ULRE/inc/hgl/shadergen/MaterialCreateInfo.h

77 lines
2.9 KiB
C++

#pragma once
#include<hgl/shadergen/MaterialDescriptorInfo.h>
#include<hgl/shadergen/ShaderCreateInfoVertex.h>
#include<hgl/shadergen/ShaderCreateInfoGeometry.h>
#include<hgl/shadergen/ShaderCreateInfoFragment.h>
#include<hgl/shadergen/ShaderCreateInfoMap.h>
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/VKSamplerType.h>
namespace hgl{namespace graph{
class MaterialCreateInfo
{
AnsiString shader_name;
protected:
uint rt_color_count; ///<输出的RT数量
bool rt_depth; ///<是否输出深度
uint32_t shader_stage; ///<着色器阶段
MaterialDescriptorInfo mdi; ///<材质描述符管理器
ShaderCreateInfoMap shader_map; ///<着色器列表
ShaderCreateInfoVertex *vert;
ShaderCreateInfoGeometry *geom;
ShaderCreateInfoFragment *frag;
public:
const AnsiString &GetName()const{return shader_name;}
const uint32 GetShaderStage()const{return shader_stage;}
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);}
ShaderCreateInfoVertex * GetVS()const{return vert;}
ShaderCreateInfoGeometry * GetGS()const{return geom;}
ShaderCreateInfoFragment * GetFS()const{return frag;}
public:
MaterialCreateInfo(const AnsiString &,const uint rc,const bool rd,const uint32 ss=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT);
~MaterialCreateInfo()=default;
bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
bool AddStruct(const InlineDescriptor::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 VkShaderStageFlagBits flag_bits,const DescriptorSetType &set_type,const InlineDescriptor::ShaderBufferSource &ss)
{
if(!mdi.hasStruct(ss.struct_name))
mdi.AddStruct(ss.struct_name,ss.codes);
return AddUBO(flag_bits,set_type,ss.struct_name,ss.name);
}
bool CreateShader();
const MaterialDescriptorInfo &GetMDI()const{return mdi;}
};//class MaterialCreateInfo
}}//namespace hgl::graph