renamed values's name.
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0c669807d7
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@ -31,11 +31,11 @@ namespace
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if(!Std2DMaterial::BeginCustomShader())
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if(!Std2DMaterial::BeginCustomShader())
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return(false);
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return(false);
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if(mfd->mi.mi_bytes>0)
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if(mfd->mi_data.data_bytes>0)
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{
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{
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mci->SetMaterialInstance( mfd->mi.code,
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mci->SetMaterialInstance( mfd->mi_data.code,
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mfd->mi.mi_bytes,
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mfd->mi_data.data_bytes,
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mfd->mi.shader_stage_flag_bits);
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mfd->mi_data.shader_stage_flag_bits);
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}
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}
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for(const auto ubo:mfd->ubo_list)
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for(const auto ubo:mfd->ubo_list)
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@ -56,7 +56,7 @@ namespace
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template<VkShaderStageFlagBits ss,typename SD,typename SCI>
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template<VkShaderStageFlagBits ss,typename SD,typename SCI>
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SD *CommonProc(SCI *sc)
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SD *CommonProc(SCI *sc)
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{
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{
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SD *sd=(SD *)(mfd->shader[ss]);
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SD *sd=(SD *)(mfd->shader_data_map[ss]);
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if(!sd)
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if(!sd)
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return(nullptr);
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return(nullptr);
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@ -73,7 +73,7 @@ namespace
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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{
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{
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vsc->AddInput(mfd->via);
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vsc->AddInput(mfd->via_list);
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if(!Std2DMaterial::CustomVertexShader(vsc))
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if(!Std2DMaterial::CustomVertexShader(vsc))
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return(false);
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return(false);
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@ -112,7 +112,7 @@ MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &name,Material2DCreate
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if(!mfd)
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if(!mfd)
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return nullptr;
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return nullptr;
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if(mfd->mi.mi_bytes>0)
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if(mfd->mi_data.data_bytes>0)
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cfg->material_instance=true;
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cfg->material_instance=true;
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cfg->shader_stage_flag_bit=mfd->shader_stage_flag_bit;
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cfg->shader_stage_flag_bit=mfd->shader_stage_flag_bit;
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@ -44,11 +44,11 @@ namespace
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ubo.name);
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ubo.name);
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}
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}
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if(mfd->mi.mi_bytes>0)
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if(mfd->mi_data.data_bytes>0)
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{
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{
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mci->SetMaterialInstance(mfd->mi.code,
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mci->SetMaterialInstance(mfd->mi_data.code,
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mfd->mi.mi_bytes,
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mfd->mi_data.data_bytes,
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mfd->mi.shader_stage_flag_bits);
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mfd->mi_data.shader_stage_flag_bits);
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}
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}
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return true;
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return true;
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@ -57,7 +57,7 @@ namespace
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template<VkShaderStageFlagBits ss,typename SD,typename SCI>
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template<VkShaderStageFlagBits ss,typename SD,typename SCI>
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SD *CommonProc(SCI *sc)
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SD *CommonProc(SCI *sc)
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{
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{
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SD *sd=(SD *)(mfd->shader[ss]);
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SD *sd=(SD *)(mfd->shader_data_map[ss]);
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if(!sd)
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if(!sd)
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return (nullptr);
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return (nullptr);
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@ -74,7 +74,7 @@ namespace
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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{
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{
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vsc->AddInput(mfd->via);
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vsc->AddInput(mfd->via_list);
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if(!Std3DMaterial::CustomVertexShader(vsc))
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if(!Std3DMaterial::CustomVertexShader(vsc))
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return (false);
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return (false);
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@ -113,7 +113,7 @@ MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &name,Material3DCreate
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if(!mfd)
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if(!mfd)
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return nullptr;
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return nullptr;
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if(mfd->mi.mi_bytes>0)
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if(mfd->mi_data.data_bytes>0)
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cfg->material_instance=true;
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cfg->material_instance=true;
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cfg->shader_stage_flag_bit=mfd->shader_stage_flag_bit;
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cfg->shader_stage_flag_bit=mfd->shader_stage_flag_bit;
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@ -20,7 +20,7 @@ namespace material_file
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const char *code;
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const char *code;
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uint code_length;
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uint code_length;
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uint mi_bytes;
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uint data_bytes;
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uint32_t shader_stage_flag_bits;
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uint32_t shader_stage_flag_bits;
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};
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};
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@ -127,13 +127,13 @@ namespace material_file
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AnsiStringList require_list; ///<需求的内部模块(如LocalToWorld,Sun,Shadow等系统内置元素)
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AnsiStringList require_list; ///<需求的内部模块(如LocalToWorld,Sun,Shadow等系统内置元素)
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// AnsiStringList import_list; ///<引用的外部模块
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// AnsiStringList import_list; ///<引用的外部模块
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MaterialInstanceData mi{};
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MaterialInstanceData mi_data{};
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VIAList via; ///<Vertex Input
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VIAList via_list; ///<Vertex Input
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UBODataList ubo_list;
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UBODataList ubo_list;
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ShaderDataMap shader;
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ShaderDataMap shader_data_map;
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uint32_t shader_stage_flag_bit;
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uint32_t shader_stage_flag_bit;
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@ -306,7 +306,7 @@ namespace
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{
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{
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mid->code =code_parse.start;
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mid->code =code_parse.start;
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mid->code_length =code_parse.end-code_parse.start;
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mid->code_length =code_parse.end-code_parse.start;
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mid->mi_bytes =mi_bytes;
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mid->data_bytes =mi_bytes;
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mid->shader_stage_flag_bits =shader_stage_flag_bits;
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mid->shader_stage_flag_bits =shader_stage_flag_bits;
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}
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}
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}
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}
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@ -655,10 +655,10 @@ namespace
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parse=new MaterialBlockParse(&(mfd->require_list),&(mfd->ubo_list));
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parse=new MaterialBlockParse(&(mfd->require_list),&(mfd->ubo_list));
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else
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else
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if(state==MaterialFileBlock::MaterialInstance)
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if(state==MaterialFileBlock::MaterialInstance)
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parse=new MaterialInstanceBlockParse(&(mfd->mi));
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parse=new MaterialInstanceBlockParse(&(mfd->mi_data));
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else
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else
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if(state==MaterialFileBlock::VertexInput)
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if(state==MaterialFileBlock::VertexInput)
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parse=new VertexInputBlockParse(&(mfd->via));
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parse=new VertexInputBlockParse(&(mfd->via_list));
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else
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else
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if(state>=MaterialFileBlock::Vertex
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if(state>=MaterialFileBlock::Vertex
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&&state<=MaterialFileBlock::Fragment)
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&&state<=MaterialFileBlock::Fragment)
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@ -689,7 +689,7 @@ namespace
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if(!sd)
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if(!sd)
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return(false);
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return(false);
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mfd->shader.Add(sd->GetShaderStage(),sd);
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mfd->shader_data_map.Add(sd->GetShaderStage(),sd);
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mfd->shader_stage_flag_bit|=sd->GetShaderStage();
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mfd->shader_stage_flag_bit|=sd->GetShaderStage();
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}
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}
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