renamed to PerMaterial instead of PerMaterialInstance

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-03-04 18:21:03 +08:00
parent ef8f630056
commit ba65d1abf2
6 changed files with 6 additions and 7 deletions

@ -1 +1 @@
Subproject commit 1e71104806a845a3a81414d2f2a05ea2e29c5d2b Subproject commit 809fa8d4c73a810233e3ba6dd8c42a421a3ca9e9

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@ -35,7 +35,7 @@ public:
MP_TYPE_IS(Skeleton) MP_TYPE_IS(Skeleton)
MP_TYPE_IS(Instance) MP_TYPE_IS(Instance)
MP_TYPE_IS(PerObject) MP_TYPE_IS(PerObject)
MP_TYPE_IS(PerMaterialInstance) MP_TYPE_IS(PerMaterial)
MP_TYPE_IS(PerFrame) MP_TYPE_IS(PerFrame)
MP_TYPE_IS(Global) MP_TYPE_IS(Global)
#undef MP_TYPE_IS #undef MP_TYPE_IS

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@ -23,7 +23,7 @@ MaterialInstance::MaterialInstance(Material *mtl,VIL *v)
vil=v; vil=v;
mp_per_mi=mtl->GetMP(DescriptorSetType::PerMaterialInstance); mp_per_mi=mtl->GetMP(DescriptorSetType::PerMaterial);
} }
bool MaterialInstance::BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic) bool MaterialInstance::BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic)

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@ -56,7 +56,7 @@ void LoadShaderDescriptor(io::ConstBufferReader &cbr,ShaderDescriptor *sd_list,c
if(ver==2) //以下是旧的,未来不用了,现仅保证能运行 if(ver==2) //以下是旧的,未来不用了,现仅保证能运行
{ {
if(sd->name[0]=='g')sd->set_type=DescriptorSetType::Global;else if(sd->name[0]=='g')sd->set_type=DescriptorSetType::Global;else
if(sd->name[0]=='m')sd->set_type=DescriptorSetType::PerMaterialInstance;else if(sd->name[0]=='m')sd->set_type=DescriptorSetType::PerMaterial;else
if(sd->name[0]=='r')sd->set_type=DescriptorSetType::PerObject;else if(sd->name[0]=='r')sd->set_type=DescriptorSetType::PerObject;else
sd->set_type=DescriptorSetType::PerFrame; sd->set_type=DescriptorSetType::PerFrame;
} }

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@ -109,7 +109,7 @@ namespace hgl
} }
{ {
MaterialParameters *mp=material_instance->GetMP(DescriptorSetType::PerMaterialInstance); MaterialParameters *mp=material_instance->GetMP(DescriptorSetType::PerMaterial);
if(!mp) if(!mp)
return(false); return(false);

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@ -252,7 +252,6 @@ public:
};//class MaterialCreater };//class MaterialCreater
#ifdef _DEBUG #ifdef _DEBUG
bool PureColorMaterial() bool PureColorMaterial()
{ {
MaterialCreater mc(1); //一个新材质1个RT输出默认使用Vertex/Fragment shader MaterialCreater mc(1); //一个新材质1个RT输出默认使用Vertex/Fragment shader
@ -282,7 +281,7 @@ bool PureColorMaterial()
layout(set=SET_PerMI,binding=?) uniform ColorMaterial mtl; layout(set=SET_PerMI,binding=?) uniform ColorMaterial mtl;
*/ */
mc.AddUBO( VK_SHADER_STAGE_FRAGMENT_BIT, //这个UBO出现在fragment shader mc.AddUBO( VK_SHADER_STAGE_FRAGMENT_BIT, //这个UBO出现在fragment shader
DescriptorSetType::PerMaterialInstance, //它属于材质实例合集 DescriptorSetType::PerMaterial, //它属于材质合集
"ColorMaterial", //UBO名称为ColorMaterial "ColorMaterial", //UBO名称为ColorMaterial
"mtl"); //UBO变量名称为mtl "mtl"); //UBO变量名称为mtl