added M_RectTexture2D.cpp
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@ -37,14 +37,6 @@ constexpr float tex_coord_data[VERTEX_COUNT][2]=
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{0,1}
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};
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constexpr float color_data[VERTEX_COUNT][4]=
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{
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{1,0,0,1},
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{1,1,0,1},
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{0,1,0,1},
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{0,1,1,1}
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};
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class TestApp:public VulkanApplicationFramework
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{
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private:
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@ -1,10 +1,12 @@
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// 2.texture_rect
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// 该示例是1.indices_rect的进化,演示在矩形上贴上贴图
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// texture rect
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// 画一个带纹理的矩形,2D模式专用
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#include"VulkanAppFramework.h"
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#include<hgl/graph/VKTexture.h>
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#include<hgl/graph/VKSampler.h>
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#include<hgl/graph/VKInlinePipeline.h>
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#include<hgl/graph/VKRenderablePrimitiveCreater.h>
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#include<hgl/graph/mtl/2d/Material2DCreateConfig.h>
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#include<hgl/math/Math.h>
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using namespace hgl;
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@ -17,30 +19,16 @@ VK_NAMESPACE_END
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constexpr uint32_t SCREEN_WIDTH=256;
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constexpr uint32_t SCREEN_HEIGHT=256;
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constexpr uint32_t VERTEX_COUNT=4;
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constexpr float position_data[VERTEX_COUNT][2]=
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constexpr float position_data[4]=
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{
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{0, 0},
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{SCREEN_WIDTH, 0},
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{0, SCREEN_HEIGHT},
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{SCREEN_WIDTH, SCREEN_HEIGHT}
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-1,-1,
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2,2
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};
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constexpr float tex_coord_data[VERTEX_COUNT][2]=
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constexpr float tex_coord_data[4]=
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{
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{0,0},
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{1,0},
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{0,1},
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{1,1}
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};
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constexpr uint32_t INDEX_COUNT=6;
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constexpr uint16 index_data[INDEX_COUNT]=
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{
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0,1,3,
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0,3,2
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0,0,
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1,1
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};
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class TestApp:public VulkanApplicationFramework
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@ -50,21 +38,28 @@ private:
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Texture2D * texture =nullptr;
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Sampler * sampler =nullptr;
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MaterialInstance * material_instance =nullptr;
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Renderable * renderable =nullptr;
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Renderable * render_obj =nullptr;
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Pipeline * pipeline =nullptr;
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private:
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bool InitMaterial()
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{
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material_instance=db->CreateMaterialInstance(OS_TEXT("res/material/Texture2D"));
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if(!material_instance)return(false);
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"RectTexture2D");
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BindCameraUBO(material_instance);
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cfg.coordinate_system=CoordinateSystem2D::NDC;
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cfg.local_to_world=false;
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateRectTexture2D(&cfg);
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material_instance=db->CreateMaterialInstance(mci);
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if(!material_instance)
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return(false);
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行,为Framework重载,默认使用swapchain的render target
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pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::SolidRectangles); //等同上一行,为Framework重载,默认使用swapchain的render target
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if(!pipeline)
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return(false);
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@ -73,23 +68,24 @@ private:
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sampler=db->CreateSampler();
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if(!material_instance->BindImageSampler(DescriptorSetType::Value,"tex",texture,sampler))return(false);
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if(!material_instance->BindImageSampler(DescriptorSetType::PerMaterial, ///<描述符合集
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mtl::SamplerName::Color, ///<采样器名称
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texture, ///<纹理
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sampler)) ///<采样器
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return(false);
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return(true);
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}
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bool InitVBO()
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{
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auto primitive=db->CreatePrimitive(VERTEX_COUNT);
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if(!primitive)return(false);
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RenderablePrimitiveCreater rpc(db,1);
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if(!primitive->Set(VAN::Position,db->CreateVBO(VF_V2F,VERTEX_COUNT,position_data)))return(false);
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if(!primitive->Set(VAN::TexCoord,db->CreateVBO(VF_V2F,VERTEX_COUNT,tex_coord_data)))return(false);
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if(!primitive->Set(db->CreateIBO16(INDEX_COUNT,index_data)))return(false);
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if(!rpc.SetVBO(VAN::Position,VF_V4F,position_data))return(false);
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if(!rpc.SetVBO(VAN::TexCoord,VF_V4F,tex_coord_data))return(false);
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renderable=db->CreateRenderable(primitive,material_instance,pipeline);
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return(true);
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render_obj=rpc.Create(material_instance,pipeline);
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return(render_obj);
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}
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public:
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@ -105,7 +101,7 @@ public:
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if(!InitVBO())
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return(false);
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BuildCommandBuffer(renderable);
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BuildCommandBuffer(render_obj);
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return(true);
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}
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@ -114,7 +110,7 @@ public:
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{
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VulkanApplicationFramework::Resize(w,h);
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BuildCommandBuffer(renderable);
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BuildCommandBuffer(render_obj);
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}
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};//class TestApp:public VulkanApplicationFramework
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@ -32,5 +32,6 @@ namespace SamplerName
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MaterialCreateInfo *CreateVertexColor2D(const Material2DCreateConfig *);
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MaterialCreateInfo *CreatePureColor2D(const Material2DCreateConfig *);
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MaterialCreateInfo *CreatePureTexture2D(const Material2DCreateConfig *);
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MaterialCreateInfo *CreateRectTexture2D(const Material2DCreateConfig *);
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STD_MTL_NAMESPACE_END
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#endif//HGL_GRAPH_MTL_2D_CREATE_CONFIG_INCLUDE
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105
src/ShaderGen/2d/M_RectTexture2D.cpp
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105
src/ShaderGen/2d/M_RectTexture2D.cpp
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@ -0,0 +1,105 @@
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#include"Std2DMaterial.h"
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#include<hgl/shadergen/MaterialCreateInfo.h>
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#include<hgl/graph/mtl/2d/Material2DCreateConfig.h>
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#include"common/MFRectPrimitive.h"
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#include<hgl/graph/mtl/UBOCommon.h>
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STD_MTL_NAMESPACE_BEGIN
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namespace
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{
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constexpr const char vs_main[]=R"(
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void main()
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{
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Output.TexCoord=TexCoord;
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gl_Position=RectVertexPosition(GetPosition2D());
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})";
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//一个shader中输出的所有数据,会被定义在一个名为Output的结构中。所以编写时要用Output.XXXX来使用。
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//而同时,这个结构在下一个Shader中以Input名称出现,使用时以Input.XXX的形式使用。
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constexpr const char gs_main[]=R"(
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void main()
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{
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vec2 vlt=gl_in[0].gl_Position.xy;
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vec2 vrb=gl_in[0].gl_Position.zw;
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vec2 tlt=Input.TexCoord[0].xy;
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vec2 trb=Input.TexCoord[0].zw;
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gl_Position=vec4(vlt, vec2(0,1));Output.TexCoord=tlt; EmitVertex();
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gl_Position=vec4(vlt.x, vrb.y, vec2(0,1));Output.TexCoord=vec2(tlt.x,trb.y); EmitVertex();
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gl_Position=vec4(vrb.x, vlt.y, vec2(0,1));Output.TexCoord=vec2(trb.x,tlt.y); EmitVertex();
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gl_Position=vec4(vrb, vec2(0,1));Output.TexCoord=trb; EmitVertex();
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EndPrimitive();
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})";
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constexpr const char fs_main[]=R"(
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void main()
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{
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Color=texture(TextureColor,Input.TexCoord);
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})";
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class MaterialPureTexture2D:public Std2DMaterial
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{
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public:
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using Std2DMaterial::Std2DMaterial;
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~MaterialPureTexture2D()=default;
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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{
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{
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RANGE_CHECK_RETURN_FALSE(cfg->coordinate_system)
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vsc->AddInput(VAT_VEC4,VAN::Position);
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vsc->AddFunction(func::GetPosition2DRect[size_t(cfg->coordinate_system)]);
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if(cfg->coordinate_system==CoordinateSystem2D::Ortho)
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{
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mci->AddUBO(VK_SHADER_STAGE_VERTEX_BIT,
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DescriptorSetType::Global,
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SBS_ViewportInfo);
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}
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}
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vsc->AddInput(VAT_VEC4,VAN::TexCoord);
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vsc->AddOutput(VAT_VEC4,"TexCoord");
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vsc->AddFunction(func::RectVertexPosition);
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vsc->SetMain(vs_main);
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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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gsc->SetGeom(Prim::Points,Prim::TriangleStrip,4);
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gsc->AddOutput(VAT_VEC2,"TexCoord");
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gsc->SetMain(fs_main);
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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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mci->AddSampler(VK_SHADER_STAGE_FRAGMENT_BIT,DescriptorSetType::PerMaterial,SamplerType::Sampler2D,mtl::SamplerName::Color);
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fsc->AddOutput(VAT_VEC4,"Color"); //Fragment shader的输出等于最终的RT了,所以这个名称其实随便起。
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fsc->SetMain(fs_main);
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return(true);
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}
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};//class MaterialPureTexture2D:public Std2DMaterial
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}//namespace
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MaterialCreateInfo *CreatePureTexture2D(const mtl::Material2DCreateConfig *cfg)
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{
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MaterialPureTexture2D mvc2d(cfg);
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return mvc2d.Create();
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}
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STD_MTL_NAMESPACE_END
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@ -49,9 +49,10 @@ SET(STD_MTL_2D_HEADER_PATH ${STD_MTL_HEADER_PATH}/2d)
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SET(STD_MTL_2D_SOURCE_FILES ${STD_MTL_2D_HEADER_PATH}/Material2DCreateConfig.h
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2d/Std2DMaterial.h
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2d/Std2DMaterial.cpp
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2d/VertexColor2D.cpp
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2d/PureColor2D.cpp
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2d/PureTexture2D.cpp)
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2d/M_VertexColor2D.cpp
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2d/M_PureColor2D.cpp
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2d/M_PureTexture2D.cpp
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2d/M_RectTexture2D.cpp)
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SET(STD_MTL_SOURCE ${STD_MTL_HEADER_PATH}/MaterialConfig.h
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${STD_MTL_HEADER_PATH}/StdMaterial.h
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46
src/ShaderGen/common/MFRectPrimitive.h
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46
src/ShaderGen/common/MFRectPrimitive.h
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@ -0,0 +1,46 @@
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#pragma once
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#include<hgl/graph/mtl/StdMaterial.h>
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STD_MTL_NAMESPACE_BEGIN
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namespace func
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{
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constexpr const char *GetPosition2DRect[size_t(CoordinateSystem2D::RANGE_SIZE)]=
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{
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R"(
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vec4 GetPosition2D()
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{
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return Position;
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}
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)",
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R"(
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vec4 GetPosition2D()
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{
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return vec4(Position.xy*2-1,Position.zw);
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}
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)",
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R"(
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vec4 GetPosition2D()
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{
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vec4 tmp=viewport.ortho_matrix*vec4(Position.xy,0,1);
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return vec4(tmp.xy,Position.zw);
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}
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)"
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};
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constexpr const char RectVertexPosition[]=R"(
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vec4 RectVertexPosition(vec4 pos)
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{
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vec4 lt=vec4(pos.xy,vec2(0,1));
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vec4 rb=vec4(pos.zw,vec2(0,1));
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vec4 lt_fin=g_camera.ortho*lt;
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vec4 rb_fin=g_camera.ortho*rb;
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return vec4(lt_fin.xy,rb_fin.xy);
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}
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)";
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}//namespace func
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STD_MTL_NAMESPACE_END
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