部分范例迁移到新WorkObject/CreateMaterialInstance结构
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@@ -38,7 +38,7 @@ private:
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Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
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MaterialInstance * material_instance =nullptr;
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Mesh * render_obj =nullptr;
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Mesh * render_obj =nullptr;
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Pipeline * pipeline =nullptr;
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@@ -46,12 +46,12 @@ private:
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bool InitMaterial()
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{
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mtl::Material2DCreateConfig cfg(GetDevAttr(),"VertexColor2D",PrimitiveType::Triangles);
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mtl::Material2DCreateConfig cfg(PrimitiveType::Triangles,
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CoordinateSystem2D::Ortho,
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mtl::WithLocalToWorld::Without);
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VILConfig vil_config;
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cfg.coordinate_system =CoordinateSystem2D::Ortho;
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cfg.position_format = POSITION_SHADER_FORMAT; //这里指定shader中使用ivec2当做顶点输入格式
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// ^
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// + 这上下两种格式要配套,否则会出错
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@@ -60,11 +60,7 @@ private:
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vil_config.Add(VAN::Color, COLOR_DATA_FORMAT); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式
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cfg.local_to_world=false;
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
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material_instance=db->CreateMaterialInstance(mci,&vil_config);
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material_instance=CreateMaterialInstance(mtl::inline_material::VertexColor2D,&cfg,&vil_config);
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if(!material_instance)
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return(false);
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