add mtl_name value in Material class,It's name of material.
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@@ -15,6 +15,8 @@ class DescriptorSetLayoutCreater;
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*/
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class Material
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{
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UTF8String mtl_name;
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ShaderModuleMap *shader_maps;
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VertexShaderModule *vertex_sm;
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List<VkPipelineShaderStageCreateInfo> *shader_stage_list;
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@@ -25,12 +27,14 @@ class Material
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public:
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Material(ShaderModuleMap *smm,List<VkPipelineShaderStageCreateInfo> *,DescriptorSetLayoutCreater *dslc);
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Material(const UTF8String &name,ShaderModuleMap *smm,List<VkPipelineShaderStageCreateInfo> *,DescriptorSetLayoutCreater *dslc);
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~Material();
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const VertexShaderModule *GetVertexShaderModule()const{return vertex_sm;}
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const UTF8String & GetName()const{return mtl_name;}
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const int GetBinding(VkDescriptorType,const AnsiString &)const;
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const VertexShaderModule * GetVertexShaderModule()const{return vertex_sm;}
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const int GetBinding(VkDescriptorType,const AnsiString &)const;
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#define GET_BO_BINDING(name,vk_name) const int Get##name(const AnsiString &obj_name)const{return GetBinding(VK_DESCRIPTOR_TYPE_##vk_name,obj_name);}
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// GET_BO_BINDING(Sampler, SAMPLER)
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