Cr;
|
||||
constexpr const TCFB TCFB_YCbCrAlpha =TCFB_YCbCr|TCFB_Alpha;
|
||||
constexpr const TCFB TCFB_LumAlpha =TCFB_Luminance|TCFB_Alpha;
|
||||
constexpr const TCFB TCFB_LumRGB =TCFB_Luminance|TCFB_RGB;
|
||||
//constexpr const TCFB TCFB_Normal2C =TCFB_NormalX|TCFB_NormalY;
|
||||
//constexpr const TCFB TCFB_Normal =TCFB_Normal2C|TCFB_NormalZ;
|
||||
|
||||
/**
|
||||
* 标准材质,依赖内建的Shader自动生成器
|
||||
*/
|
||||
struct StandardMaterial
|
||||
namespace hgl{namespace graph
|
||||
{
|
||||
};//struct StandardMaterial
|
||||
using ParamPreciseFlagBits=uint8;
|
||||
using PPFB=ParamPreciseFlagBits;
|
||||
|
||||
/**
|
||||
* 标准2D材质
|
||||
*/
|
||||
struct Standard2DMaterial:public StandardMaterial
|
||||
{
|
||||
union
|
||||
constexpr const PPFB PPFB_None =0x00; ///<参数没有出现在任何地方
|
||||
constexpr const PPFB PPFB_Global =0x01; ///<参数出现在全局(使用一个const值处理)
|
||||
constexpr const PPFB PPFB_Vertex =0x02; ///<参数出现在顶点(在vertex shader使用一个顶点值处理)
|
||||
constexpr const PPFB PPFB_Texture =0x04; ///<参数出现在纹理(在fragment shader使用一个纹理处理)
|
||||
|
||||
using TextureComponentFlagBits=uint8;
|
||||
using TCFB=TextureComponentFlagBits;
|
||||
|
||||
constexpr const TCFB TCFB_Luminance =0x01; ///<亮度
|
||||
constexpr const TCFB TCFB_Alpha =0x02; ///<透明度
|
||||
constexpr const TCFB TCFB_Red =0x04; ///<红色
|
||||
constexpr const TCFB TCFB_Green =0x08; ///<绿色
|
||||
constexpr const TCFB TCFB_Blue =0x10; ///<蓝色
|
||||
constexpr const TCFB TCFB_Cb =0x20; ///<Cb
|
||||
constexpr const TCFB TCFB_Cr =0x40; ///<Cr
|
||||
|
||||
//constexpr const TCFB TCFB_NormalX =0x80;
|
||||
//constexpr const TCFB TCFB_NormalY =0x100;
|
||||
//constexpr const TCFB TCFB_NormalZ =0x200;
|
||||
//constexpr const TCFB TCFB_Metallic =0x400;
|
||||
//constexpr const TCFB TCFB_Roughness =0x800;
|
||||
//constexpr const TCFB TCFB_AO =0x1000;
|
||||
//constexpr const TCFB TCFB_Emissive =0x2000;
|
||||
//constexpr const TCFB TCFB_Specular =0x4000;
|
||||
//constexpr const TCFB TCFB_SpecularPower =0x8000;
|
||||
|
||||
constexpr const TCFB TCFB_RGB =TCFB_Red|TCFB_Green|TCFB_Blue;
|
||||
constexpr const TCFB TCFB_RGBA =TCFB_RGB|TCFB_Alpha;
|
||||
constexpr const TCFB TCFB_YCbCr =TCFB_Luminance|TCFB_Cb|TCFB_Cr;
|
||||
constexpr const TCFB TCFB_YCbCrAlpha =TCFB_YCbCr|TCFB_Alpha;
|
||||
constexpr const TCFB TCFB_LumAlpha =TCFB_Luminance|TCFB_Alpha;
|
||||
constexpr const TCFB TCFB_LumRGB =TCFB_Luminance|TCFB_RGB;
|
||||
//constexpr const TCFB TCFB_Normal2C =TCFB_NormalX|TCFB_NormalY;
|
||||
//constexpr const TCFB TCFB_Normal =TCFB_Normal2C|TCFB_NormalZ;
|
||||
|
||||
/**
|
||||
* 标准材质,依赖内建的Shader自动生成器
|
||||
*/
|
||||
struct StandardMaterial
|
||||
{
|
||||
struct
|
||||
};//struct StandardMaterial
|
||||
|
||||
/**
|
||||
* 标准2D材质
|
||||
*/
|
||||
struct Standard2DMaterial:public StandardMaterial
|
||||
{
|
||||
union
|
||||
{
|
||||
bool z_test :1; ///<是否进行Z测试
|
||||
bool z_write :1; ///<是否写入Z值
|
||||
struct
|
||||
{
|
||||
bool z_test :1; ///<是否进行Z测试
|
||||
bool z_write :1; ///<是否写入Z值
|
||||
|
||||
bool ortho_matrix :1; ///<是否使用ortho坐标系
|
||||
bool position_matrix:1; ///<是否包含pos变换矩阵
|
||||
bool color_uv :1; ///<是否包含颜色纹理坐标
|
||||
bool color_uv_matrix:1; ///<是否包含颜色纹理坐标变换矩阵
|
||||
bool alpha_uv :1; ///<是否包含透明纹理坐标
|
||||
bool alpha_uv_matrix:1; ///<是否包含透明纹理坐标变换矩阵
|
||||
};
|
||||
bool ortho_matrix :1; ///<是否使用ortho坐标系
|
||||
bool position_matrix:1; ///<是否包含pos变换矩阵
|
||||
bool color_uv :1; ///<是否包含颜色纹理坐标
|
||||
bool color_uv_matrix:1; ///<是否包含颜色纹理坐标变换矩阵
|
||||
bool alpha_uv :1; ///<是否包含透明纹理坐标
|
||||
bool alpha_uv_matrix:1; ///<是否包含透明纹理坐标变换矩阵
|
||||
};
|
||||
|
||||
uint8 flags;
|
||||
}vert;
|
||||
uint8 flags;
|
||||
}vert;
|
||||
|
||||
union
|
||||
{
|
||||
struct
|
||||
union
|
||||
{
|
||||
bool discard:1; ///<是否使用discard
|
||||
bool blur:1; ///<是否模糊
|
||||
};
|
||||
}frag;
|
||||
struct
|
||||
{
|
||||
bool discard:1; ///<是否使用discard
|
||||
bool blur:1; ///<是否模糊
|
||||
};
|
||||
}frag;
|
||||
|
||||
TCFB color_texture; ///<颜色纹理格式
|
||||
TCFB alpha_texture; ///<透明纹理格式(即便颜色纹理包含Alpha,也有可能存在独立的alpha纹理)
|
||||
TCFB color_texture; ///<颜色纹理格式
|
||||
TCFB alpha_texture; ///<透明纹理格式(即便颜色纹理包含Alpha,也有可能存在独立的alpha纹理)
|
||||
|
||||
PPFB color; ///<是否包含颜色缩放系数
|
||||
PPFB alpha; ///<是否包含alpha缩放系数
|
||||
PPFB color; ///<是否包含颜色缩放系数
|
||||
PPFB alpha; ///<是否包含alpha缩放系数
|
||||
uint8 color_format;
|
||||
|
||||
PPFB lum; ///<是否包含亮度调整
|
||||
PPFB hue; ///<是否包含色调调整
|
||||
PPFB contrast; ///<是否包含对比度调整
|
||||
PPFB lum; ///<是否包含亮度调整
|
||||
PPFB hue; ///<是否包含色调调整
|
||||
PPFB contrast; ///<是否包含对比度调整
|
||||
|
||||
PPFB outline; ///<是否描边
|
||||
PPFB outline; ///<是否描边
|
||||
|
||||
public:
|
||||
public:
|
||||
|
||||
CompOperatorMemcmp(const Standard2DMaterial &);
|
||||
CompOperatorMemcmp(const Standard2DMaterial &);
|
||||
|
||||
void Reset()
|
||||
void Reset()
|
||||
{
|
||||
hgl_zero(*this);
|
||||
}
|
||||
};//struct Standard2DMaterial:public StandardMaterial
|
||||
|
||||
struct Vertex2DNDCMaterial:public Standard2DMaterial
|
||||
{
|
||||
hgl_zero(*this);
|
||||
}
|
||||
};//struct Standard2DMaterial:public StandardMaterial
|
||||
Vertex2DNDCMaterial()
|
||||
{
|
||||
Reset();
|
||||
|
||||
color=PPFB_Vertex;
|
||||
}
|
||||
};
|
||||
}}//namespace hgl::graph
|
||||
|
50
src/ShaderGen/2d/VertexColor2DNDC.cpp
Normal file
50
src/ShaderGen/2d/VertexColor2DNDC.cpp
Normal file
@ -0,0 +1,50 @@
|
||||
#include<hgl/graph/mtl/StdMaterial.h>
|
||||
#include<hgl/graph/VKMaterial.h>
|
||||
#include<hgl/graph/VKDevice.h>
|
||||
#include<hgl/shadergen/MaterialCreateInfo.h>
|
||||
|
||||
STD_MTL_NAMESPACE_BEGIN
|
||||
MaterialCreateInfo *CreateVertexColor2DNDC()
|
||||
{
|
||||
MaterialCreateInfo *mci=new MaterialCreateInfo("VertexColor2DNDC", ///<名称,随便起
|
||||
1, ///<最终一个RT输出
|
||||
false); ///<无深度输出
|
||||
|
||||
//vertex部分
|
||||
{
|
||||
ShaderCreateInfoVertex *vsc=mci->GetVS();
|
||||
|
||||
vsc->AddInput(VAT_VEC2,VAN::Position);
|
||||
vsc->AddInput(VAT_VEC4,VAN::Color);
|
||||
|
||||
vsc->AddOutput(VAT_VEC4,"Color");
|
||||
|
||||
vsc->SetShaderCodes(R"(
|
||||
void main()
|
||||
{
|
||||
Output.Color=Color;
|
||||
|
||||
gl_Position=vec4(Position,0,1);
|
||||
})");
|
||||
}
|
||||
|
||||
//fragment部分
|
||||
{
|
||||
ShaderCreateInfoFragment *fsc=mci->GetFS();
|
||||
|
||||
fsc->AddOutput(VAT_VEC4,"Color");
|
||||
|
||||
fsc->SetShaderCodes(R"(
|
||||
void main()
|
||||
{
|
||||
Color=Input.Color;
|
||||
})");
|
||||
}
|
||||
|
||||
if(mci->CreateShader())
|
||||
return mci;
|
||||
|
||||
delete mci;
|
||||
return(nullptr);
|
||||
}
|
||||
STD_MTL_NAMESPACE_END
|
@ -1,6 +1,5 @@
|
||||
set(SHADERGEN_INCLUDE_PATH ${ROOT_INCLUDE_PATH}/hgl/shadergen)
|
||||
|
||||
|
||||
SET(SHADER_CREATER_HEADER_FILES ${SHADERGEN_INCLUDE_PATH}/ShaderCreateInfo.h
|
||||
${SHADERGEN_INCLUDE_PATH}/ShaderCreateInfoMap.h
|
||||
${SHADERGEN_INCLUDE_PATH}/ShaderCreateInfoVertex.h
|
||||
@ -21,35 +20,40 @@ SET(MATERIAL_CREATE_INFO_SOURCE_FILES MaterialCreateInfo.cpp)
|
||||
SOURCE_GROUP("Material Create Info" FILES ${MATERIAL_CREATE_INFO_HEADER_FILES}
|
||||
${MATERIAL_CREATE_INFO_SOURCE_FILES})
|
||||
|
||||
SET(SHADERGEN_HEADER_FILES ${SHADERGEN_INCLUDE_PATH}/ShaderDescriptorInfo.h
|
||||
SET(DESC_INFO_HEADER_FILES ${SHADERGEN_INCLUDE_PATH}/ShaderDescriptorInfo.h
|
||||
${SHADERGEN_INCLUDE_PATH}/MaterialDescriptorInfo.h)
|
||||
|
||||
SET(SHADERGEN_SOURCE_FILES
|
||||
#PMC.cpp
|
||||
# VertexPolicy.cpp
|
||||
ShaderDescriptorInfo.cpp
|
||||
MaterialDescriptorInfo.cpp
|
||||
)
|
||||
SET(DESC_INFO_SOURCE_FILES ShaderDescriptorInfo.cpp
|
||||
MaterialDescriptorInfo.cpp)
|
||||
|
||||
SOURCE_GROUP("Material Create Info\\Descriptor Info" FILES ${DESC_INFO_HEADER_FILES}
|
||||
${DESC_INFO_SOURCE_FILES})
|
||||
|
||||
SET(GLSL_COMPILER_SOURCE GLSLCompiler.h
|
||||
GLSLCompiler.cpp)
|
||||
|
||||
SOURCE_GROUP("GLSL Compiler" FILES ${GLSL_COMPILER_SOURCE})
|
||||
|
||||
SOURCE_GROUP("Material Create Info\\Descriptor Info" FILES ${SHADERGEN_HEADER_FILES}
|
||||
${SHADERGEN_SOURCE_FILES})
|
||||
|
||||
SET(STANDARD_MATERIAL_SOURCE ${SHADERGEN_INCLUDE_PATH}/StandardMaterial.h
|
||||
StandardMaterial.cpp)
|
||||
set(STD_MTL_HEADER_PATH ${ROOT_INCLUDE_PATH}/hgl/graph/mtl)
|
||||
|
||||
SET(STD_MTL_2D_HEADER_PATH ${STD_MTL_HEADER_PATH}/2d)
|
||||
|
||||
SET(STD_MTL_2D_SOURCE_FILES ${STD_MTL_2D_HEADER_PATH}/VertexColor2DNDC.h
|
||||
2d/VertexColor2DNDC.cpp)
|
||||
|
||||
SET(STANDARD_MATERIAL_SOURCE ${STD_MTL_HEADER_PATH}/StdMaterial.h)
|
||||
|
||||
SOURCE_GROUP("Standard Material" FILES ${STANDARD_MATERIAL_SOURCE})
|
||||
SOURCE_GROUP("Standard Material\\2D" FILES ${STD_MTL_2D_SOURCE_FILES})
|
||||
|
||||
add_cm_library(ULRE.ShaderGen "ULRE" ${SHADERGEN_HEADER_FILES}
|
||||
${SHADERGEN_SOURCE_FILES}
|
||||
add_cm_library(ULRE.ShaderGen "ULRE" ${DESC_INFO_HEADER_FILES}
|
||||
${DESC_INFO_SOURCE_FILES}
|
||||
${MATERIAL_CREATE_INFO_HEADER_FILES}
|
||||
${MATERIAL_CREATE_INFO_SOURCE_FILES}
|
||||
${SHADER_CREATER_HEADER_FILES}
|
||||
${SHADER_CREATER_SOURCE_FILES}
|
||||
${GLSL_COMPILER_SOURCE}
|
||||
${STANDARD_MATERIAL_SOURCE}
|
||||
${STD_MTL_2D_SOURCE_FILES}
|
||||
)
|
||||
|
Loading…
x
Reference in New Issue
Block a user