update struct
This commit is contained in:
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CMCore
2
CMCore
@ -1 +1 @@
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Subproject commit 2d9765839e0446292ae96ce126c01ffb04bc30a7
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Subproject commit 328e6d2f26f0cbd15104dd817798f20cc624ea80
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@ -1,8 +1,18 @@
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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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#include<hgl/graph/shader/node/finished.h>
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BEGIN_SHADER_NAMESPACE
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class ShaderMaker
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{
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node::Finished *fin_node;
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}//namespace hgl
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public:
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ShaderMaker(node::Finished *fn){fin_node=fn;}
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~ShaderMaker();
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bool Make();
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};//class ShaderMaker
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END_SHADER_NAMESPACE
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#endif//HGL_GRAPH_SHADER_MAKER_INCLUDE
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@ -13,4 +13,13 @@
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#define BEGIN_SHADER_PARAM_NAMESPACE namespace hgl{namespace graph{namespace shader{namespace param{
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#define END_SHADER_PARAM_NAMESPACE }}}}
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BEGIN_SHADER_NODE_NAMESPACE
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class Node;
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END_SHADER_NODE_NAMESPACE
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BEGIN_SHADER_PARAM_NAMESPACE
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class Param;
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class InputParam:public Param;
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class OutputParam:public Param;
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END_SHADER_PARAM_NAMESPACE
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#endif//HGL_GRAPH_SHADER_COMMON_INCLUDE
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@ -1,18 +1,18 @@
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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/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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* 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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class Finished:public Node
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{
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public:
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using Input::Input;
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using Node::Node;
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virtual ~Finished()=default;
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};//class Finished:public Input
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@ -25,7 +25,10 @@ public:
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VertexFinished():Finished("Vertex Output")
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{
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SHADER_INPUT_PARAM(Position, Float3)
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}
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~VertexFinished()=default;
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};//class VertexFinished:public FinishedNode
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/**
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@ -37,13 +40,15 @@ public:
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FragmentFinished():Finished("Fragment 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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SHADER_INPUT_PARAM(BaseColor, Float3)
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SHADER_INPUT_PARAM(Normal, Float3)
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SHADER_INPUT_PARAM(Metallic, Float1)
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SHADER_INPUT_PARAM(Roughness, Float1)
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SHADER_INPUT_PARAM(Opacity, Float1)
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SHADER_INPUT_PARAM(DepthOffset, Float1)
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}
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~FragmentFinished()=default;
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};//class FragmentFinished:public Finished
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END_SHADER_NODE_NAMESPACE
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#endif//HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE
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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<param::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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#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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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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protected:
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UTF8String name; ///<节点用户自定义名称
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ObjectList<param::InputParam> input_params;
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ObjectList<param::OutputParam> output_params;
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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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const UTF8String & GetTypename()const{return type_name;}
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const UTF8String & GetName()const{return name;}
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void SetName(const UTF8String &n){name=n;}
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public: //参数相关
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virtual bool IsOutputParam(param::OutputParam *);
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virtual bool CheckInputParam();
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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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#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/out.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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inc/hgl/graph/shader/param/data.h
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28
inc/hgl/graph/shader/param/data.h
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#ifndef HGL_GRAPH_SHADER_PARAM_DATA_INCLUDE
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#define HGL_GRAPH_SHADER_PARAM_DATA_INCLUDE
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#include<hgl/graph/shader/param/type.h>
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BEGIN_SHADER_PARAM_NAMESPACE
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class ParamData
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{
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ParamType type;
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public:
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ParamData();
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virtual ~ParamData();
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/**
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* 比较当前类型是否接收外部参数的输入
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* @param in 外部传入的参数
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*/
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virtual bool JoinCheck(const ParamData *in)
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{
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if(!in)return(false);
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return(type==in->type);
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}
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};//class ParamData
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END_SHADER_PARAM_NAMESPACE
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#endif//HGL_GRAPH_SHADER_PARAM_DATA_INCLUDE
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#ifndef HGL_GRAPH_SHADER_PARAM_INPUT_INCLUDE
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#define HGL_GRAPH_SHADER_PARAM_INPUT_INCLUDE
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#include<hgl/graph/shader/node/node.h>
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#include<hgl/graph/shader/param/out.h>
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#include<hgl/graph/shader/param/param.h>
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BEGIN_SHADER_PARAM_NAMESPACE
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*/
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class InputParam:public Param
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{
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node::Node *input_node;
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param::OutputParam *output_param;
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public:
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using Param::Param;
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virtual ~InputParam()=default;
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virtual bool Join(node::Node *,OutputParam *); ///<增加一个输入节点
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virtual void Break(); ///<断开一个输入节点
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virtual bool Check(); ///<检测当前节点是否可用
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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_PARAM_NAMESPACE
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#endif//#ifndef HGL_GRAPH_SHADER_PARAM_INPUT_INCLUDE
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#ifndef HGL_GRAPH_SHADER_PARAM_OUTPUT_INCLUDE
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#define HGL_GRAPH_SHADER_PARAM_OUTPUT_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/graph/shader/param/param.h>
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#include<hgl/type/Set.h>
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#include<hgl/type/Pair.h>
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@ -10,8 +9,6 @@ BEGIN_SHADER_PARAM_NAMESPACE
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using namespace hgl;
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using InputNode=Pair<node::Node *,InputParam *>;
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#define SHADER_OUTPUT_PARAM(name,type) output_params.Add(new SHADER_PARAM_NAMESPACE::Param(#name,SHADER_PARAM_NAMESPACE::ParamType::type));
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/**
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@ -19,16 +16,11 @@ using InputNode=Pair<node::Node *,InputParam *>;
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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_PARAM_NAMESPACE
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#include<hgl/graph/shader/common.h>
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BEGIN_SHADER_PARAM_NAMESPACE
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/**
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* 参数类型
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*/
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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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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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public:
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Param(const UTF8String &n,const ParamType &t)
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{
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BOOL=1,
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FLOAT,INT,UINT,MATRIX, //不区分1/2/3/4通道数量的类型
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FLOAT_1,
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FLOAT_2,
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FLOAT_3,
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FLOAT_4,
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INT_1,
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INT_2,
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INT_3,
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INT_4,
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UINT_1,
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UINT_2,
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UINT_3,
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UINT_4,
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MAT3x3,
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MAT3x4,
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MAT4x4,
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TEXTURE_1D,
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TEXTURE_2D,
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TEXTURE_3D,
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TEXTURE_CUBE,
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TEXTURE_1D_ARRAY,
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TEXTURE_2D_ARRAY,
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TEXTURE_CUBE_ARRAY,
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FLOAT_1_STREAM,
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FLOAT_2_STREAM,
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FLOAT_3_STREAM,
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FLOAT_4_STREAM,
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INT_1_STREAM,
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INT_2_STREAM,
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INT_3_STREAM,
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INT_4_STREAM,
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UINT_1_STREAM,
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UINT_2_STREAM,
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UINT_3_STREAM,
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UINT_4_STREAM,
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ARRAY_1D, //阵列
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ARRAY_2D, //2D阵列
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UBO, //UBO name
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NODE, //另一个节点,只可做为输入参数
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BEGIN_RANGE =FLOAT_1,
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END_RANGE =NODE,
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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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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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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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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_PARAM_NAMESPACE
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#endif//HGL_GRAPH_SHADER_PARAM_INCLUDE
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72
inc/hgl/graph/shader/param/type.h
Normal file
72
inc/hgl/graph/shader/param/type.h
Normal file
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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/graph/shader/common.h>
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BEGIN_SHADER_PARAM_NAMESPACE
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/**
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* 参数类型
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*/
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enum class ParamType
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{
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BOOL=1,
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FLOAT,INT,UINT,MATRIX, //不区分1/2/3/4通道数量的类型
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Float1,
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Float2,
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Float3,
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Float4,
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Integer1,
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Integer2,
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Integer3,
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Integer4,
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UInteger1,
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UInteger2,
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UInteger3,
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UInteger4,
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Matrix3x3,
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Matrix3x4,
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Matrix4x4,
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Texture1D,
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Texture2D,
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Texture3D,
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TextureCube,
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TextureRect,
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Texture1DArray,
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Texture2DArray,
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TextureCubeArray,
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FLOAT_1_STREAM,
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FLOAT_2_STREAM,
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FLOAT_3_STREAM,
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FLOAT_4_STREAM,
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INT_1_STREAM,
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INT_2_STREAM,
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INT_3_STREAM,
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INT_4_STREAM,
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UINT_1_STREAM,
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UINT_2_STREAM,
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UINT_3_STREAM,
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UINT_4_STREAM,
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ARRAY_1D, //阵列
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ARRAY_2D, //2D阵列
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UBO, //UBO name
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NODE, //另一个节点,只可做为输入参数
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BEGIN_RANGE =Float1,
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END_RANGE =NODE,
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RANGE_SIZE =(END_RANGE-BEGIN_RANGE+1)
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};//enum class ParamType
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END_SHADER_PARAM_NAMESPACE
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#endif//HGL_GRAPH_SHADER_PARAM_INCLUDE
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@ -1,16 +1,22 @@
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SET(GRAPH_SHADER_HEADER_PATH ${ROOT_INCLUDE_PATH}/hgl/graph/shader)
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SET(GRAPH_SHADER_NODE_PATH ${GRAPH_SHADER_HEADER_PATH}/node)
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SET(GRAPH_SHADER_PARAM_PATH ${GRAPH_SHADER_HEADER_PATH}/param)
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SET(GRAPH_SHADER_HEADER_PATH ${ROOT_INCLUDE_PATH}/hgl/graph/shader)
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SET(GRAPH_SHADER_NODE_HEADER_PATH ${GRAPH_SHADER_HEADER_PATH}/node)
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SET(GRAPH_SHADER_PARAM_HEADER_PATH ${GRAPH_SHADER_HEADER_PATH}/param)
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file(GLOB GRAPH_SHADER_NODE_HEADER_FILES ${GRAPH_SHADER_NODE_PATH}/*.h)
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file(GLOB GRAPH_SHADER_NODE_HEADER_FILES ${GRAPH_SHADER_NODE_HEADER_PATH}/*.h)
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file(GLOB GRAPH_SHADER_PARAM_HEADER_FILES ${GRAPH_SHADER_PARAM_HEADER_PATH}/*.h)
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source_group("Shader Maker\\Node" FILES ${GRAPH_SHADER_NODE_HEADER_FILES})
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file(GLOB GRAPH_SHADER_NODE_SOURCE_FILES FILES node/*.*)
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file(GLOB GRAPH_SHADER_PARAM_SOURCE_FILES FILES param/*.*)
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file(GLOB GRAPH_SHADER_PARAM_HEADER_FILES ${GRAPH_SHADER_PARAM_PATH}/*.h)
|
||||
SET(GRAPH_SHADER_NODE_FILES ${GRAPH_SHADER_NODE_HEADER_FILES} ${GRAPH_SHADER_NODE_SOURCE_FILES})
|
||||
SET(GRAPH_SHADER_PARAM_FILES ${GRAPH_SHADER_PARAM_HEADER_FILES} ${GRAPH_SHADER_PARAM_SOURCE_FILES})
|
||||
|
||||
source_group("Shader Maker\\Param" FILES ${GRAPH_SHADER_PARAM_HEADER_FILES})
|
||||
source_group("Shader Maker\\Node" FILES ${GRAPH_SHADER_NODE_FILES})
|
||||
source_group("Shader Maker\\Param" FILES ${GRAPH_SHADER_PARAM_FILES})
|
||||
|
||||
SET(GRAPH_SHADER_MAKER_SOURCE DefaultShader.cpp)
|
||||
SET(GRAPH_SHADER_MAKER_SOURCE ${GRAPH_SHADER_HEADER_PATH}/ShaderMaker.h
|
||||
ShaderMaker.cpp
|
||||
DefaultShader.cpp)
|
||||
|
||||
source_group("Shader Maker" FILES ${GRAPH_SHADER_MAKER_SOURCE})
|
||||
|
||||
@ -20,8 +26,8 @@ SET(GRAPH_SPV_SOURCE ${GRAPH_SHADER_HEADER_PATH}/glsl2spv.h
|
||||
SOURCE_GROUP("SPIR-V" FILES ${GRAPH_SPV_SOURCE})
|
||||
|
||||
add_cm_library(ULRE.Shader "ULRE" ${GRAPH_SHADER_HEADER_PATH}/common.h
|
||||
${GRAPH_SHADER_NODE_HEADER_FILES}
|
||||
${GRAPH_SHADER_PARAM_HEADER_FILES}
|
||||
${GRAPH_SHADER_NODE_FILES}
|
||||
${GRAPH_SHADER_PARAM_FILES}
|
||||
${GRAPH_SHADER_MAKER_SOURCE}
|
||||
${GRAPH_SPV_SOURCE})
|
||||
|
||||
|
@ -1,11 +1,21 @@
|
||||
#include<hgl/graph/shader/param/out.h>
|
||||
#include<hgl/graph/shader/param/in.h>
|
||||
#include<hgl/graph/shader/param/out.h>
|
||||
#include<hgl/graph/shader/node/finished.h>
|
||||
#include<hgl/graph/shader/ShaderMaker.h>
|
||||
|
||||
BEGIN_SHADER_NAMESPACE
|
||||
bool CreateDefaultMaterial()
|
||||
{
|
||||
node::Finished *vs_fin=new node::VertexFinished();
|
||||
node::Finished *fs_fin=new node::ForwardFinished();
|
||||
ShaderMaker vs_maker(new node::VertexFinished());
|
||||
|
||||
return(false);
|
||||
if(!vs_maker.Make())
|
||||
return(false);
|
||||
|
||||
ShaderMaker fs_maker(new node::FragmentFinished());
|
||||
|
||||
if(!fs_maker.Make())
|
||||
return(false);
|
||||
|
||||
return(true);
|
||||
}
|
||||
END_SHADER_NAMESPACE
|
||||
|
14
src/RenderDevice/Shader/ShaderMaker.cpp
Normal file
14
src/RenderDevice/Shader/ShaderMaker.cpp
Normal file
@ -0,0 +1,14 @@
|
||||
#include<hgl/graph/shader/ShaderMaker.h>
|
||||
|
||||
BEGIN_SHADER_NAMESPACE
|
||||
bool ShaderMaker::Make()
|
||||
{
|
||||
if(!fin_node)
|
||||
return(false);
|
||||
|
||||
if(!fin_node->CheckInputParam())
|
||||
return(false);
|
||||
|
||||
return(true);
|
||||
}
|
||||
END_SHADER_NAMESPACE
|
17
src/RenderDevice/Shader/node/shader_node.cpp
Normal file
17
src/RenderDevice/Shader/node/shader_node.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include<hgl/graph/shader/node/node.h>
|
||||
|
||||
BEGIN_SHADER_NODE_NAMESPACE
|
||||
bool Node::CheckInputParam()
|
||||
{
|
||||
const int count=input_params.GetCount();
|
||||
param::InputParam **ip=input_params.GetData();
|
||||
|
||||
for(int i=0;i<count;i++)
|
||||
if(!(*ip)->Check())
|
||||
return(false);
|
||||
else
|
||||
++ip;
|
||||
|
||||
return(true);
|
||||
}
|
||||
END_SHADER_NODE_NAMESPACE
|
24
src/RenderDevice/Shader/param/shader_param_in.cpp
Normal file
24
src/RenderDevice/Shader/param/shader_param_in.cpp
Normal file
@ -0,0 +1,24 @@
|
||||
#include<hgl/graph/shader/param/in.h>
|
||||
|
||||
BEGIN_SHADER_PARAM_NAMESPACE
|
||||
bool InputParam::Join(node::Node *n,OutputParam *op)
|
||||
{
|
||||
if(!n||!op)return(false);
|
||||
|
||||
if(!n->IsOutputParam(op))
|
||||
return(false);
|
||||
|
||||
input_node=n;
|
||||
output_param=op;
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
void InputParam::Break()
|
||||
{
|
||||
}
|
||||
|
||||
bool InputParam::Check()
|
||||
{
|
||||
}
|
||||
END_SHADER_PARAM_NAMESPACE
|
Loading…
x
Reference in New Issue
Block a user