perpare it for VertexColor3D material.
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@@ -8,8 +8,6 @@
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STD_MTL_NAMESPACE_BEGIN
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struct Material2DCreateConfig:public MaterialCreateConfig
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{
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Prim prim; ///<图元类型
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CoordinateSystem2D coordinate_system; ///<使用的坐标系
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bool local_to_world; ///<包含LocalToWorld矩阵
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@@ -18,10 +16,8 @@ struct Material2DCreateConfig:public MaterialCreateConfig
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public:
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Material2DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p):MaterialCreateConfig(da,name)
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Material2DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p):MaterialCreateConfig(da,name,p)
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{
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prim=p;
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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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rt_output.stencil=false; //不输出stencil
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@@ -37,11 +33,6 @@ public:
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}
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};//struct Material2DCreateConfig:public MaterialCreateConfig
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namespace SamplerName
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{
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constexpr const char Color[]="TextureColor";
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}
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MaterialCreateInfo *CreateVertexColor2D(const Material2DCreateConfig *);
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MaterialCreateInfo *CreatePureColor2D(const Material2DCreateConfig *);
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MaterialCreateInfo *CreatePureTexture2D(const Material2DCreateConfig *);
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33
inc/hgl/graph/mtl/3d/Material3DCreateConfig.h
Normal file
33
inc/hgl/graph/mtl/3d/Material3DCreateConfig.h
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@@ -0,0 +1,33 @@
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#pragma once
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#include<hgl/graph/mtl/MaterialConfig.h>
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#include<hgl/graph/CoordinateSystem.h>
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#include<hgl/graph/VertexAttrib.h>
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STD_MTL_NAMESPACE_BEGIN
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struct Material3DCreateConfig:public MaterialCreateConfig
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{
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bool local_to_world; ///<包含LocalToWorld矩阵
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VAT position_format; ///<position格式
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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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{
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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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rt_output.stencil=false; //不输出stencil
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local_to_world=false;
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position_format=VAT_VEC3;
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}
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};//struct Material3DCreateConfig:public MaterialCreateConfig
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//MaterialCreateInfo *CreateVertexColor2D(const Material2DCreateConfig *);
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//MaterialCreateInfo *CreatePureColor2D(const Material2DCreateConfig *);
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//MaterialCreateInfo *CreatePureTexture2D(const Material2DCreateConfig *);
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//MaterialCreateInfo *CreateRectTexture2D(Material2DCreateConfig *);
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//MaterialCreateInfo *CreateRectTexture2DArray(Material2DCreateConfig *);
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STD_MTL_NAMESPACE_END
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@@ -22,15 +22,19 @@ struct 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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public:
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MaterialCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name)
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MaterialCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p)
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{
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dev_attr=da;
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mtl_name=name;
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shader_stage_flag_bit=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT;
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prim=p;
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}
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};//struct MaterialCreateConfig
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STD_MTL_NAMESPACE_END
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15
inc/hgl/graph/mtl/SamplerName.h
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15
inc/hgl/graph/mtl/SamplerName.h
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@@ -0,0 +1,15 @@
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#pragma once
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namespace hgl
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{
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namespace graph
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{
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namespace mtl
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{
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namespace SamplerName
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{
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constexpr const char Color[] = "TextureColor";
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}//namespace SamplerName
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}//namespace mtl
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}//namespace graph
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}//namespace hgl
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