ULRE/inc/hgl/shadergen/MaterialCreateInfo.h

74 lines
3.0 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/RenderTargetOutputConfig.h>
#include<hgl/graph/mtl/MaterialConfig.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
#include<hgl/graph/VKSamplerType.h>
STD_MTL_NAMESPACE_BEGIN
class MaterialCreateInfo
{
protected:
const MaterialConfig *config;
MaterialDescriptorInfo mdi; ///<材质描述符管理器
AnsiString mi_codes; ///<MaterialInstance代码
uint32_t mi_data_bytes; ///<MaterialInstance数据长度
uint32_t mi_shader_stage; ///<MaterialInstance着色器阶段
ShaderCreateInfoMap shader_map; ///<着色器列表
ShaderCreateInfoVertex *vert;
ShaderCreateInfoGeometry *geom;
ShaderCreateInfoFragment *frag;
public:
const AnsiString &GetName ()const{return config->mtl_name;}
const uint32 GetShaderStage ()const{return config->shader_stage;}
bool hasShader (const VkShaderStageFlagBits ss)const{return config->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:
const MaterialDescriptorInfo &GetMDI()const{return mdi;}
const uint32_t GetMIDataBytes()const{return mi_data_bytes;}
public:
MaterialCreateInfo(const MaterialConfig *);
~MaterialCreateInfo()=default;
bool SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage);
bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
bool AddStruct(const 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 uint32_t flag_bits,const DescriptorSetType &set_type,const ShaderBufferSource &ss);
bool CreateShader();
};//class MaterialCreateInfo
STD_MTL_NAMESPACE_END