ULRE/inc/hgl/graph/VKMaterialParameters.h

55 lines
1.7 KiB
C++

#ifndef HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
#define HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/type/String.h>
#include<hgl/graph/VKDescriptorSet.h>
#include<hgl/graph/VKDescriptorSetType.h>
VK_NAMESPACE_BEGIN
class MaterialParameters
{
const MaterialDescriptorSets *mds;
DescriptorSetType set_type;
DescriptorSet *descriptor_set;
private:
friend class GPUDevice;
MaterialParameters(const MaterialDescriptorSets *,const DescriptorSetType &type,DescriptorSet *);
public:
const DescriptorSetType GetType (){return set_type;}
DescriptorSet * GetDescriptorSet (){return descriptor_set;}
const VkDescriptorSet GetVkDescriptorSet ()const{return descriptor_set->GetDescriptorSet();}
const uint32_t GetCount ()const{return descriptor_set->GetCount();}
const bool IsReady ()const{return descriptor_set->IsReady();}
public:
#define MP_TYPE_IS(name) const bool is##name()const{return set_type==DescriptorSetType::name;}
MP_TYPE_IS(Skeleton)
MP_TYPE_IS(Instance)
MP_TYPE_IS(PerObject)
MP_TYPE_IS(PerMaterialInstance)
MP_TYPE_IS(PerFrame)
MP_TYPE_IS(Global)
#undef MP_TYPE_IS
public:
virtual ~MaterialParameters();
bool BindUBO(const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false);
bool BindSSBO(const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false);
bool BindImageSampler(const AnsiString &name,Texture *tex,Sampler *sampler);
bool BindInputAttachment(const AnsiString &name,ImageView *);
void Update();
};//class MaterialParameters
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE