splite to many header files from shader's node/param
This commit is contained in:
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CMCore
2
CMCore
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Subproject commit 2d8da351ba88ffa0d5dee39268215090ac4785b7
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Subproject commit 2d9765839e0446292ae96ce126c01ffb04bc30a7
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Subproject commit 17b14af957b057de41e00752df9e9e58cf970eec
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Subproject commit ddf56c70160fcb96b12af58beceed22e1a1a1aea
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@ -1,8 +1,8 @@
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#ifndef HGL_SHADER_MAKER_INCLUDE
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#define HGL_SHADER_MAKER_INCLUDE
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#ifndef HGL_GRAPH_SHADER_MAKER_INCLUDE
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#define HGL_GRAPH_SHADER_MAKER_INCLUDE
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namespace hgl
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{
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}//namespace hgl
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#endif//HGL_SHADER_MAKER_INCLUDE
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#endif//HGL_GRAPH_SHADER_MAKER_INCLUDE
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@ -1,80 +0,0 @@
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#ifndef HGL_SHADER_NODE_INCLUDE
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#define HGL_SHADER_NODE_INCLUDE
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#define SHADER_NODE_NAMESPACE hgl::graph::shader::node
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#define BEGIN_SHADER_NODE_NAMESPACE namespace hgl{namespace graph{namespace shader{namespace node{
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#define END_SHADER_NODE_NAMESPACE }}}}
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BEGIN_SHADER_NODE_NAMESPACE
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/**
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* Shader 节点是所有Shader的基础,它可以是一个简单的计算,也可以是一段复杂的函数
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*/
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class Node
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{
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UTF8String type_name; ///<节点类型本身的名称
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UTF8String name; ///<节点用户自定义名称
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public:
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Node(const UTF8String &n){type_name=n;}
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virtual ~Node()=default;
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};//class Node
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/**
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* 纯输入节点
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*/
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class Input:virtual public Node
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{
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public:
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ObjectList<InputParam> input_params;
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public:
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using Node::Node;
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virtual ~InputNode()=default;
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};//class InputNode
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/**
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* 纯输出节点,用于固管行为的向下一级节点输入数据,无输入部分
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*/
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class Output:virtual public Node
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{
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public:
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ObjectList<OutputParam> output_params;
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public:
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using Node::Node;
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virtual ~OutputNode()=default;
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};//
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/**
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* 输入输出节点
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*/
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class InputOutput:public Node
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{
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public:
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ObjectList<InputParam> input_params;
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ObjectList<OutputParam> output_params;
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public:
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using Node::Node;
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virtual ~InputOutputNode()=default;
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};//
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/**
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* 最终节点,用于最终结果的一类节点,无输出部分
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*/
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class Finish:virtual public InputNode
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{
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public:
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using InputNode::InputNode;
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virtual ~FinishNode()=default;
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};//
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BEGIN_SHADER_NODE_NAMESPACE
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#endif//HGL_SHADER_NODE_INCLUDE
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@ -1,12 +0,0 @@
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#ifndef HGL_SHADER_NODE_DEFINE_INCLUDE
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#define HGL_SHADER_NODE_DEFINE_INCLUDE
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BEGIN_SHADER_NODE_NAMESPACE
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class Bool
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{
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public:
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};//class Bool
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_SHADER_NODE_DEFINE_INCLUDE
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12
inc/hgl/graph/shader/node/define.h
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12
inc/hgl/graph/shader/node/define.h
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#ifndef HGL_GRAPH_SHADER_NODE_DEFINE_INCLUDE
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#define HGL_GRAPH_SHADER_NODE_DEFINE_INCLUDE
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BEGIN_SHADER_NODE_NAMESPACE
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class Bool
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{
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public:
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};//class Bool
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_DEFINE_INCLUDE
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61
inc/hgl/graph/shader/node/finished.h
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inc/hgl/graph/shader/node/finished.h
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#ifndef HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE
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#define HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE
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#include<hgl/graph/shader/node/in.h>
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#include<hgl/graph/shader/param/in.h>
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BEGIN_SHADER_NODE_NAMESPACE
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/**
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* 最终节点,用于最终结果的一类节点,无输出部分
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*/
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class Finished:public Input
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{
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public:
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using Input::Input;
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virtual ~Finished()=default;
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};//class Finished:public Input
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/**
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* 顶点最终输出节点
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*/
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class VertexFinished:public Finished
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{
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public:
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VertexFinished():Finished("Vertex Output")
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{
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}
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};//class VertexFinished:public FinishedNode
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/**
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* 前向渲染最终输出节点
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*/
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class ForwardFinished:public Finished
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{
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public:
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ForwardFinished():Finished("Forward Output")
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{
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}
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};//class ForwardFinished:public Finished
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/**
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* GBuffer最终输出节点
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*/
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class GBufferFinished:public Finished
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{
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public:
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GBufferFinished():Finished("GBuffer Output")
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{
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SHADER_INPUT_PARAM(BaseColor, FLOAT_3)
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SHADER_INPUT_PARAM(Normal, FLOAT_3)
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SHADER_INPUT_PARAM(Metallic, FLOAT_1)
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SHADER_INPUT_PARAM(Roughness, FLOAT_1)
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SHADER_INPUT_PARAM(Opacity, FLOAT_1)
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SHADER_INPUT_PARAM(DepthOffset, FLOAT_1)
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}
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};//class GBufferFinished:public FinishedNode
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE
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inc/hgl/graph/shader/node/in.h
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inc/hgl/graph/shader/node/in.h
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#ifndef HGL_GRAPH_SHADER_NODE_INPUT_INCLUDE
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#define HGL_GRAPH_SHADER_NODE_INPUT_INCLUDE
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#include<hgl/graph/shader/node/node.h>
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#include<hgl/graph/shader/param/in.h>
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BEGIN_SHADER_NODE_NAMESPACE
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/**
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* 纯输入节点
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*/
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class Input:public Node
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{
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protected:
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ObjectList<InputParam> input_params;
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public:
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using Node::Node;
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virtual ~Input()=default;
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};//class InputNode
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_INPUT_INCLUDE
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inc/hgl/graph/shader/node/inout.h
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inc/hgl/graph/shader/node/inout.h
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#ifndef HGL_GRAPH_SHADER_NODE_INOUT_INCLUDE
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#define HGL_GRAPH_SHADER_NODE_INOUT_INCLUDE
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#include<hgl/graph/shader/node/node.h>
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#include<hgl/graph/shader/param/in.h>
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#include<hgl/graph/shader/param/out.h>
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BEGIN_SHADER_NODE_NAMESPACE
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/**
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* 输入输出节点
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*/
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class InputOutput:public Node
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{
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protected:
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ObjectList<InputParam> input_params;
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ObjectList<OutputParam> output_params;
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public:
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using Node::Node;
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virtual ~InputOutput()=default;
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};//class InputOutput:public Node
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_INOUT_INCLUDE
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inc/hgl/graph/shader/node/node.h
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inc/hgl/graph/shader/node/node.h
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#ifndef HGL_GRAPH_SHADER_NODE_INCLUDE
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#define HGL_GRAPH_SHADER_NODE_INCLUDE
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#include<hgl/type/BaseString.h>
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#include<hgl/type/List.h>
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#define SHADER_NODE_NAMESPACE hgl::graph::shader::node
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#define BEGIN_SHADER_NODE_NAMESPACE namespace hgl{namespace graph{namespace shader{namespace node{
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#define END_SHADER_NODE_NAMESPACE }}}}
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BEGIN_SHADER_NODE_NAMESPACE
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/**
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* Shader 节点是所有Shader的基础,它可以是一个简单的计算,也可以是一段复杂的函数
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*/
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class Node
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{
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UTF8String type_name; ///<节点类型本身的名称
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UTF8String name; ///<节点用户自定义名称
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public:
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Node(const UTF8String &n){type_name=n;}
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virtual ~Node()=default;
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};//class Node
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_INCLUDE
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inc/hgl/graph/shader/node/out.h
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22
inc/hgl/graph/shader/node/out.h
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#ifndef HGL_GRAPH_SHADER_NODE_OUTPUT_INCLUDE
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#define HGL_GRAPH_SHADER_NODE_OUTPUT_INCLUDE
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#include<hgl/graph/shader/node/node.h>
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#include<hgl/graph/shader/param/output.h>
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BEGIN_SHADER_NODE_NAMESPACE
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/**
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* 纯输出节点,用于固定行为的向下一级节点输入数据,无输入部分
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*/
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class Output:public Node
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{
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protected:
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ObjectList<OutputParam> output_params;
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public:
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using Node::Node;
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virtual ~Output()=default;
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};//class Output:public Node
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_OUTPUT_INCLUDE
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#ifndef HGL_SHADER_TEXTURE_NODE_INCLUDE
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#define HGL_SHADER_TEXTURE_NODE_INCLUDE
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#ifndef HGL_GRAPH_SHADER_NODE_TEXTURE_INCLUDE
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#define HGL_GRAPH_SHADER_NODE_TEXTURE_INCLUDE
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#include<hgl/graph/shader/VectorNode.h>
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#include<hgl/graph/shader/node/vector.h>
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#include<hgl/graph/shader/node/inout.h>
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BEGIN_SHADER_NODE_NAMESPACE
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class texture1D:public InputOutput
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{
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@ -33,7 +34,7 @@ public:
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}
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};//class texture3D:public InputOutput
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class TextureCube:public InputOutput
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class textureCube:public InputOutput
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{
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public:
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}
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};//class TextureCube:public InputOutput
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_SHADER_TEXTURE_NODE_INCLUDE
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#endif//HGL_GRAPH_SHADER_NODE_TEXTURE_INCLUDE
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#ifndef HGL_GRAPH_SHADER_VECTOR_NODE_INCLUDE
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#define HGL_GRAPH_SHADER_VECTOR_NODE_INCLUDE
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#ifndef HGL_GRAPH_SHADER_NODE_VECTOR_INCLUDE
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#define HGL_GRAPH_SHADER_NODE_VECTOR_INCLUDE
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#include<hgl/graph/shader/ShaderParam.h>
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#include<hgl/graph/shader/ShaderNode.h>
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BEGIN_SHADER_NAMESPACE
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#include<hgl/graph/shader/param/out.h>
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#include<hgl/graph/shader/node/out.h>
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BEGIN_SHADER_NODE_NAMESPACE
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class float1:public Output
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{
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float x;
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@ -51,5 +52,5 @@ public:
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SHADER_OUTPUT_PARAM(XYZW,FLOAT_4)
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}
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};//class float4:public Output
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END_SHADER_NAMESPACE
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#endif//HGL_GRAPH_SHADER_VECTOR_NODE_INCLUDE
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_VECTOR_INCLUDE
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35
inc/hgl/graph/shader/param/in.h
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35
inc/hgl/graph/shader/param/in.h
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#ifndef HGL_GRAPH_SHADER_INPUT_PARAM_INCLUDE
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#define HGL_GRAPH_SHADER_INPUT_PARAM_INCLUDE
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#include<hgl/graph/shader/param/param.h>
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BEGIN_SHADER_NODE_NAMESPACE
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#define SHADER_INPUT_PARAM(name,type) input_params.Add(new InputParam(#name,ParamType::type));
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/**
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* 输入参数定义
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*/
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class InputParam:public Param
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{
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public:
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using Param::Param;
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virtual ~InputParam()=default;
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};//class InputParam:public Param
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/**
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* 数值类输入参数定义
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*/
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template<typename T>
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class InputParamNumber:public InputParam
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{
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bool is_const;
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T min_value;
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T max_value;
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public:
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};//class InputParamNumber:public InputParam
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_INPUT_PARAM_INCLUDE
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inc/hgl/graph/shader/param/out.h
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35
inc/hgl/graph/shader/param/out.h
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#ifndef HGL_GRAPH_SHADER_OUTPUT_PARAM_INCLUDE
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#define HGL_GRAPH_SHADER_OUTPUT_PARAM_INCLUDE
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#include<hgl/graph/shader/param/in.h>
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#include<hgl/graph/shader/node/node.h>
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#include<hgl/type/Set.h>
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#include<hgl/type/Pair.h>
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BEGIN_SHADER_NODE_NAMESPACE
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#define SHADER_OUTPUT_PARAM(name,type) output_params.Add(new Param(#name,ParamType::type));
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using namespace hgl;
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using InputNode=Pair<node::Node *,InputParam *>;
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/**
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* 输出参数定义
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*/
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class OutputParam:public Param
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{
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Set<InputNode> join_param; //对应的多个输入节点
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public:
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using Param::Param;
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virtual ~OutputParam()=default;
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bool Join(node::Node *,InputParam *ip); //增加一个输入节点
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void Break(node::Node *,InputParam *ip); //断开一个输入节点
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void BreakAll(); //断开所有输入节点
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};//class OutputParam:public Param
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_OUTPUT_PARAM_INCLUDE
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#ifndef HGL_SHADER_PARAM_TYPE_INCLUDE
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#define HGL_SHADER_PARAM_TYPE_INCLUDE
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#ifndef HGL_GRAPH_SHADER_PARAM_INCLUDE
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#define HGL_GRAPH_SHADER_PARAM_INCLUDE
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#include<hgl/type/BaseString.h>
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#define SHADER_NAMESPACE hgl::graph::shader
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#define BEGIN_SHADER_NAMESPACE namespace hgl{namespace graph{namespace shader{
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#undef END_SHADER_NAMESPACE }}}
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#define END_SHADER_NAMESPACE }}}
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BEGIN_SHADER_NAMESPACE
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/**
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@ -65,30 +68,27 @@ BEGIN_SHADER_NAMESPACE
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BEGIN_RANGE =FLOAT_1,
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END_RANGE =NODE,
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RANGE_SIZE =(END_RAGE-BEGIN_RANGE+1)
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RANGE_SIZE =(END_RANGE-BEGIN_RANGE+1)
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};//enum class ParamType
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/**
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* 参数定义
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*/
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struct Param
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class Param
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{
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UTF8String name; //参数名称
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ParamType type; //类型
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};//struct Param
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/**
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* 数值类输入参数定义
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*/
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template<typename T>
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struct ParamNumber:public Param
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{
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bool is_const;
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T min_value;
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T max_value;
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};//struct ParamNumber:public Param
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#define SHADER_INPUT_PARAM(name,type) input_params.Add(new Param(#name,ParamType::type);
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#define SHADER_OUTPUT_PARAM(name,type) output_params.Add(new Param(#name,ParamType::type);
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public:
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Param(const UTF8String &n,const ParamType &t)
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{
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name=n;
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type=t;
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}
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virtual ~Param()=default;
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};//class Param
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END_SHADER_NAMESPACE
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#endif//HGL_SHADER_PARAM_TYPE_INCLUDE
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#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)
|
||||
|
||||
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})
|
||||
|
||||
add_cm_library(ULRE.Shader "ULRE" ${GRAPH_SHADER_HEADER}
|
||||
${GRAPH_SHADER_SOURCE})
|
11
src/RenderDevice/Shader/DefaultShader.cpp
Normal file
11
src/RenderDevice/Shader/DefaultShader.cpp
Normal file
@ -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
|
Loading…
x
Reference in New Issue
Block a user