Prim改名为PrimitiveType,ParsePrimName改名为ParsePrimitiveType
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@@ -16,7 +16,7 @@ struct Material2DCreateConfig:public MaterialCreateConfig,public Comparator<Mate
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public:
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Material2DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p):MaterialCreateConfig(da,name,p)
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Material2DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const PrimitiveType &p):MaterialCreateConfig(da,name,p)
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{
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rt_output.color=1; //输出一个颜色
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rt_output.depth=false; //不输出深度
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@@ -25,8 +25,8 @@ public:
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coordinate_system=CoordinateSystem2D::NDC;
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local_to_world=false;
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if(prim==Prim::SolidRectangles
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||prim==Prim::WireRectangles)
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if(prim==PrimitiveType::SolidRectangles
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||prim==PrimitiveType::WireRectangles)
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position_format=VAT_VEC4;
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else
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position_format=VAT_VEC2;
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@@ -18,7 +18,7 @@ struct Material3DCreateConfig:public MaterialCreateConfig,public Comparator<Mate
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public:
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Material3DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p):MaterialCreateConfig(da,name,p)
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Material3DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const PrimitiveType &p):MaterialCreateConfig(da,name,p)
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{
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rt_output.color=1; //输出一个颜色
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rt_output.depth=true; //不输出深度
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@@ -25,11 +25,11 @@ struct MaterialCreateConfig:public Comparator<MaterialCreateConfig>
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uint32 shader_stage_flag_bit; ///<需要的shader
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Prim prim; ///<图元类型
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PrimitiveType prim; ///<图元类型
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public:
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MaterialCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p)
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MaterialCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const PrimitiveType &p)
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{
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dev_attr=da;
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