#ifndef HGL_GRAPH_VULKAN_MATERIAL_INSTANCE_INCLUDE #define HGL_GRAPH_VULKAN_MATERIAL_INSTANCE_INCLUDE #include VK_NAMESPACE_BEGIN /** * * * layout(location=?) in uint MaterialInstanceID * * #define MI_MAX_COUNT ??? //该值由引擎根据 UBORange/sizeof(MaterialInstance) 计算出来 * * struct MaterialInstance //这部分数据,即为材质实例的具体数据,每一个材质实例类负责提供具体数据。由RenderList合并成一整个UBO * { //该类数据,由DescriptorSetType为PerMaterial的参数构成 * vec4 BaseColor; * vec4 Emissive; * vec4 ARM; * }; * * layout(set=?,binding=?) uniform Material * { * MaterialInstance mi[MI_MAX_COUNT] * }mtl; * * void main() * { * MaterialInstance mi=mtl.mi[(MaterialInstanceID>=MI_MAX_COUNT)?:0:MaterialInstanceID]; //如果超出范围则使用0号材质实例数据 * * vec4 BaseColor =mi.BaseColor; * vec4 Emissive =mi.Emissive; * * float AO =mi.ARM.x; * float Roughness =mi.ARM.y; * float Metallic =mi.ARM.z; * * */ /** * 材质实例类
* 材质实例类本质只是提供一个数据区,供RenderList合并成一个大UBO。 */ class MaterialInstance { protected: Material *material; VIL *vil; public: Material * GetMaterial () {return material;} const VIL * GetVIL ()const {return vil;} private: friend class Material; MaterialInstance(Material *,VIL *); public: virtual ~MaterialInstance()=default; bool BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false); bool BindSSBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false); bool BindImageSampler(const DescriptorSetType &type,const AnsiString &name,Texture *tex,Sampler *sampler); };//class MaterialInstance VK_NAMESPACE_END #endif//HGL_GRAPH_VULKAN_MATERIAL_INSTANCE_INCLUDE