texture_rect_array was run OK!
This commit is contained in:
parent
9a7e711658
commit
c15fbf8252
@ -8,6 +8,7 @@
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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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#include<hgl/filesystem/Filename.h>
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using namespace hgl;
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using namespace hgl::graph;
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@ -16,15 +17,15 @@ VK_NAMESPACE_BEGIN
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//Texture2D *CreateTexture2DFromFile(GPUDevice *device,const OSString &filename);
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VK_NAMESPACE_END
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constexpr uint32_t SCREEN_WIDTH=512;
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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 float position_data[4]=
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float position_data[4]=
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{
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0, //left
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0, //top
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0.5, //right
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1 //bottom
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0, //left
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0, //top
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1, //right
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1 //bottom
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};
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constexpr float tex_coord_data[4]=
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@ -33,100 +34,154 @@ constexpr float tex_coord_data[4]=
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1,1
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};
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constexpr const os_char *tex_filename[]=
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{
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OS_TEXT("001-online resume.Tex2D"),
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OS_TEXT("002-salary.Tex2D"),
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OS_TEXT("003-application.Tex2D"),
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OS_TEXT("004-job interview.Tex2D")
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};
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constexpr const size_t TexCount=sizeof(tex_filename)/sizeof(os_char *);
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class TestApp:public VulkanApplicationFramework
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{
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private:
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SceneNode render_root;
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RenderList * render_list =nullptr;
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Texture2DArray * texture =nullptr;
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Sampler * sampler =nullptr;
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MaterialInstance * material_instance =nullptr;
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Renderable * render_obj =nullptr;
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Pipeline * pipeline =nullptr;
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Material * material =nullptr;
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Pipeline * pipeline =nullptr;
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DeviceBuffer * tex_id_ubo =nullptr;
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struct
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{
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MaterialInstance * mi;
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Renderable * r;
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}render_obj[TexCount]{};
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private:
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bool InitTexture()
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{
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texture=db->CreateTexture2DArray( 512,512, ///<纹理尺寸
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TexCount, ///<纹理层数
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PF_BC1_RGBAUN, ///<纹理格式
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false); ///<是否自动产生mipmaps
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if(!texture)return(false);
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OSString filename;
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for(uint i=0;i<TexCount;i++)
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{
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filename=filesystem::MergeFilename(OS_TEXT("res/image/icon/freepik"),tex_filename[i]);
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if(!db->LoadTexture2DToArray(texture,i,filename))
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return(false);
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}
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return(true);
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}
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bool InitMaterial()
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{
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"RectTexture2DArray");
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cfg.coordinate_system=CoordinateSystem2D::ZeroToOne;
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cfg.local_to_world=false;
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cfg.local_to_world=true;
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateRectTexture2DArray(&cfg);
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material_instance=db->CreateMaterialInstance(mci);
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material=db->CreateMaterial(mci);
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if(!material_instance)
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if(!material)
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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::SolidRectangles); //等同上一行,为Framework重载,默认使用swapchain的render target
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pipeline=CreatePipeline(material,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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texture=this->device->CreateTexture2DArray( 512,512, ///<纹理尺寸
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2, ///<纹理层数
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PF_BC1_RGBAUN, ///<纹理格式
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false); ///<是否自动产生mipmaps
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if(!texture)return(false);
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db->LoadTexture2DToArray(texture,0,OS_TEXT("res/image/icon/freepik/001-online resume.Tex2D"));
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db->LoadTexture2DToArray(texture,1,OS_TEXT("res/image/icon/freepik/002-salary.Tex2D"));
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sampler=db->CreateSampler();
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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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if(!material->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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for(uint32_t i=0;i<TexCount;i++)
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{
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render_obj[i].mi=db->CreateMaterialInstance(material);
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if(!render_obj[i].mi)
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return(false);
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render_obj[i].mi->WriteMIData(i); //设置MaterialInstance的数据
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}
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return(true);
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}
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bool InitUBO()
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{
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tex_id_ubo=db->CreateUBO(sizeof(uint32_t));
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uint id=0;
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tex_id_ubo->Write(&id,sizeof(uint32_t));
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return material_instance->BindUBO(DescriptorSetType::Global,"TexID",tex_id_ubo);
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}
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bool InitVBO()
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bool InitVBOAndRenderList()
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{
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RenderablePrimitiveCreater rpc(db,1);
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position_data[2]=1.0f/float(TexCount);
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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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render_obj=rpc.Create(material_instance,pipeline);
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return(render_obj);
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Vector3f offset(1.0f/float(TexCount),0,0);
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for(uint32_t i=0;i<TexCount;i++)
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{
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render_obj[i].r=rpc.Create(render_obj[i].mi,pipeline);
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if(!render_obj[i].r)
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return(false);
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offset.x=position_data[2]*float(i);
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render_root.CreateSubNode(translate(offset),render_obj[i].r);
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}
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render_root.RefreshMatrix();
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render_list->Expend(&render_root);
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return(true);
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}
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public:
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~TestApp()
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{
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SAFE_CLEAR(render_list);
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}
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bool Init()
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{
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if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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if(!VulkanApplicationFramework::Init(SCREEN_WIDTH*TexCount,SCREEN_HEIGHT))
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return(false);
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render_list=new RenderList(device);
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if(!InitTexture())
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return(false);
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if(!InitMaterial())
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return(false);
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if(!InitUBO())
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if(!InitVBOAndRenderList())
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return(false);
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if(!InitVBO())
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return(false);
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BuildCommandBuffer(render_obj);
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BuildCommandBuffer(render_list);
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return(true);
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}
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@ -135,7 +190,7 @@ public:
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{
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VulkanApplicationFramework::Resize(w,h);
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BuildCommandBuffer(render_obj);
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BuildCommandBuffer(render_list);
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}
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};//class TestApp:public VulkanApplicationFramework
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return ubo_camera_info;
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}
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bool BindCameraUBO(MaterialInstance *mi)
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bool BindCameraUBO(Material *mtl)
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{
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return mi->BindUBO(DescriptorSetType::Global,"g_camera",ubo_camera_info);
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return mtl->BindUBO(DescriptorSetType::Global,"g_camera",ubo_camera_info);
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}
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virtual void BuildCommandBuffer(uint32_t index)=0;
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bool Release(VIL *);
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const uint GetVILCount();
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public:
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bool BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false);
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bool BindSSBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false);
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bool BindImageSampler(const DescriptorSetType &type,const AnsiString &name,Texture *tex,Sampler *sampler);
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public:
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const bool HasMI ()const{return mi_data_bytes>0;}
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template<typename T>
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void WriteMIData (const T &data){WriteMIData(&data,sizeof(T));} ///<写入材质实例数据
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bool BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false);
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bool BindSSBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false);
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bool BindImageSampler(const DescriptorSetType &type,const AnsiString &name,Texture *tex,Sampler *sampler);
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};//class MaterialInstance
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_MATERIAL_INSTANCE_INCLUDE
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@ -117,6 +117,7 @@ public: //texture
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Texture2D * LoadTexture2D(const OSString &,bool auto_mipmaps=false);
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TextureCube * LoadTextureCube(const OSString &,bool auto_mipmaps=false);
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Texture2DArray * CreateTexture2DArray(const uint32_t width,const uint32_t height,const uint32_t layer,const VkFormat &fmt,bool auto_mipmaps=false);
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bool LoadTexture2DToArray(Texture2DArray *,const uint32_t layer,const OSString &);
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public: //Get
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if(assign_binding_count<=0)return;
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mi->BindUBO(DescriptorSetType::PerFrame,mtl::SBS_LocalToWorld.name,ubo_l2w);
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mi->BindUBO(DescriptorSetType::MaterialInstance,mtl::SBS_MaterialInstance.name,ubo_mi);
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Material *mtl=mi->GetMaterial();
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mtl->BindUBO(DescriptorSetType::PerFrame,mtl::SBS_LocalToWorld.name,ubo_l2w);
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mtl->BindUBO(DescriptorSetType::MaterialInstance,mtl::SBS_MaterialInstance.name,ubo_mi);
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}
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void RenderAssignBuffer::Clear()
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@ -66,4 +66,43 @@ const uint Material::GetVILCount()
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{
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return vertex_input->GetInstanceCount();
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}
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bool Material::BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic)
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{
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MaterialParameters *mp=GetMP(type);
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if(!mp)
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return(false);
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if(!mp->BindUBO(name,ubo,dynamic))return(false);
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mp->Update();
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return(true);
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}
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bool Material::BindSSBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic)
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{
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MaterialParameters *mp=GetMP(type);
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if(!mp)
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return(false);
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if(!mp->BindSSBO(name,ubo,dynamic))return(false);
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mp->Update();
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return(true);
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}
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bool Material::BindImageSampler(const DescriptorSetType &type,const AnsiString &name,Texture *tex,Sampler *sampler)
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{
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MaterialParameters *mp=GetMP(type);
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if(!mp)
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return(false);
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if(!mp->BindImageSampler(name,tex,sampler))return(false);
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mp->Update();
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return(true);
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}
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VK_NAMESPACE_END
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@ -54,43 +54,4 @@ MaterialInstance::MaterialInstance(Material *mtl,VIL *v,const int id)
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mi_id=id;
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}
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bool MaterialInstance::BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic)
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{
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MaterialParameters *mp=material->GetMP(type);
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if(!mp)
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return(false);
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if(!mp->BindUBO(name,ubo,dynamic))return(false);
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mp->Update();
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return(true);
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}
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bool MaterialInstance::BindSSBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic)
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{
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MaterialParameters *mp=material->GetMP(type);
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if(!mp)
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return(false);
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if(!mp->BindSSBO(name,ubo,dynamic))return(false);
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mp->Update();
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return(true);
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}
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bool MaterialInstance::BindImageSampler(const DescriptorSetType &type,const AnsiString &name,Texture *tex,Sampler *sampler)
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{
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MaterialParameters *mp=material->GetMP(type);
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if(!mp)
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return(false);
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if(!mp->BindImageSampler(name,tex,sampler))return(false);
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mp->Update();
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return(true);
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}
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VK_NAMESPACE_END
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@ -147,6 +147,16 @@ Texture2D *RenderResource::LoadTexture2D(const OSString &filename,bool auto_mipm
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return tex;
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}
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Texture2DArray *RenderResource::CreateTexture2DArray(const uint32_t width,const uint32_t height,const uint32_t layer,const VkFormat &fmt,bool auto_mipmaps)
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{
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Texture2DArray *ta=device->CreateTexture2DArray(width,height,layer,fmt,auto_mipmaps);
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if(ta)
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Add(ta);
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return ta;
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}
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bool LoadTexture2DLayerFromFile(GPUDevice *device,Texture2DArray *t2d,const uint32_t layer,const OSString &filename,bool auto_mipmaps);
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bool RenderResource::LoadTexture2DToArray(Texture2DArray *ta,const uint32_t layer,const OSString &filename)
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@ -7,9 +7,13 @@
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STD_MTL_NAMESPACE_BEGIN
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namespace
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{
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constexpr const char mi_codes[]="uvec4 id;"; //材质实例代码
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constexpr const uint32_t mi_bytes=sizeof(Vector4u); //材质实例数据大小
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constexpr const char vs_main[]=R"(
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void main()
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{
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HandoverMI();
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Output.TexCoord=TexCoord;
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gl_Position=GetPosition2D();
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@ -26,26 +30,20 @@ void main()
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vec2 tlt=Input[0].TexCoord.xy;
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vec2 trb=Input[0].TexCoord.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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HandoverMI();gl_Position=vec4(vlt, vec2(0,1));Output.TexCoord=tlt; EmitVertex();
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HandoverMI();gl_Position=vec4(vlt.x, vrb.y, vec2(0,1));Output.TexCoord=vec2(tlt.x,trb.y); EmitVertex();
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HandoverMI();gl_Position=vec4(vrb.x, vlt.y, vec2(0,1));Output.TexCoord=vec2(trb.x,tlt.y); EmitVertex();
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HandoverMI();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 ShaderBufferSource SBS_TextureID=
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{
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"TextureID",
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"TexID",
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"uint id;"
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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,vec3(Input.TexCoord,TexID.id));
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MaterialInstance mi=GetMI();
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Color=texture(TextureColor,vec3(Input.TexCoord,mi.id.x));
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})";
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class MaterialRectTexture2D:public Std2DMaterial
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@ -57,19 +55,26 @@ void main()
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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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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if(cfg->local_to_world)
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{
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RANGE_CHECK_RETURN_FALSE(cfg->coordinate_system)
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mci->SetLocalToWorld(VK_SHADER_STAGE_ALL_GRAPHICS);
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vsc->AddInput(VAT_VEC4,VAN::Position);
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vsc->AddAssign();
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vsc->AddFunction(func::GetPosition2DRectL2W[size_t(cfg->coordinate_system)]);
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}
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else
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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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}
|
||||
if(cfg->coordinate_system==CoordinateSystem2D::Ortho)
|
||||
{
|
||||
mci->AddUBO(VK_SHADER_STAGE_VERTEX_BIT,
|
||||
DescriptorSetType::Global,
|
||||
SBS_ViewportInfo);
|
||||
}
|
||||
|
||||
vsc->AddInput(VAT_VEC4,VAN::TexCoord);
|
||||
@ -92,10 +97,6 @@ void main()
|
||||
|
||||
bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
|
||||
{
|
||||
mci->AddUBO(VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
DescriptorSetType::Global,
|
||||
SBS_TextureID);
|
||||
|
||||
mci->AddSampler(VK_SHADER_STAGE_FRAGMENT_BIT,DescriptorSetType::PerMaterial,SamplerType::Sampler2DArray,mtl::SamplerName::Color);
|
||||
|
||||
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。
|
||||
@ -103,6 +104,16 @@ void main()
|
||||
fsc->SetMain(fs_main);
|
||||
return(true);
|
||||
}
|
||||
|
||||
bool EndCustomShader() override
|
||||
{
|
||||
mci->SetMaterialInstance( mi_codes, //材质实例glsl代码
|
||||
mi_bytes, //材质实例数据大小
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT); //只在Fragment Shader中使用材质实例最终数据
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
};//class MaterialRectTexture2D:public Std2DMaterial
|
||||
}//namespace
|
||||
|
||||
|
@ -242,6 +242,9 @@ bool MaterialCreateInfo::CreateShader()
|
||||
|
||||
if(sc->GetShaderStage()==VK_SHADER_STAGE_VERTEX_BIT)
|
||||
sc->AddFunction(mtl::func::HandoverMI_VS);
|
||||
else
|
||||
if(sc->GetShaderStage()==VK_SHADER_STAGE_GEOMETRY_BIT)
|
||||
sc->AddFunction(mtl::func::HandoverMI_GS);
|
||||
else
|
||||
sc->AddFunction(mtl::func::HandoverMI);
|
||||
}
|
||||
|
@ -21,10 +21,17 @@ void HandoverMI()
|
||||
}
|
||||
)";
|
||||
|
||||
constexpr const char HandoverMI_GS[]=R"(
|
||||
void HandoverMI()
|
||||
{
|
||||
Output.MaterialInstanceID=Input[0].MaterialInstanceID;
|
||||
}
|
||||
)";
|
||||
|
||||
constexpr const char HandoverMI[]=R"(
|
||||
void HandoverMI()
|
||||
{
|
||||
Output.MaterialInstanceID=Assign.y;
|
||||
Output.MaterialInstanceID=Input.MaterialInstanceID;
|
||||
}
|
||||
)";
|
||||
|
||||
|
@ -29,6 +29,39 @@ vec4 GetPosition2D()
|
||||
|
||||
return vec4(lt.xy,rb.xy);
|
||||
}
|
||||
)"
|
||||
};
|
||||
|
||||
constexpr const char *GetPosition2DRectL2W[size_t(CoordinateSystem2D::RANGE_SIZE)]=
|
||||
{
|
||||
R"(
|
||||
vec4 GetPosition2D()
|
||||
{
|
||||
vec4 lt=GetLocalToWorld()*vec4(Position.xy,0,1);
|
||||
vec4 rb=GetLocalToWorld()*vec4(Position.zw,0,1);
|
||||
|
||||
return vec4(lt.xy,rb.xy);
|
||||
}
|
||||
)",
|
||||
|
||||
R"(
|
||||
vec4 GetPosition2D()
|
||||
{
|
||||
vec4 lt=GetLocalToWorld()*vec4(Position.xy,0,1);
|
||||
vec4 rb=GetLocalToWorld()*vec4(Position.zw,0,1);
|
||||
|
||||
return vec4(lt.xy,rb.xy)*2-1;
|
||||
}
|
||||
)",
|
||||
|
||||
R"(
|
||||
vec4 GetPosition2D()
|
||||
{
|
||||
vec4 lt=viewport.ortho_matrix*GetLocalToWorld()*vec4(Position.xy,0,1);
|
||||
vec4 rb=viewport.ortho_matrix*GetLocalToWorld()*vec4(Position.zw,0,1);
|
||||
|
||||
return vec4(lt.xy,rb.xy);
|
||||
}
|
||||
)"
|
||||
};
|
||||
}//namespace func
|
||||
|
Loading…
x
Reference in New Issue
Block a user