renamed to PerMaterial instead of PerMaterialInstance
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@ -1 +1 @@
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Subproject commit 1e71104806a845a3a81414d2f2a05ea2e29c5d2b
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Subproject commit 809fa8d4c73a810233e3ba6dd8c42a421a3ca9e9
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@ -35,7 +35,7 @@ public:
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MP_TYPE_IS(Skeleton)
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MP_TYPE_IS(Skeleton)
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MP_TYPE_IS(Instance)
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MP_TYPE_IS(Instance)
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MP_TYPE_IS(PerObject)
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MP_TYPE_IS(PerObject)
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MP_TYPE_IS(PerMaterialInstance)
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MP_TYPE_IS(PerMaterial)
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MP_TYPE_IS(PerFrame)
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MP_TYPE_IS(PerFrame)
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MP_TYPE_IS(Global)
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MP_TYPE_IS(Global)
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#undef MP_TYPE_IS
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#undef MP_TYPE_IS
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@ -23,7 +23,7 @@ MaterialInstance::MaterialInstance(Material *mtl,VIL *v)
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vil=v;
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vil=v;
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mp_per_mi=mtl->GetMP(DescriptorSetType::PerMaterialInstance);
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mp_per_mi=mtl->GetMP(DescriptorSetType::PerMaterial);
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}
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}
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bool MaterialInstance::BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic)
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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
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if(ver==2) //以下是旧的,未来不用了,现仅保证能运行
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if(ver==2) //以下是旧的,未来不用了,现仅保证能运行
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{
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{
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if(sd->name[0]=='g')sd->set_type=DescriptorSetType::Global;else
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if(sd->name[0]=='g')sd->set_type=DescriptorSetType::Global;else
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if(sd->name[0]=='m')sd->set_type=DescriptorSetType::PerMaterialInstance;else
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if(sd->name[0]=='m')sd->set_type=DescriptorSetType::PerMaterial;else
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if(sd->name[0]=='r')sd->set_type=DescriptorSetType::PerObject;else
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if(sd->name[0]=='r')sd->set_type=DescriptorSetType::PerObject;else
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sd->set_type=DescriptorSetType::PerFrame;
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sd->set_type=DescriptorSetType::PerFrame;
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}
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}
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@ -109,7 +109,7 @@ namespace hgl
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}
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}
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{
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{
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MaterialParameters *mp=material_instance->GetMP(DescriptorSetType::PerMaterialInstance);
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MaterialParameters *mp=material_instance->GetMP(DescriptorSetType::PerMaterial);
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if(!mp)
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if(!mp)
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return(false);
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return(false);
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@ -252,7 +252,6 @@ public:
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};//class MaterialCreater
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};//class MaterialCreater
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#ifdef _DEBUG
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#ifdef _DEBUG
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bool PureColorMaterial()
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bool PureColorMaterial()
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{
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{
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MaterialCreater mc(1); //一个新材质,1个RT输出,默认使用Vertex/Fragment shader
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MaterialCreater mc(1); //一个新材质,1个RT输出,默认使用Vertex/Fragment shader
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@ -282,7 +281,7 @@ bool PureColorMaterial()
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layout(set=SET_PerMI,binding=?) uniform ColorMaterial mtl;
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layout(set=SET_PerMI,binding=?) uniform ColorMaterial mtl;
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*/
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*/
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mc.AddUBO( VK_SHADER_STAGE_FRAGMENT_BIT, //这个UBO出现在fragment shader
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mc.AddUBO( VK_SHADER_STAGE_FRAGMENT_BIT, //这个UBO出现在fragment shader
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DescriptorSetType::PerMaterialInstance, //它属于材质实例合集
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DescriptorSetType::PerMaterial, //它属于材质合集
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"ColorMaterial", //UBO名称为ColorMaterial
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"ColorMaterial", //UBO名称为ColorMaterial
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"mtl"); //UBO变量名称为mtl
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"mtl"); //UBO变量名称为mtl
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