193 Commits

Author SHA1 Message Date
66bb363035 部分范例迁移到新WorkObject/CreateMaterialInstance结构 2025-05-18 23:42:39 +08:00
692eeff4a3 Removed mtl_name from MaterialCreateConfig 2025-05-18 01:33:48 +08:00
2e7c2663e0 所有材质全部使用新方法注册,但此举带来一个问题就是所有代码中的材质代码都被链接,会造成核心可执行程序变大。 2025-05-17 20:47:39 +08:00
0e789b6f47 各种类名结构名优化,不再使用GPU开头 2025-05-17 20:26:36 +08:00
29aa76a917 GPUDeviceAttribute更名为VkDevAttr 2025-05-17 20:13:23 +08:00
2dd60fee7f 将static MaterialFactory 定义移到.h 2025-05-17 20:01:17 +08:00
fd1a629941 将dev_attr从MaterialCreateConfig中移除改到最终的Create函数中。代码能编过,但是static自动注册失效了,待查。 2025-05-16 09:12:33 +08:00
b030684cbd 成功使用字符串创建MaterialCreateInfo,为后续使用名称创建材质提供基础 2025-05-09 01:26:58 +08:00
33976d9bf6 MaterialFactoryMap改用ObjectMap 2025-05-07 00:35:43 +08:00
e88facf834 初步实现CreateMaterialCreateInfo(name,cfg,vil),下一待整合进WorkObject/WorkManager后正式启用。 2025-05-06 00:41:07 +08:00
9be5de0f57 准备增加MaterialLibrary 2025-05-05 03:25:19 +08:00
2b251f06d4 Prim改名为PrimitiveType,ParsePrimName改名为ParsePrimitiveType 2025-05-04 23:36:28 +08:00
aed57437f9 List模板改名为ArrayList 2025-04-23 00:27:43 +08:00
c5e9f151fc Put the Viewport in a RenderTarget and pass it after RenderCmdBuffer::Begin. auto bind ViewportInfo to any material. 2025-03-05 01:01:48 +08:00
2f1ccda442 removed mtl/UniformBuffer.h 2025-03-04 22:44:44 +08:00
b63edb2f89 renamed to ShaderBufferSource from ShaderBuffer 2025-03-04 22:41:07 +08:00
bd0a3d8be1 to support newly String<>/IDName/Compare 2025-01-15 02:42:04 +08:00
9450d92784 use Contains instead of IsMember/IsExist 2024-10-05 22:51:27 +08:00
c3a1266da6 Correct draw Gizmo Rotate/Scale, OK!! 2024-07-30 23:54:25 +08:00
f79410e434 [WIP] StaticMesh and GizmoMove 2024-07-28 23:34:04 +08:00
bd4fc34cbb renamed values's name. 2024-07-27 19:13:35 +08:00
8f0cd9f35b use AnsiString in shader 2024-07-26 03:25:09 +08:00
ba7be3ff17 fix file's encode 2024-07-15 01:21:28 +08:00
1f7c8fa25b Added frustum_planes in CameraInfo, added FrustumCheck function in MFCamera.h 2024-07-02 23:43:25 +08:00
eb70cb1ea4 [WIP] Gizmo update codes; 2024-07-01 23:31:18 +08:00
910a8fa51b Merge branch 'devel_28_Gizmo_Move' into devel_34_Gizmo 2024-07-01 08:43:15 +08:00
0137ef6e0c added M_Gizmo3D.cpp inline material. 2024-06-26 01:50:55 +08:00
fafe6c077b [WIP] Gizmo 2024-06-25 01:17:47 +08:00
09e9e71d59 adjust & layout codes. 2024-06-24 22:30:34 +08:00
a22e802c77 Layout codes 2024-06-21 13:09:20 +08:00
1b5d4aabb0 Optimized shader 2024-06-20 00:23:45 +08:00
af5988d96e optimized shader of billboard dynamic size 2024-06-20 00:21:53 +08:00
56b8798122 maybe finished, all examples test OK! 2024-06-20 00:16:29 +08:00
2f49e80122 [WIP] 2024-06-19 14:03:46 +08:00
806bf5dfdd [WIP] next step is ShaderCreateInfo::ProcOutput 2024-06-19 09:35:54 +08:00
90a4f1d49f finished BillboardFixedSize. next step is use ShaderVariable 2024-06-18 13:08:59 +08:00
3927b3c788 renamed values/struct. 2024-06-18 02:04:11 +08:00
686372b60f added ShaderVariableType.h 2024-06-18 01:28:53 +08:00
150b27c6e6 updated Billboard,and added FixedSize billboard 2024-06-16 23:49:23 +08:00
c61e4dfdb8 Added Billboard2DWay.cpp and test OK! next step is fixed billboard pixel size. 2024-06-16 22:58:45 +08:00
cd4733a491 PlaneGrid use 2d position format instead of 3d. 2024-06-02 20:15:56 +08:00
90152ca74e add texture in BlinnPhongDirectionLight example. 2024-05-30 21:07:13 +08:00
bf5e401566 [STRONG] merge VDM render OK!!! TEST OK! next step is to support VDM Render and non-VDM Render, recommend is two MaterialRenderList class. 2024-05-26 02:25:49 +08:00
a5e76988c7 resume Assign instead of local2world and materialinstanceId in VertexInputStream 2024-05-25 17:58:39 +08:00
21a63f4a9b improved PrimitiveData 2024-04-27 02:19:01 +08:00
e1d45a7c83 added few feature in future. 2024-04-16 23:34:17 +08:00
8492b886c9 Layout codes 2024-03-26 01:22:58 +08:00
a60ffbb7da first step OK that it's to resumed to use L2W in VertexInputStream. 2024-03-26 01:20:20 +08:00
60ba3e4df2 improved safe. 2024-03-16 00:41:20 +08:00
b9f5c69f85 optimized to get normal in AutoShader 2024-03-12 23:29:38 +08:00