added MIData at Material
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@@ -5,48 +5,53 @@
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VK_NAMESPACE_BEGIN
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/*
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layout(location=0) in vec4 Position;
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layout(location=1) in vec3 Normal;
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layout(location=?) in uint MaterialID
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#define MI_MAX_COUNT ??? //该值由引擎根据 UBORange/sizeof(MaterialInstance) 计算出来
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struct MaterialInstance //这部分数据,即为材质实例的具体数据,每一个材质实例类负责提供具体数据。由RenderList合并成一整个UBO
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{
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vec4 BaseColor;
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vec4 Emissive;
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vec4 ARM;
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};
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layout(set=?,binding=?) uniform Material
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{
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MaterialInstance mi[MI_MAX_COUNT]
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}mtl;
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void main()
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{
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MaterialInstance mi=mtl.mi[(MaterialID>=MI_MAX_COUNT)?:0:MaterialID]; //如果超出范围则使用0号材质实例数据
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vec4 BaseColor =mi.BaseColor;
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vec4 Emissive =mi.Emissive;
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float AO =mi.ARM.x;
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float Roughness =mi.ARM.y;
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float Metallic =mi.ARM.z;
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/**
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* <summary>
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*
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* layout(location=?) in uint MaterialID
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*
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* #define MI_MAX_COUNT ??? //该值由引擎根据 UBORange/sizeof(MaterialInstance) 计算出来
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*
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* struct MaterialInstance //这部分数据,即为材质实例的具体数据,每一个材质实例类负责提供具体数据。由RenderList合并成一整个UBO
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* { //该类数据,由DescriptorSetType为PerMaterial的参数构成
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* vec4 BaseColor;
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* vec4 Emissive;
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* vec4 ARM;
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* };
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*
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* layout(set=?,binding=?) uniform Material
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* {
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* MaterialInstance mi[MI_MAX_COUNT]
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* }mtl;
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*
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* void main()
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* {
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* MaterialInstance mi=mtl.mi[(MaterialID>=MI_MAX_COUNT)?:0:MaterialID]; //如果超出范围则使用0号材质实例数据
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*
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* vec4 BaseColor =mi.BaseColor;
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* vec4 Emissive =mi.Emissive;
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*
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* float AO =mi.ARM.x;
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* float Roughness =mi.ARM.y;
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* float Metallic =mi.ARM.z;
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*
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* </summary>
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*/
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/**
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* 材质实例类
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* 材质实例类<br>
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* 材质实例类本质只是提供一个数据区,供RenderList合并成一个大UBO。
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*/
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class MaterialInstance
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{
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protected:
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Material *material;
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VIL *vil;
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uint8 mi_id; //材质实例ID
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private:
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friend class GPUDevice;
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@@ -59,6 +64,14 @@ public:
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Material *GetMaterial(){return material;}
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const uint8_t GetID()const{return mi_id;} ///<获取材质实例ID
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template<typename T>
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T *GetData(){return material->GetMIData<T>(mi_id);} ///<获取材质实例数据
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template<typename T>
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bool WriteData(const T *data){return material->WriteMIData(mi_id,data);} ///<写入材质实例数据
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const VIL *GetVIL()const{return vil;}
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MaterialParameters *GetMP(const DescriptorSetType &type){return material->GetMP(type);}
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