1.splited CoordinateSystem.h, MaterialConfig.h,RenderTargetOutputConfig.h,Material2DConfig.h,StdMaterial.h/.cpp,UBOCommon.h,MFCommon.h

2.adjust namespace.
This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-05-15 21:52:57 +08:00
parent 9316135942
commit c5699fd1af
15 changed files with 304 additions and 168 deletions

View File

@ -0,0 +1,17 @@
#pragma once
#include<hgl/TypeFunc.h>
namespace hgl
{
namespace graph
{
enum class CoordinateSystem2D
{
NDC,
ZeroToOne, //左上角为0,0右下角为1,1
Ortho, //左上角为0,0右下角为(width-1),(height-1)
ENUM_CLASS_RANGE(NDC,Ortho)
};
}//namespace graph
}//namespace hgl

View File

@ -0,0 +1,18 @@
#ifndef HGL_GRAPH_RT_OUTPUT_CONFIG_INCLUDE
#define HGL_GRAPH_RT_OUTPUT_CONFIG_INCLUDE
#include<hgl/type/DataType.h>
namespace hgl
{
namespace graph
{
struct RenderTargetOutputConfig
{
uint color; ///<要输出几个颜色缓冲区
bool depth; ///<是否输出到深度缓冲区
bool stencil; ///<是否输出到模板缓冲区
};
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_RT_OUTPUT_CONFIG_INCLUDE

View File

@ -0,0 +1,27 @@
#ifndef HGL_GRAPH_MTL_2D_CONFIG_INCLUDE
#define HGL_GRAPH_MTL_2D_CONFIG_INCLUDE
#include<hgl/graph/mtl/MaterialConfig.h>
#include<hgl/graph/CoordinateSystem.h>
STD_MTL_NAMESPACE_BEGIN
struct Material2DConfig:public MaterialConfig
{
CoordinateSystem2D coordinate_system; ///<使用的坐标系
bool local_to_world; ///<包含LocalToWorld矩阵
public:
Material2DConfig(const AnsiString &name):MaterialConfig(name)
{
rt_output.color=1;
rt_output.depth=false;
rt_output.stencil=false;
coordinate_system=CoordinateSystem2D::NDC;
local_to_world=false;
}
};//struct Material2DConfig:public MaterialConfig
STD_MTL_NAMESPACE_END
#endif//HGL_GRAPH_MTL_2D_CONFIG_INCLUDE

View File

@ -1,26 +1,10 @@
#ifndef HGL_GRAPH_MTL_2D_VERTEX2D_INCLUDE
#define HGL_GRAPH_MTL_2D_VERTEX2D_INCLUDE
#include<hgl/graph/mtl/StdMaterial.h>
namespace hgl
{
namespace graph
{
class MaterialCreateInfo;
namespace mtl
{
struct Material2DConfig
{
CoordinateSystem2D coordinate_system; ///<使用的坐标系
bool local_to_world=false; ///<包含LocalToWorld矩阵
};
MaterialCreateInfo *CreateVertexColor2D(const Material2DConfig *);
}//namespace mtl
}//namespace graph
}//namespace hgl
#include"Std2DMaterial.h"
#include<hgl/graph/CoordinateSystem.h>
STD_MTL_NAMESPACE_BEGIN
MaterialCreateInfo *CreateVertexColor2D(const Material2DConfig *);
STD_MTL_NAMESPACE_END
#endif//HGL_GRAPH_MTL_2D_VERTEX2D_INCLUDE

View File

@ -0,0 +1,31 @@
#ifndef HGL_GRAPH_MTL_CONFIG_INCLUDE
#define HGL_GRAPH_MTL_CONFIG_INCLUDE
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/type/String.h>
#include<hgl/graph/RenderTargetOutputConfig.h>
#include<hgl/graph/VK.h>
STD_MTL_NAMESPACE_BEGIN
/**
*
*/
struct MaterialConfig
{
AnsiString mtl_name; ///<材质名称
RenderTargetOutputConfig rt_output; ///<渲染目标输出配置
uint32 shader_stage; ///<需要的shader
public:
MaterialConfig(const AnsiString &name)
{
mtl_name=name;
shader_stage=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT;
}
};//struct MaterialConfig
STD_MTL_NAMESPACE_END
#endif//HGL_GRAPH_MTL_CONFIG_INCLUDE

View File

@ -4,104 +4,3 @@
#define STD_MTL_NAMESPACE_END }}}
#define STD_MTL_NAMESPACE_USING using namespace hgl::graph::mtl;
#include<hgl/TypeFunc.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
STD_MTL_NAMESPACE_BEGIN
enum class CoordinateSystem2D
{
NDC,
ZeroToOne, //左上角为0,0右下角为1,1
Ortho, //左上角为0,0右下角为(width-1),(height-1)
ENUM_CLASS_RANGE(NDC,Ortho)
};
constexpr const ShaderBufferSource SBS_ViewportInfo=
{
"ViewportInfo",
"viewport",
R"(
mat4 ortho_matrix;
vec2 canvas_resolution;
vec2 viewport_resolution;
vec2 inv_viewport_resolution;
)"
};
constexpr const ShaderBufferSource SBS_CameraInfo=
{
"CameraInfo",
"camera",
R"(
mat4 projection;
mat4 inverse_projection;
mat4 view;
mat4 inverse_view;
mat4 vp;
mat4 inverse_vp;
mat4 sky;
vec3 pos; //eye
vec3 view_line; //pos-target
vec3 world_up;
float znear,zfar;)"
};
constexpr const ShaderBufferSource SBS_MaterialInstance=
{
"MaterialInstanceData",
"mtl",
"MaterialInstance mi[256];"
};
constexpr const ShaderBufferSource SBS_JointInfo=
{
"JointInfo",
"joint",
R"(
mat4 mats[];
)"
};
namespace func
{
constexpr const char GetLocalToWorld[]=R"(
mat4 GetLocalToWorld()
{
return mat4(LocalToWorld_0,
LocalToWorld_1,
LocalToWorld_2,
LocalToWorld_3);
}
)";
constexpr const char GetJointMatrix[]=R"(
mat4 GetJointMatrix()
{
return joint.mats[JointID.x]*JointWeight.x+
joint.mats[JointID.y]*JointWeight.y+
joint.mats[JointID.z]*JointWeight.z+
joint.mats[JointID.w]*JointWeight.w;
}
)";
constexpr const char GetMI[]=R"(
MaterialInstance GetMI()
{
return mtl.mi[MaterialInstanceID];
}
)";
}//namespace func
STD_MTL_NAMESPACE_END

View File

@ -5,27 +5,17 @@
#include<hgl/shadergen/ShaderCreateInfoGeometry.h>
#include<hgl/shadergen/ShaderCreateInfoFragment.h>
#include<hgl/shadergen/ShaderCreateInfoMap.h>
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/RenderTargetOutputConfig.h>
#include<hgl/graph/mtl/MaterialConfig.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
#include<hgl/graph/VKSamplerType.h>
namespace hgl{namespace graph{
struct RenderTargetOutputConfig
{
uint color;
bool depth;
bool stencil;
};
STD_MTL_NAMESPACE_BEGIN
class MaterialCreateInfo
{
AnsiString shader_name;
protected:
RenderTargetOutputConfig rto_cfg; ///<输出配置
uint32_t shader_stage; ///<着色器阶段
const MaterialConfig *config;
MaterialDescriptorInfo mdi; ///<材质描述符管理器
@ -40,11 +30,11 @@ protected:
public:
const AnsiString &GetName()const{return shader_name;}
const AnsiString &GetName()const{return config->mtl_name;}
const uint32 GetShaderStage()const{return shader_stage;}
const uint32 GetShaderStage()const{return config->shader_stage;}
bool hasShader(const VkShaderStageFlagBits ss)const{return shader_stage&ss;}
bool hasShader(const VkShaderStageFlagBits ss)const{return config->shader_stage&ss;}
bool hasVertex ()const{return hasShader(VK_SHADER_STAGE_VERTEX_BIT);}
// bool hasTessCtrl()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);}
@ -59,7 +49,7 @@ public:
public:
MaterialCreateInfo(const AnsiString &,const RenderTargetOutputConfig &,const uint32 ss=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT);
MaterialCreateInfo(const MaterialConfig *);
~MaterialCreateInfo()=default;
bool SetMaterialInstance(const AnsiString &codes,const uint32_t length)
@ -89,4 +79,4 @@ public:
const MaterialDescriptorInfo &GetMDI()const{return mdi;}
};//class MaterialCreateInfo
}}//namespace hgl::graph
STD_MTL_NAMESPACE_END

View File

@ -0,0 +1,27 @@
#include"Std2DMaterial.h"
#include<hgl/shadergen/MaterialCreateInfo.h>
#include<hgl/graph/mtl/2d/Material2DConfig.h>
STD_MTL_NAMESPACE_BEGIN
Std2DMaterial::Std2DMaterial(const Material2DConfig *c)
{
MaterialCreateInfo *mci=new MaterialCreateInfo(c);
}
Std2DMaterial::~Std2DMaterial()
{
delete mci;
}
bool Std2DMaterial::CreateVertexShader(ShaderCreateInfoVertex *vs)
{
}
bool Std2DMaterial::CreateFragmentShader(ShaderCreateInfoFragment *fs)
{
}
bool Std2DMaterial::Create()
{
}
STD_MTL_NAMESPACE_END

View File

@ -0,0 +1,39 @@
#pragma once
#include<hgl/graph/mtl/StdMaterial.h>
namespace hgl
{
namespace graph
{
class ShaderCreateInfoVertex;
class ShaderCreateInfoFragment;
namespace mtl
{
class MaterialCreateInfo;
struct Material2DConfig;
class Std2DMaterial
{
protected:
Material2DConfig *cfg;
MaterialCreateInfo *mci;
protected:
virtual bool CreateVertexShader(ShaderCreateInfoVertex *)=0;
virtual bool CreateFragmentShader(ShaderCreateInfoFragment *)=0;
public:
Std2DMaterial(const Material2DConfig *);
virtual ~Std2DMaterial();
virtual bool Create()=0;
};//class Std2DMaterial
}//namespace mtl
}//namespace graph
}//namespace hgl

View File

@ -1,8 +1,10 @@
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/mtl/2d/VertexColor2D.h>
#include<hgl/graph/mtl/2d/VertexColor2D.h>
#include<hgl/graph/mtl/2d/Material2DConfig.h>
#include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/shadergen/MaterialCreateInfo.h>
#include"common/UBOCommon.h"
#include"common/MFCommon.h"
STD_MTL_NAMESPACE_BEGIN
MaterialCreateInfo *CreateVertexColor2D(const Material2DConfig *cfg)
@ -20,7 +22,7 @@ MaterialCreateInfo *CreateVertexColor2D(const Material2DConfig *cfg)
false //不输出stencil
};
MaterialCreateInfo *mci=new MaterialCreateInfo(mtl_name,rtoc);
MaterialCreateInfo *mci=new MaterialCreateInfo(cfg);
AnsiString sfComputePosition;

View File

@ -35,18 +35,29 @@ SET(GLSL_COMPILER_SOURCE GLSLCompiler.h
SOURCE_GROUP("GLSL Compiler" FILES ${GLSL_COMPILER_SOURCE})
SET(SHADERGEN_COMMON_FILES common/UBOCommon.h
common/MFCommon.h)
SOURCE_GROUP("Common" FILES ${SHADERGEN_COMMON_FILES})
include_directories(${CMAKE_CURRENT_SOURCE_DIR})
set(STD_MTL_HEADER_PATH ${ROOT_INCLUDE_PATH}/hgl/graph/mtl)
SET(STD_MTL_2D_HEADER_PATH ${STD_MTL_HEADER_PATH}/2d)
SET(STD_MTL_2D_SOURCE_FILES ${STD_MTL_2D_HEADER_PATH}/VertexColor2D.h
SET(STD_MTL_2D_SOURCE_FILES ${STD_MTL_2D_HEADER_PATH}/Material2DConfig.h
${STD_MTL_2D_HEADER_PATH}/VertexColor2D.h
2d/Std2DMaterial.h
2d/Std2DMaterial.cpp
2d/VertexColor2D.cpp)
SET(STANDARD_MATERIAL_SOURCE ${STD_MTL_HEADER_PATH}/StdMaterial.h
${STD_MTL_HEADER_PATH}/ShaderBuffer.h
StandardMaterial.cpp)
SET(STD_MTL_SOURCE ${STD_MTL_HEADER_PATH}/MaterialConfig.h
${STD_MTL_HEADER_PATH}/StdMaterial.h
${STD_MTL_HEADER_PATH}/ShaderBuffer.h
StandardMaterial.cpp)
SOURCE_GROUP("Standard Material" FILES ${STANDARD_MATERIAL_SOURCE})
SOURCE_GROUP("Standard Material" FILES ${STD_MTL_SOURCE})
SOURCE_GROUP("Standard Material\\2D" FILES ${STD_MTL_2D_SOURCE_FILES})
add_cm_library(ULRE.ShaderGen "ULRE" ${DESC_INFO_HEADER_FILES}
@ -55,7 +66,8 @@ add_cm_library(ULRE.ShaderGen "ULRE" ${DESC_INFO_HEADER_FILES}
${MATERIAL_CREATE_INFO_SOURCE_FILES}
${SHADER_CREATER_HEADER_FILES}
${SHADER_CREATER_SOURCE_FILES}
${GLSL_COMPILER_SOURCE}
${STANDARD_MATERIAL_SOURCE}
${GLSL_COMPILER_SOURCE}
${SHADERGEN_COMMON_FILES}
${STD_MTL_SOURCE}
${STD_MTL_2D_SOURCE_FILES}
)

View File

@ -1,17 +1,14 @@
#include<hgl/shadergen/MaterialCreateInfo.h>
#include<hgl/shadergen/ShaderDescriptorInfo.h>
#include"common/UBOCommon.h"
using namespace hgl;
using namespace hgl::graph;
namespace hgl{namespace graph{
MaterialCreateInfo::MaterialCreateInfo(const AnsiString &n,const RenderTargetOutputConfig &cfg,const uint32 ss)
STD_MTL_NAMESPACE_BEGIN
MaterialCreateInfo::MaterialCreateInfo(const MaterialConfig *mc)
{
shader_name=n;
rto_cfg=cfg;
shader_stage=ss;
config=mc;
if(hasVertex ())shader_map.Add(vert=new ShaderCreateInfoVertex (&mdi));else vert=nullptr;
if(hasGeometry ())shader_map.Add(geom=new ShaderCreateInfoGeometry(&mdi));else geom=nullptr;
@ -109,7 +106,7 @@ bool MaterialCreateInfo::AddUBO(const uint32_t flag_bits,const DescriptorSetType
uint result=0;
VkShaderStageFlagBits bit;
for(uint i=0;i<shader_map.GetCount();i++)
for(int i=0;i<shader_map.GetCount();i++)
{
shader_map.GetKey(i,bit);
@ -128,7 +125,7 @@ bool MaterialCreateInfo::CreateShader()
if(mi_length>0)
{
AddUBO( shader_stage,
AddUBO( config->shader_stage,
DescriptorSetType::Global,
mtl::SBS_MaterialInstance);
}
@ -149,4 +146,4 @@ bool MaterialCreateInfo::CreateShader()
return(true);
}
}}//namespace hgl::graph
STD_MTL_NAMESPACE_END

View File

@ -4,11 +4,7 @@
#include<hgl/graph/VKShaderStage.h>
#include"GLSLCompiler.h"
namespace hgl{namespace graph{
using namespace hgl;
using namespace hgl::graph;
VK_NAMESPACE_BEGIN
int ShaderCreateInfoVertex::AddInput(const VAT &type,const AnsiString &name,const VkVertexInputRate input_rate,const VertexInputGroup &group)
{
ShaderAttribute *ss=new ShaderAttribute;
@ -63,4 +59,4 @@ bool ShaderCreateInfoVertex::ProcInput(ShaderCreateInfo *)
return(true);
}
}}//namespace hgl::graph
VK_NAMESPACE_END

View File

@ -0,0 +1,35 @@
#pragma once
#include<hgl/graph/mtl/StdMaterial.h>
STD_MTL_NAMESPACE_BEGIN
namespace func
{
constexpr const char GetLocalToWorld[]=R"(
mat4 GetLocalToWorld()
{
return mat4(LocalToWorld_0,
LocalToWorld_1,
LocalToWorld_2,
LocalToWorld_3);
}
)";
constexpr const char GetJointMatrix[]=R"(
mat4 GetJointMatrix()
{
return joint.mats[JointID.x]*JointWeight.x+
joint.mats[JointID.y]*JointWeight.y+
joint.mats[JointID.z]*JointWeight.z+
joint.mats[JointID.w]*JointWeight.w;
}
)";
constexpr const char GetMI[]=R"(
MaterialInstance GetMI()
{
return mtl.mi[MaterialInstanceID];
}
)";
}//namespace func
STD_MTL_NAMESPACE_END

View File

@ -0,0 +1,62 @@
#pragma once
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
STD_MTL_NAMESPACE_BEGIN
constexpr const ShaderBufferSource SBS_ViewportInfo=
{
"ViewportInfo",
"viewport",
R"(
mat4 ortho_matrix;
vec2 canvas_resolution;
vec2 viewport_resolution;
vec2 inv_viewport_resolution;
)"
};
constexpr const ShaderBufferSource SBS_CameraInfo=
{
"CameraInfo",
"camera",
R"(
mat4 projection;
mat4 inverse_projection;
mat4 view;
mat4 inverse_view;
mat4 vp;
mat4 inverse_vp;
mat4 sky;
vec3 pos; //eye
vec3 view_line; //pos-target
vec3 world_up;
float znear,zfar;)"
};
constexpr const ShaderBufferSource SBS_MaterialInstance=
{
"MaterialInstanceData",
"mtl",
"MaterialInstance mi[256];"
};
constexpr const ShaderBufferSource SBS_JointInfo=
{
"JointInfo",
"joint",
R"(
mat4 mats[];
)"
};
STD_MTL_NAMESPACE_END