splite to many header files from shader's node/param

This commit is contained in:
hyzboy 2019-12-10 21:52:10 +08:00
parent 35c89fed56
commit c37a858524
18 changed files with 310 additions and 136 deletions

2
CMCore

@ -1 +1 @@
Subproject commit 2d8da351ba88ffa0d5dee39268215090ac4785b7
Subproject commit 2d9765839e0446292ae96ce126c01ffb04bc30a7

@ -1 +1 @@
Subproject commit 17b14af957b057de41e00752df9e9e58cf970eec
Subproject commit ddf56c70160fcb96b12af58beceed22e1a1a1aea

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@ -1,8 +1,8 @@
#ifndef HGL_SHADER_MAKER_INCLUDE
#define HGL_SHADER_MAKER_INCLUDE
#ifndef HGL_GRAPH_SHADER_MAKER_INCLUDE
#define HGL_GRAPH_SHADER_MAKER_INCLUDE
namespace hgl
{
}//namespace hgl
#endif//HGL_SHADER_MAKER_INCLUDE
#endif//HGL_GRAPH_SHADER_MAKER_INCLUDE

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@ -1,80 +0,0 @@
#ifndef HGL_SHADER_NODE_INCLUDE
#define HGL_SHADER_NODE_INCLUDE
#define SHADER_NODE_NAMESPACE hgl::graph::shader::node
#define BEGIN_SHADER_NODE_NAMESPACE namespace hgl{namespace graph{namespace shader{namespace node{
#define END_SHADER_NODE_NAMESPACE }}}}
BEGIN_SHADER_NODE_NAMESPACE
/**
* Shader Shader的基础
*/
class Node
{
UTF8String type_name; ///<节点类型本身的名称
UTF8String name; ///<节点用户自定义名称
public:
Node(const UTF8String &n){type_name=n;}
virtual ~Node()=default;
};//class Node
/**
*
*/
class Input:virtual public Node
{
public:
ObjectList<InputParam> input_params;
public:
using Node::Node;
virtual ~InputNode()=default;
};//class InputNode
/**
*
*/
class Output:virtual public Node
{
public:
ObjectList<OutputParam> output_params;
public:
using Node::Node;
virtual ~OutputNode()=default;
};//
/**
*
*/
class InputOutput:public Node
{
public:
ObjectList<InputParam> input_params;
ObjectList<OutputParam> output_params;
public:
using Node::Node;
virtual ~InputOutputNode()=default;
};//
/**
*
*/
class Finish:virtual public InputNode
{
public:
using InputNode::InputNode;
virtual ~FinishNode()=default;
};//
BEGIN_SHADER_NODE_NAMESPACE
#endif//HGL_SHADER_NODE_INCLUDE

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@ -1,12 +0,0 @@
#ifndef HGL_SHADER_NODE_DEFINE_INCLUDE
#define HGL_SHADER_NODE_DEFINE_INCLUDE
BEGIN_SHADER_NODE_NAMESPACE
class Bool
{
public:
};//class Bool
END_SHADER_NODE_NAMESPACE
#endif//HGL_SHADER_NODE_DEFINE_INCLUDE

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@ -0,0 +1,12 @@
#ifndef HGL_GRAPH_SHADER_NODE_DEFINE_INCLUDE
#define HGL_GRAPH_SHADER_NODE_DEFINE_INCLUDE
BEGIN_SHADER_NODE_NAMESPACE
class Bool
{
public:
};//class Bool
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_NODE_DEFINE_INCLUDE

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@ -0,0 +1,61 @@
#ifndef HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE
#define HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE
#include<hgl/graph/shader/node/in.h>
#include<hgl/graph/shader/param/in.h>
BEGIN_SHADER_NODE_NAMESPACE
/**
*
*/
class Finished:public Input
{
public:
using Input::Input;
virtual ~Finished()=default;
};//class Finished:public Input
/**
*
*/
class VertexFinished:public Finished
{
public:
VertexFinished():Finished("Vertex Output")
{
}
};//class VertexFinished:public FinishedNode
/**
*
*/
class ForwardFinished:public Finished
{
public:
ForwardFinished():Finished("Forward Output")
{
}
};//class ForwardFinished:public Finished
/**
* GBuffer最终输出节点
*/
class GBufferFinished:public Finished
{
public:
GBufferFinished():Finished("GBuffer Output")
{
SHADER_INPUT_PARAM(BaseColor, FLOAT_3)
SHADER_INPUT_PARAM(Normal, FLOAT_3)
SHADER_INPUT_PARAM(Metallic, FLOAT_1)
SHADER_INPUT_PARAM(Roughness, FLOAT_1)
SHADER_INPUT_PARAM(Opacity, FLOAT_1)
SHADER_INPUT_PARAM(DepthOffset, FLOAT_1)
}
};//class GBufferFinished:public FinishedNode
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE

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@ -0,0 +1,23 @@
#ifndef HGL_GRAPH_SHADER_NODE_INPUT_INCLUDE
#define HGL_GRAPH_SHADER_NODE_INPUT_INCLUDE
#include<hgl/graph/shader/node/node.h>
#include<hgl/graph/shader/param/in.h>
BEGIN_SHADER_NODE_NAMESPACE
/**
*
*/
class Input:public Node
{
protected:
ObjectList<InputParam> input_params;
public:
using Node::Node;
virtual ~Input()=default;
};//class InputNode
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_NODE_INPUT_INCLUDE

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@ -0,0 +1,24 @@
#ifndef HGL_GRAPH_SHADER_NODE_INOUT_INCLUDE
#define HGL_GRAPH_SHADER_NODE_INOUT_INCLUDE
#include<hgl/graph/shader/node/node.h>
#include<hgl/graph/shader/param/in.h>
#include<hgl/graph/shader/param/out.h>
BEGIN_SHADER_NODE_NAMESPACE
/**
*
*/
class InputOutput:public Node
{
protected:
ObjectList<InputParam> input_params;
ObjectList<OutputParam> output_params;
public:
using Node::Node;
virtual ~InputOutput()=default;
};//class InputOutput:public Node
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_NODE_INOUT_INCLUDE

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@ -0,0 +1,26 @@
#ifndef HGL_GRAPH_SHADER_NODE_INCLUDE
#define HGL_GRAPH_SHADER_NODE_INCLUDE
#include<hgl/type/BaseString.h>
#include<hgl/type/List.h>
#define SHADER_NODE_NAMESPACE hgl::graph::shader::node
#define BEGIN_SHADER_NODE_NAMESPACE namespace hgl{namespace graph{namespace shader{namespace node{
#define END_SHADER_NODE_NAMESPACE }}}}
BEGIN_SHADER_NODE_NAMESPACE
/**
* Shader Shader的基础
*/
class Node
{
UTF8String type_name; ///<节点类型本身的名称
UTF8String name; ///<节点用户自定义名称
public:
Node(const UTF8String &n){type_name=n;}
virtual ~Node()=default;
};//class Node
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_NODE_INCLUDE

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@ -0,0 +1,22 @@
#ifndef HGL_GRAPH_SHADER_NODE_OUTPUT_INCLUDE
#define HGL_GRAPH_SHADER_NODE_OUTPUT_INCLUDE
#include<hgl/graph/shader/node/node.h>
#include<hgl/graph/shader/param/output.h>
BEGIN_SHADER_NODE_NAMESPACE
/**
*
*/
class Output:public Node
{
protected:
ObjectList<OutputParam> output_params;
public:
using Node::Node;
virtual ~Output()=default;
};//class Output:public Node
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_NODE_OUTPUT_INCLUDE

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@ -1,7 +1,8 @@
#ifndef HGL_SHADER_TEXTURE_NODE_INCLUDE
#define HGL_SHADER_TEXTURE_NODE_INCLUDE
#ifndef HGL_GRAPH_SHADER_NODE_TEXTURE_INCLUDE
#define HGL_GRAPH_SHADER_NODE_TEXTURE_INCLUDE
#include<hgl/graph/shader/VectorNode.h>
#include<hgl/graph/shader/node/vector.h>
#include<hgl/graph/shader/node/inout.h>
BEGIN_SHADER_NODE_NAMESPACE
class texture1D:public InputOutput
{
@ -33,7 +34,7 @@ public:
}
};//class texture3D:public InputOutput
class TextureCube:public InputOutput
class textureCube:public InputOutput
{
public:
@ -43,4 +44,4 @@ public:
}
};//class TextureCube:public InputOutput
END_SHADER_NODE_NAMESPACE
#endif//HGL_SHADER_TEXTURE_NODE_INCLUDE
#endif//HGL_GRAPH_SHADER_NODE_TEXTURE_INCLUDE

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@ -1,9 +1,10 @@
#ifndef HGL_GRAPH_SHADER_VECTOR_NODE_INCLUDE
#define HGL_GRAPH_SHADER_VECTOR_NODE_INCLUDE
#ifndef HGL_GRAPH_SHADER_NODE_VECTOR_INCLUDE
#define HGL_GRAPH_SHADER_NODE_VECTOR_INCLUDE
#include<hgl/graph/shader/ShaderParam.h>
#include<hgl/graph/shader/ShaderNode.h>
BEGIN_SHADER_NAMESPACE
#include<hgl/graph/shader/param/out.h>
#include<hgl/graph/shader/node/out.h>
BEGIN_SHADER_NODE_NAMESPACE
class float1:public Output
{
float x;
@ -51,5 +52,5 @@ public:
SHADER_OUTPUT_PARAM(XYZW,FLOAT_4)
}
};//class float4:public Output
END_SHADER_NAMESPACE
#endif//HGL_GRAPH_SHADER_VECTOR_NODE_INCLUDE
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_NODE_VECTOR_INCLUDE

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#ifndef HGL_GRAPH_SHADER_INPUT_PARAM_INCLUDE
#define HGL_GRAPH_SHADER_INPUT_PARAM_INCLUDE
#include<hgl/graph/shader/param/param.h>
BEGIN_SHADER_NODE_NAMESPACE
#define SHADER_INPUT_PARAM(name,type) input_params.Add(new InputParam(#name,ParamType::type));
/**
*
*/
class InputParam:public Param
{
public:
using Param::Param;
virtual ~InputParam()=default;
};//class InputParam:public Param
/**
*
*/
template<typename T>
class InputParamNumber:public InputParam
{
bool is_const;
T min_value;
T max_value;
public:
};//class InputParamNumber:public InputParam
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_INPUT_PARAM_INCLUDE

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@ -0,0 +1,35 @@
#ifndef HGL_GRAPH_SHADER_OUTPUT_PARAM_INCLUDE
#define HGL_GRAPH_SHADER_OUTPUT_PARAM_INCLUDE
#include<hgl/graph/shader/param/in.h>
#include<hgl/graph/shader/node/node.h>
#include<hgl/type/Set.h>
#include<hgl/type/Pair.h>
BEGIN_SHADER_NODE_NAMESPACE
#define SHADER_OUTPUT_PARAM(name,type) output_params.Add(new Param(#name,ParamType::type));
using namespace hgl;
using InputNode=Pair<node::Node *,InputParam *>;
/**
*
*/
class OutputParam:public Param
{
Set<InputNode> join_param; //对应的多个输入节点
public:
using Param::Param;
virtual ~OutputParam()=default;
bool Join(node::Node *,InputParam *ip); //增加一个输入节点
void Break(node::Node *,InputParam *ip); //断开一个输入节点
void BreakAll(); //断开所有输入节点
};//class OutputParam:public Param
END_SHADER_NODE_NAMESPACE
#endif//HGL_GRAPH_SHADER_OUTPUT_PARAM_INCLUDE

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@ -1,8 +1,11 @@
#ifndef HGL_SHADER_PARAM_TYPE_INCLUDE
#define HGL_SHADER_PARAM_TYPE_INCLUDE
#ifndef HGL_GRAPH_SHADER_PARAM_INCLUDE
#define HGL_GRAPH_SHADER_PARAM_INCLUDE
#define BEGIN_SHADER_NAMESPACE namespace hgl{namespace graph{namespace shader{
#undef END_SHADER_NAMESPACE }}}
#include<hgl/type/BaseString.h>
#define SHADER_NAMESPACE hgl::graph::shader
#define BEGIN_SHADER_NAMESPACE namespace hgl{namespace graph{namespace shader{
#define END_SHADER_NAMESPACE }}}
BEGIN_SHADER_NAMESPACE
/**
@ -65,30 +68,27 @@ BEGIN_SHADER_NAMESPACE
BEGIN_RANGE =FLOAT_1,
END_RANGE =NODE,
RANGE_SIZE =(END_RAGE-BEGIN_RANGE+1)
RANGE_SIZE =(END_RANGE-BEGIN_RANGE+1)
};//enum class ParamType
/**
*
*/
struct Param
class Param
{
UTF8String name; //参数名称
ParamType type; //类型
};//struct Param
/**
*
*/
template<typename T>
struct ParamNumber:public Param
{
bool is_const;
T min_value;
T max_value;
};//struct ParamNumber:public Param
#define SHADER_INPUT_PARAM(name,type) input_params.Add(new Param(#name,ParamType::type);
#define SHADER_OUTPUT_PARAM(name,type) output_params.Add(new Param(#name,ParamType::type);
public:
Param(const UTF8String &n,const ParamType &t)
{
name=n;
type=t;
}
virtual ~Param()=default;
};//class Param
END_SHADER_NAMESPACE
#endif//HGL_SHADER_PARAM_TYPE_INCLUDE
#endif//HGL_GRAPH_SHADER_PARAM_INCLUDE

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@ -1,11 +1,26 @@
SET(GRAPH_SHADER_INCLUDE ${ROOT_INCLUDE_PATH}/hgl/graph/shader)
SET(GRAPH_SHADER_HEADER_PATH ${ROOT_INCLUDE_PATH}/hgl/graph/shader)
SET(GRAPH_SHADER_NODE_PATH ${GRAPH_SHADER_HEADER_PATH}/node)
SET(GRAPH_SHADER_PARAM_PATH ${GRAPH_SHADER_HEADER_PATH}/param)
SET(GRAPH_SHADER_HEADER ${GRAPH_SHADER_INCLUDE}/glsl2spv.h)
file(GLOB GRAPH_SHADER_NODE_HEADER_FILES ${GRAPH_SHADER_NODE_PATH}/*.h)
SET(GRAPH_SHADER_SOURCE glsl2spv.cpp)
source_group("Shader Maker\\Node" FILES ${GRAPH_SHADER_NODE_HEADER_FILES})
SOURCE_GROUP("Header Files" FILES ${GRAPH_SHADER_HEADER})
SOURCE_GROUP("Source Files" FILES ${GRAPH_SHADER_SOURCE})
file(GLOB GRAPH_SHADER_PARAM_HEADER_FILES ${GRAPH_SHADER_PARAM_PATH}/*.h)
add_cm_library(ULRE.Shader "ULRE" ${GRAPH_SHADER_HEADER}
${GRAPH_SHADER_SOURCE})
source_group("Shader Maker\\Param" FILES ${GRAPH_SHADER_PARAM_HEADER_FILES})
SET(GRAPH_SHADER_MAKER_SOURCE DefaultShader.cpp)
source_group("Shader Maker" FILES ${GRAPH_SHADER_MAKER_SOURCE})
SET(GRAPH_SPV_SOURCE ${GRAPH_SHADER_HEADER_PATH}/glsl2spv.h
glsl2spv.cpp)
SOURCE_GROUP("SPIR-V" FILES ${GRAPH_SPV_SOURCE})
add_cm_library(ULRE.Shader "ULRE" ${GRAPH_SHADER_NODE_HEADER_FILES}
${GRAPH_SHADER_PARAM_HEADER_FILES}
${GRAPH_SHADER_MAKER_SOURCE}
${GRAPH_SPV_SOURCE})

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@ -0,0 +1,11 @@
#include<hgl/graph/shader/node/finished.h>
BEGIN_SHADER_NAMESPACE
bool CreateDefaultMaterial()
{
node::Finished *vs_fin=new node::VertexFinished();
node::Finished *fs_fin=new node::ForwardFinished();
return(false);
}
END_SHADER_NAMESPACE