added a standard material that it's VertexColor2DNDC.

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-03-21 21:01:16 +08:00
parent d26cae0086
commit 8bf1ad2a46
6 changed files with 190 additions and 136 deletions

View File

@ -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;
}

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@ -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

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@ -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

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@ -1,8 +1,8 @@
#include<hgl/shadergen/ShaderDescriptorInfo.h>
#include<hgl/CompOperator.h>
namespace hgl{namespace graph{
namespace hgl{namespace graph
{
using ParamPreciseFlagBits=uint8;
using PPFB=ParamPreciseFlagBits;
@ -85,6 +85,7 @@ struct Standard2DMaterial:public StandardMaterial
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
@ -101,4 +102,14 @@ public:
hgl_zero(*this);
}
};//struct Standard2DMaterial:public StandardMaterial
struct Vertex2DNDCMaterial:public Standard2DMaterial
{
Vertex2DNDCMaterial()
{
Reset();
color=PPFB_Vertex;
}
};
}}//namespace hgl::graph

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@ -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

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@ -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}
)