finished auto bound GlobalDescriptor

This commit is contained in:
2023-03-22 15:58:59 +08:00
parent e1c3b95de7
commit ac42dcdb26
14 changed files with 136 additions and 49 deletions

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@@ -1,4 +1,4 @@
#ifndef HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
#ifndef HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
#define HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
#include<hgl/graph/VK.h>
@@ -27,10 +27,10 @@ public:
DescriptorSet * GetDescriptorSet (){return descriptor_set;}
const VkDescriptorSet GetVkDescriptorSet ()const{return descriptor_set->GetDescriptorSet();}
const uint32_t GetDescriptorCount ()const{return desc_manager->GetBindCount(set_type);} ///<<EFBFBD><EFBFBD>ȡ<EFBFBD>ܹ<EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD>󶨵<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const uint32_t GetDescriptorCount ()const{return desc_manager->GetBindCount(set_type);} ///<获取总共需要绑定的描述符数量
const uint32_t GetBoundCount ()const{return descriptor_set->GetCount();} ///<<EFBFBD><EFBFBD>ȡ<EFBFBD>Ѿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const bool IsReady ()const{return descriptor_set->IsReady();} ///<<EFBFBD>Ƿ<EFBFBD>ȫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const uint32_t GetBoundCount ()const{return descriptor_set->GetCount();} ///<获取已经绑好的数量
const bool IsReady ()const{return descriptor_set->IsReady();} ///<是否全部绑好了
public:
@@ -55,4 +55,4 @@ public:
void Update();
};//class MaterialParameters
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
#endif//HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE

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@@ -12,8 +12,50 @@ enum class CoordinateSystem2D
Ortho //左上角为0,0右下角为(width-1),(height-1)
};
namespace GlobalShaderUBO
namespace GlobalDescriptor
{
constexpr const char ViewportInfo[]="ViewportInfo";
constexpr const char CameraInfo[]="CameraInfo";
struct ShaderStruct
{
const char *struct_name;
const char *name;
const char *codes;
};
constexpr const ShaderStruct ViewportInfo=
{
"ViewportInfo",
"viewport",
R"(
mat4 ortho_matrix;
vec2 canvas_resolution;
vec2 viewport_resolution;
vec2 inv_viewport_resolution;
)"
};
constexpr const ShaderStruct CameraInfo=
{
"CameraInfo",
"camera",
R"(
mat4 projection;
mat4 inverse_projection;
mat4 view;
mat4 inverse_view;
mat4 vp;
mat4 inverse_vp;
mat4 sky;
vec3 pos; //eye
vec3 view_line; //pos-target
vec3 world_up;
float znear,zfar;)"
};
}

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@@ -5,6 +5,7 @@
#include<hgl/shadergen/ShaderCreateInfoGeometry.h>
#include<hgl/shadergen/ShaderCreateInfoFragment.h>
#include<hgl/shadergen/ShaderCreateInfoMap.h>
#include<hgl/graph/mtl/StdMaterial.h>
#include<hgl/graph/VKSamplerType.h>
namespace hgl{namespace graph{
@@ -19,7 +20,7 @@ protected:
uint32_t shader_stage; ///<着色器阶段
MaterialDescriptorInfo mdm; ///<材质描述符管理器
MaterialDescriptorInfo mdi; ///<材质描述符管理器
ShaderCreateInfoMap shader_map; ///<着色器列表
@@ -52,12 +53,24 @@ public:
~MaterialCreateInfo()=default;
bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
bool AddStruct(const GlobalDescriptor::ShaderStruct &ss)
{
return AddStruct(ss.struct_name,ss.codes);
}
bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
bool AddUBO(const VkShaderStageFlagBits flag_bits,const GlobalDescriptor::ShaderStruct &ss)
{
if(!mdi.hasStruct(ss.struct_name))
mdi.AddStruct(ss.struct_name,ss.codes);
return AddUBO(flag_bits,DescriptorSetType::Global,ss.struct_name,ss.name);
}
bool CreateShader();
const MaterialDescriptorInfo &GetMDI()const{return mdm;}
const MaterialDescriptorInfo &GetMDI()const{return mdi;}
};//class MaterialCreateInfo
}}//namespace hgl::graph

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@@ -17,7 +17,7 @@ protected:
VkShaderStageFlagBits shader_stage; ///<着色器阶段
MaterialDescriptorInfo *mdm;
MaterialDescriptorInfo *mdi;
protected: