1.splited CoordinateSystem.h, MaterialConfig.h,RenderTargetOutputConfig.h,Material2DConfig.h,StdMaterial.h/.cpp,UBOCommon.h,MFCommon.h
2.adjust namespace.
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inc/hgl/graph/mtl/MaterialConfig.h
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31
inc/hgl/graph/mtl/MaterialConfig.h
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#ifndef HGL_GRAPH_MTL_CONFIG_INCLUDE
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#define HGL_GRAPH_MTL_CONFIG_INCLUDE
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#include<hgl/graph/mtl/StdMaterial.h>
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#include<hgl/type/String.h>
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#include<hgl/graph/RenderTargetOutputConfig.h>
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#include<hgl/graph/VK.h>
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STD_MTL_NAMESPACE_BEGIN
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/**
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* 材质配置结构
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*/
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struct MaterialConfig
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{
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AnsiString mtl_name; ///<材质名称
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RenderTargetOutputConfig rt_output; ///<渲染目标输出配置
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uint32 shader_stage; ///<需要的shader
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public:
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MaterialConfig(const AnsiString &name)
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{
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mtl_name=name;
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shader_stage=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT;
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}
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};//struct MaterialConfig
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STD_MTL_NAMESPACE_END
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#endif//HGL_GRAPH_MTL_CONFIG_INCLUDE
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