moved CreateMI to Material from GPUDevice.
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@@ -216,8 +216,6 @@ public: //shader & material
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Material *CreateMaterial(const UTF8String &mtl_name,ShaderModuleMap *shader_maps,MaterialDescriptorManager *,VertexInput *);
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MaterialInstance *CreateMI(Material *,const VILConfig *vil_cfg=nullptr);
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public: //Command Buffer 相关
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RenderCmdBuffer * CreateRenderCommandBuffer();
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@@ -75,6 +75,10 @@ public:
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VIL * CreateVIL(const VILConfig *format_map=nullptr);
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bool Release(VIL *);
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const uint GetVILCount();
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public:
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MaterialInstance *CreateMI(const VILConfig *vil_cfg=nullptr);
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};//class Material
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using MaterialSets=SortedSets<Material *>;
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@@ -50,30 +50,21 @@ protected:
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VIL *vil;
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uint8 mi_id; //材质实例ID
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public:
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Material * GetMaterial () {return material;}
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const VIL * GetVIL ()const {return vil;}
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private:
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friend class GPUDevice;
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friend class Material;
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MaterialInstance(Material *,VIL *);
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public:
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virtual ~MaterialInstance()=default;
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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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bool BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false);
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bool BindSSBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic=false);
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