#pragma once #include #include #include #include #include #include #include #include #include STD_MTL_NAMESPACE_BEGIN class MaterialCreateInfo { protected: const MaterialConfig *config; MaterialDescriptorInfo mdi; ///<材质描述符管理器 AnsiString mi_codes; ///mtl_name;} const uint32 GetShaderStage()const{return config->shader_stage;} 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);} // bool hasTessEval()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);} bool hasGeometry()const{return hasShader(VK_SHADER_STAGE_GEOMETRY_BIT);} bool hasFragment()const{return hasShader(VK_SHADER_STAGE_FRAGMENT_BIT);} // bool hasCompute ()const{return hasShader(VK_SHADER_STAGE_COMPUTE_BIT);} ShaderCreateInfoVertex * GetVS()const{return vert;} ShaderCreateInfoGeometry * GetGS()const{return geom;} ShaderCreateInfoFragment * GetFS()const{return frag;} public: MaterialCreateInfo(const MaterialConfig *); ~MaterialCreateInfo()=default; bool SetMaterialInstance(const AnsiString &codes,const uint32_t length) { if(length>0&&codes.Length()<4)return(false); mi_length=length; if(length>0) mi_codes=codes; return(true); } bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes); bool AddStruct(const ShaderBufferSource &ss) { return AddStruct(ss.struct_name,ss.codes); } bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name); bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name); bool AddUBO(const uint32_t flag_bits,const DescriptorSetType &set_type,const ShaderBufferSource &ss); bool CreateShader(); const MaterialDescriptorInfo &GetMDI()const{return mdi;} };//class MaterialCreateInfo STD_MTL_NAMESPACE_END