ULRE/inc/hgl/graph/shader/node/finished.h
hyzboy 818946a7e7 1.delete MaterialData.h
2.add StandardMaterial and PBRMaterial
2020-01-14 18:09:40 +08:00

64 lines
1.5 KiB
C++

#ifndef HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE
#define HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE
#include<hgl/graph/shader/node/node.h>
#include<hgl/graph/shader/param/in.h>
SHADER_NODE_NAMESPACE_BEGIN
/**
* 最终节点,用于最终结果的一类节点,无输出部分
*/
class Finished:public Node
{
public:
Finished(const UTF8String &n):Node(NodeType::Finished,n){}
virtual ~Finished()=default;
};//class Finished:public Input
/**
* 顶点最终输出节点
*/
class VertexFinished:public Finished
{
protected:
param::InputParam *ip_Position;
public:
VertexFinished():Finished("FinVertex")
{
ip_Position=SHADER_INPUT_PARAM(true,Position, Float3)
SHADER_OUTPUT_PARAM(FragmentPosition,Float3)
SHADER_OUTPUT_PARAM(FragmentTexCoord,Float2)
}
~VertexFinished()=default;
bool GenCode(UTF8StringList &)override;
};//class VertexFinished:public FinishedNode
/**
* 片段最终输出节点
*/
class FragmentFinished:public Finished
{
public:
FragmentFinished():Finished("FinFragment")
{
SHADER_INPUT_PARAM(false,BaseColor, Float3)
SHADER_INPUT_PARAM(false,Normal, Float3)
SHADER_INPUT_PARAM(false,Metallic, Float1)
SHADER_INPUT_PARAM(false,Roughness, Float1)
SHADER_INPUT_PARAM(false,Opacity, Float1)
SHADER_INPUT_PARAM(false,DepthOffset, Float1)
}
~FragmentFinished()=default;
};//class FragmentFinished:public Finished
SHADER_NODE_NAMESPACE_END
#endif//HGL_GRAPH_SHADER_NODE_FINISHED_INCLUDE