1.将DescriptorSetLayoutCreater类独立到src目录做为私有代码隐藏
2.将shader数据更改放在DescriptorSets类
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@@ -4,7 +4,7 @@
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using namespace hgl;
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using namespace hgl::graph;
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void SaveToTOML(const OSString &filename,const VkGraphicsPipelineCreateInfo *info);
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//void SaveToTOML(const OSString &filename,const VkGraphicsPipelineCreateInfo *info);
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constexpr uint32_t SCREEN_WIDTH=1280;
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constexpr uint32_t SCREEN_HEIGHT=720;
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@@ -36,6 +36,7 @@ private:
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uint swap_chain_count=0;
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vulkan::Material * material =nullptr;
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vulkan::DescriptorSets * desciptor_sets =nullptr;
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vulkan::Renderable * render_obj =nullptr;
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vulkan::Buffer * ubo_mvp =nullptr;
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@@ -55,6 +56,7 @@ public:
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SAFE_CLEAR(pipeline);
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SAFE_CLEAR(ubo_mvp);
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SAFE_CLEAR(render_obj);
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SAFE_CLEAR(desciptor_sets);
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SAFE_CLEAR(material);
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}
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@@ -68,6 +70,7 @@ private:
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return(false);
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render_obj=material->CreateRenderable();
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desciptor_sets=material->CreateDescriptorSets();
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return(true);
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}
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@@ -82,7 +85,7 @@ private:
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if(!ubo_mvp)
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return(false);
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return material->UpdateUBO("world",*ubo_mvp);
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return desciptor_sets->UpdateUBO(material->GetUBOBinding("world"),*ubo_mvp);
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}
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void InitVBO()
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@@ -103,7 +106,7 @@ private:
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pipeline_creater->CloseCullFace();
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pipeline_creater->Set(PRIM_TRIANGLES);
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SaveToTOML(OS_TEXT("pipeline.toml"),pipeline_creater->GetInfo());
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// SaveToTOML(OS_TEXT("pipeline.toml"),pipeline_creater->GetInfo());
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pipeline=pipeline_creater->Create();
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@@ -125,7 +128,7 @@ private:
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cmd_buf[i]->Begin();
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cmd_buf[i]->BeginRenderPass(device->GetRenderPass(),device->GetFramebuffer(i));
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cmd_buf[i]->Bind(pipeline);
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cmd_buf[i]->Bind(material);
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cmd_buf[i]->Bind(desciptor_sets);
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cmd_buf[i]->Bind(render_obj);
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cmd_buf[i]->Draw(VERTEX_COUNT);
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cmd_buf[i]->EndRenderPass();
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