#pragma once #include #include #include #include #include #include SHADERGEN_NAMESPACE_BEGIN class MaterialCreater { uint rt_count; ///<输出的RT数量 uint32_t shader_stage; ///<着色器阶段 MaterialDescriptorManager mdm; ///<材质描述符管理器 ShaderCreaterMap shader_map; ///<着色器列表 ShaderCreaterVertex *vert; ShaderCreaterGeometry *geom; ShaderCreaterFragment *frag; public: bool hasShader(const VkShaderStageFlagBits ss)const{return 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);} ShaderCreaterVertex * GetVS(){return vert;} ShaderCreaterGeometry * GetGS(){return geom;} ShaderCreaterFragment * GetFS(){return frag;} public: MaterialCreater(const uint rc,const uint32 ss=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT); ~MaterialCreater()=default; bool AddStruct(const AnsiString &ubo_typename,const AnsiString &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 CompileShader(); };//class MaterialCreater SHADERGEN_NAMESPACE_END