finished auto bound GlobalDescriptor
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@@ -1,4 +1,4 @@
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#ifndef HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
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#ifndef HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
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#define HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
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#include<hgl/graph/VK.h>
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@@ -27,10 +27,10 @@ public:
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DescriptorSet * GetDescriptorSet (){return descriptor_set;}
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const VkDescriptorSet GetVkDescriptorSet ()const{return descriptor_set->GetDescriptorSet();}
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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>
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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
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const uint32_t GetBoundCount ()const{return descriptor_set->GetCount();} ///<<EFBFBD><EFBFBD>ȡ<EFBFBD>Ѿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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const bool IsReady ()const{return descriptor_set->IsReady();} ///<<EFBFBD>Ƿ<EFBFBD>ȫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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const uint32_t GetBoundCount ()const{return descriptor_set->GetCount();} ///<获取已经绑好的数量
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const bool IsReady ()const{return descriptor_set->IsReady();} ///<是否全部绑好了
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public:
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@@ -55,4 +55,4 @@ public:
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void Update();
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};//class MaterialParameters
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
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#endif//HGL_GRAPH_VULKAN_MATERIAL_PARAMETERS_INCLUDE
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@@ -12,8 +12,50 @@ enum class CoordinateSystem2D
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Ortho //左上角为0,0;右下角为(width-1),(height-1)
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};
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namespace GlobalShaderUBO
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namespace GlobalDescriptor
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{
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constexpr const char ViewportInfo[]="ViewportInfo";
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constexpr const char CameraInfo[]="CameraInfo";
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struct ShaderStruct
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{
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const char *struct_name;
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const char *name;
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const char *codes;
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};
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constexpr const ShaderStruct ViewportInfo=
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{
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"ViewportInfo",
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"viewport",
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R"(
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mat4 ortho_matrix;
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vec2 canvas_resolution;
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vec2 viewport_resolution;
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vec2 inv_viewport_resolution;
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)"
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};
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constexpr const ShaderStruct CameraInfo=
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{
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"CameraInfo",
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"camera",
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R"(
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mat4 projection;
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mat4 inverse_projection;
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mat4 view;
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mat4 inverse_view;
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mat4 vp;
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mat4 inverse_vp;
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mat4 sky;
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vec3 pos; //eye
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vec3 view_line; //pos-target
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vec3 world_up;
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float znear,zfar;)"
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};
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}
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