126 lines
3.6 KiB
C++
126 lines
3.6 KiB
C++
#include"MaterialFileData.h"
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#include"Std3DMaterial.h"
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#include<hgl/shadergen/MaterialCreateInfo.h>
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STD_MTL_NAMESPACE_BEGIN
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const char *GetUBOCodes(const AccumMemoryManager::Block *block);
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namespace
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{
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class Std3DMaterialLoader: public Std3DMaterial
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{
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protected:
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material_file::MaterialFileData *mfd;
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public:
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Std3DMaterialLoader(material_file::MaterialFileData *data,const Material3DCreateConfig *c)
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: Std3DMaterial(c)
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{
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mfd=data;
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}
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~Std3DMaterialLoader()
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{
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delete mfd;
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}
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bool BeginCustomShader() override
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{
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if(!Std3DMaterial::BeginCustomShader())
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return (false);
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for(const auto ubo:mfd->ubo_list)
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{
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const char *ubo_codes=GetUBOCodes(ubo.block);
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mci->AddStruct(ubo.struct_name,ubo_codes);
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mci->AddUBO(ubo.shader_stage_flag_bits,
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ubo.set,
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ubo.struct_name,
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ubo.name);
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}
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if(mfd->mi_data.data_bytes>0)
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{
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mci->SetMaterialInstance(mfd->mi_data.code,
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mfd->mi_data.data_bytes,
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mfd->mi_data.shader_stage_flag_bits);
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}
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return true;
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}
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template<VkShaderStageFlagBits ss,typename SD,typename SCI>
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SD *CommonProc(SCI *sc)
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{
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SD *sd=(SD *)(mfd->shader_data_map[ss]);
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if(!sd)
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return (nullptr);
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sc->AddOutput(sd->output);
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for(auto &s:sd->sampler)
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mci->AddSampler(ss,DescriptorSetType::PerMaterial,s.type,s.name);
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sc->SetMain(sd->code,sd->code_length); // 这里会产生复制这个string,但我不希望产生这个。未来想办法改进
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return sd;
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}
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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{
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vsc->AddInput(mfd->via_list);
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if(!Std3DMaterial::CustomVertexShader(vsc))
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return (false);
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return CommonProc<VK_SHADER_STAGE_VERTEX_BIT,material_file::VertexShaderData,ShaderCreateInfoVertex>(vsc);
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}
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bool CustomGeometryShader(ShaderCreateInfoGeometry *gsc) override
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{
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material_file::GeometryShaderData *sd=CommonProc<VK_SHADER_STAGE_GEOMETRY_BIT,material_file::GeometryShaderData,ShaderCreateInfoGeometry>(gsc);
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if(!sd)
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return (false);
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gsc->SetGeom(sd->input_prim,sd->output_prim,sd->max_vertices);
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return true;
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}
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bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
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{
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return CommonProc<VK_SHADER_STAGE_FRAGMENT_BIT,material_file::FragmentShaderData,ShaderCreateInfoFragment>(fsc);
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}
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}; // class Std3DMaterialLoader:public Std3DMaterial
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} // namespace
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material_file::MaterialFileData *LoadMaterialDataFromFile(const AnsiString &mtl_filename);
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MaterialCreateInfo *LoadMaterialFromFile(const VkDevAttr *dev_attr,const AnsiString &name,Material3DCreateConfig *cfg)
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{
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if(name.IsEmpty()||!cfg)
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return (nullptr);
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material_file::MaterialFileData *mfd=LoadMaterialDataFromFile(name);
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if(!mfd)
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return nullptr;
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if(mfd->mi_data.data_bytes>0)
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cfg->material_instance=true;
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cfg->shader_stage_flag_bit=mfd->shader_stage_flag_bit;
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Std3DMaterialLoader mtl(mfd,cfg);
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return mtl.Create(dev_attr);
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}
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STD_MTL_NAMESPACE_END
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