updated texture_quad.cpp
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@ -1 +1 @@
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Subproject commit 32472ad33cf7a8f36a9aadb90ef84b406c585f1c
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Subproject commit 5a6f171f90dbd1001e5fc6c696fecc54c57cb1a2
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@ -43,6 +43,7 @@ private:
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Texture2D * texture =nullptr;
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Texture2D * texture =nullptr;
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Sampler * sampler =nullptr;
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Sampler * sampler =nullptr;
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Material * material =nullptr;
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MaterialInstance * material_instance =nullptr;
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MaterialInstance * material_instance =nullptr;
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Renderable * render_obj =nullptr;
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Renderable * render_obj =nullptr;
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Pipeline * pipeline =nullptr;
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Pipeline * pipeline =nullptr;
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@ -58,13 +59,13 @@ private:
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreatePureTexture2D(&cfg);
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreatePureTexture2D(&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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return(false);
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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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::Fan); //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::Fan); //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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if(!pipeline)
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return(false);
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return(false);
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@ -74,12 +75,14 @@ private:
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sampler=db->CreateSampler();
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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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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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mtl::SamplerName::Color, ///<采样器名称
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texture, ///<纹理
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texture, ///<纹理
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sampler)) ///<采样器
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sampler)) ///<采样器
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return(false);
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return(false);
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material_instance=db->CreateMaterialInstance(material);
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return(true);
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return(true);
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}
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}
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@ -11,6 +11,8 @@ struct Material2DCreateConfig:public MaterialCreateConfig
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bool local_to_world; ///<包含LocalToWorld矩阵
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bool local_to_world; ///<包含LocalToWorld矩阵
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public:
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public:
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Material2DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name):MaterialCreateConfig(da,name)
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Material2DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name):MaterialCreateConfig(da,name)
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