4 Commits

25 changed files with 339 additions and 240 deletions

2
CMCore

Submodule CMCore updated: 003bae2c24...cf13064cea

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@@ -95,7 +95,7 @@ private:
if(!render_obj[i].r)
return(false);
render_root.CreateSubNode(rotate(deg2rad(360/DRAW_OBJECT_COUNT*i),Vector3f(0,0,1)),render_obj[i].r);
render_root.CreateSubNode(rotate(deg2rad(double(360/DRAW_OBJECT_COUNT*i)),Vector3f(0,0,1)),render_obj[i].r);
}
render_root.RefreshMatrix();

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@@ -3,7 +3,8 @@
#include<hgl/graph/VKVBOList.h>
VK_NAMESPACE_BEGIN
class RenderAssignBuffer;
class RenderL2WBuffer;
class RenderMIBuffer;
/**
* 同一材质的对象渲染列表
@@ -19,7 +20,8 @@ class MaterialRenderList
private:
RenderAssignBuffer *assign_buffer;
RenderL2WBuffer *l2w_buffer;
RenderMIBuffer *mi_buffer;
struct RenderItem
{
@@ -39,6 +41,8 @@ private:
DataArray<RenderItem> ri_array;
uint ri_count;
VkDeviceSize l2w_buffer_size[4];
void StatMI();
void Stat();
@@ -56,7 +60,7 @@ protected:
public:
MaterialRenderList(GPUDevice *d,Material *m);
MaterialRenderList(GPUDevice *d,bool l2w,Material *m);
~MaterialRenderList();
void Add(Renderable *ri,const Matrix4f &mat);

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@@ -69,7 +69,6 @@ public:
}
const bool hasSet (const DescriptorSetType &type)const;
const bool hasAssign ()const;
const VIL * GetDefaultVIL()const;
VIL * CreateVIL(const VILConfig *format_map=nullptr);

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@@ -35,6 +35,8 @@ public:
void Free() override {/* DON'T RUN ANY OPERATION.*/}
void Flush(const VkDeviceSize);
bool Write(const void *source,const uint64 offset,const uint64 size) override;
};//class VKMemoryAllocator:public AbstractMemoryAllocator
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_MEMORY_ALLOCATOR_INCLUDE

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@@ -45,15 +45,6 @@ constexpr const ShaderBufferSource SBS_CameraInfo=
// UBO必须严格指定数组的大小
// SSBO则不需要使用[]方式指定为动态大小数组
constexpr const ShaderBufferSource SBS_LocalToWorld=
{
"LocalToWorldData",
"l2w",
R"(
mat4 mats[L2W_MAX_COUNT];)"
};
constexpr const char MaterialInstanceStruct[]="MaterialInstance";
constexpr const ShaderBufferSource SBS_MaterialInstance=

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@@ -34,8 +34,6 @@ namespace hgl{namespace graph
UBODescriptor *mi_ubo;
uint32_t l2w_shader_stage;
uint32_t l2w_max_count;
UBODescriptor *l2w_ubo;
ShaderCreateInfoMap shader_map; ///<着色器列表

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@@ -84,8 +84,6 @@ public:
void SetMaterialInstance(UBODescriptor *,const AnsiString &);
void AddMaterialInstanceOutput();
void SetLocalToWorld(UBODescriptor *);
void SetMain(const AnsiString &str){main_function=str;}
void SetMain(const char *str,const int len)
{

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@@ -21,8 +21,9 @@ namespace hgl
int hasInput(const char *);
void AddLocalToWorld();
void AddMaterialInstanceID();
void AddJoint();
void AddAssign();
};//class ShaderCreateInfoVertex:public ShaderCreateInfo
}//namespace graph
}//namespace hgl::graph

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@@ -47,16 +47,21 @@ int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &ob
}
VK_NAMESPACE_BEGIN
MaterialRenderList::MaterialRenderList(GPUDevice *d,Material *m)
MaterialRenderList::MaterialRenderList(GPUDevice *d,bool l2w,Material *m)
{
device=d;
cmd_buf=nullptr;
material=m;
if(material->hasAssign())
assign_buffer=new RenderAssignBuffer(d,material->GetMIDataBytes());
if(l2w)
l2w_buffer=new RenderL2WBuffer(device);
else
assign_buffer=nullptr;
l2w_buffer=nullptr;
if(material->HasMI())
mi_buffer=new RenderMIBuffer(device,material->GetMIDataBytes());
else
mi_buffer=nullptr;
vbo_list=new VBOList(material->GetVertexInput()->GetCount());
}
@@ -64,7 +69,8 @@ MaterialRenderList::MaterialRenderList(GPUDevice *d,Material *m)
MaterialRenderList::~MaterialRenderList()
{
SAFE_CLEAR(vbo_list);
SAFE_CLEAR(assign_buffer)
SAFE_CLEAR(mi_buffer);
SAFE_CLEAR(l2w_buffer);
}
void MaterialRenderList::Add(Renderable *ri,const Matrix4f &mat)
@@ -88,13 +94,15 @@ void MaterialRenderList::End()
Stat();
if(assign_buffer)
if(l2w_buffer)
{
if(material->HasMI())
StatMI();
l2w_buffer->WriteNode(rn_list.GetData(),node_count);
}
//写入LocalToWorld数据
assign_buffer->WriteNode(rn_list.GetData(),node_count,mi_set);
if(mi_buffer)
{
StatMI();
mi_buffer->WriteNode(rn_list.GetData(),node_count,mi_set);
}
}
@@ -179,6 +187,17 @@ bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
vbo_list->Add(vid->buffer_list,vid->buffer_offset,vid->binding_count);
}
if(l2w_buffer)//LocalToWorld组由RenderList合成
{
for(uint i=0;i<4;i++)
l2w_buffer_size[i]=ri_index*16; //mat4每列都是rgba32f自然是16字节
vbo_list->Add(l2w_buffer->GetVBO(),l2w_buffer_size,4);
}
if(mi_buffer) //材质实例组
vbo_list->Add(mi_buffer->GetVBO(),MI_VBO_STRIDE_BYTES*ri_index);
//if(!vbo_list.IsFull()) //Joint组暂未支持
//{
// const uint joint_id_binding_count=vil->GetCount(VertexInputGroup::JointID);
@@ -207,12 +226,6 @@ bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index)
// }
//}
//if(!vbo_list->IsFull()) //Assign组
{
if(assign_buffer)
vbo_list->Add(assign_buffer->GetAssignVBO(),ASSIGN_VBO_STRIDE_BYTES*ri_index);
}
//if(count!=binding_count)
//{
// //还有没支持的绑定组????
@@ -273,8 +286,8 @@ void MaterialRenderList::Render(RenderCmdBuffer *rcb)
last_pipeline =nullptr;
last_vid =nullptr;
if(assign_buffer)
assign_buffer->Bind(material);
if(mi_buffer)
mi_buffer->Bind(material);
cmd_buf->BindDescriptorSets(material);

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@@ -8,54 +8,130 @@
#include<hgl/graph/mtl/UBOCommon.h>
VK_NAMESPACE_BEGIN
RenderAssignBuffer::RenderAssignBuffer(GPUDevice *dev,const uint mi_bytes)
RenderL2WBuffer::RenderL2WBuffer(GPUDevice *dev)
{
hgl_zero(*this);
device=dev;
mi_data_bytes=mi_bytes;
ubo_mi=nullptr;
mi_count=0;
}
VkBuffer RenderAssignBuffer::GetAssignVBO()const
void RenderL2WBuffer::Clear()
{
return vbo_assigns->GetBuffer();
}
void RenderAssignBuffer::Bind(Material *mtl)const
{
if(!mtl)return;
if(!mtl->hasAssign())
return;
mtl->BindUBO(DescriptorSetType::PerFrame,mtl::SBS_LocalToWorld.name,ubo_l2w);
mtl->BindUBO(DescriptorSetType::PerMaterial,mtl::SBS_MaterialInstance.name,ubo_mi);
}
void RenderAssignBuffer::Clear()
{
SAFE_CLEAR(ubo_l2w);
SAFE_CLEAR(ubo_mi);
SAFE_CLEAR(vbo_assigns);
SAFE_CLEAR(l2w_vbo[0])
SAFE_CLEAR(l2w_vbo[1])
SAFE_CLEAR(l2w_vbo[2])
SAFE_CLEAR(l2w_vbo[3])
node_count=0;
mi_count=0;
}
void RenderAssignBuffer::Alloc(const uint nc,const uint mc)
#ifdef _DEBUG
namespace
{
constexpr const char *l2w_buffer_name[]=
{
"VBO:Buffer:LocalToWorld:0",
"VBO:Buffer:LocalToWorld:1",
"VBO:Buffer:LocalToWorld:2",
"VBO:Buffer:LocalToWorld:3"
};
constexpr const char *l2w_memory_name[]=
{
"VBO:Memory:LocalToWorld:0",
"VBO:Memory:LocalToWorld:1",
"VBO:Memory:LocalToWorld:2",
"VBO:Memory:LocalToWorld:3"
};
}
#endif//_DEBUG
void RenderL2WBuffer::Alloc(const uint nc)
{
Clear();
{
node_count=nc;
ubo_l2w=device->CreateUBO(node_count*sizeof(Matrix4f));
for(uint i=0;i<4;i++)
{
l2w_vbo[i]=device->CreateVBO(VF_V4F,node_count);
l2w_buffer[i]=l2w_vbo[i]->GetBuffer();
}
}
#ifdef _DEBUG
DebugUtils *du=device->GetDebugUtils();
if(du)
{
for(int i=0;i<4;i++)
{
du->SetBuffer(l2w_buffer[i],l2w_buffer_name[i]);
du->SetDeviceMemory(l2w_vbo[i]->GetVkMemory(),l2w_memory_name[i]);
}
}
#endif//_DEBUG
}
void RenderL2WBuffer::WriteNode(RenderNode *render_node,const uint count)
{
RenderNode *rn;
Alloc(count);
glm::vec4 *tp;
for(uint col=0;col<4;col++)
{
tp=(glm::vec4 *)(l2w_vbo[col]->Map());
rn=render_node;
for(uint i=0;i<count;i++)
{
*tp=rn->local_to_world[col];
++tp;
++rn;
}
l2w_vbo[col]->Unmap();
}
}
VK_NAMESPACE_END
VK_NAMESPACE_BEGIN
RenderMIBuffer::RenderMIBuffer(GPUDevice *dev,const uint mi_bytes)
{
hgl_zero(*this);
device=dev;
mi_data_bytes=mi_bytes;
}
void RenderMIBuffer::Bind(Material *mtl)const
{
if(!mtl)return;
mtl->BindUBO(DescriptorSetType::PerMaterial,mtl::SBS_MaterialInstance.name,ubo_mi);
}
void RenderMIBuffer::Clear()
{
SAFE_CLEAR(ubo_mi);
SAFE_CLEAR(vbo_mi);
mi_count=0;
node_count=0;
}
void RenderMIBuffer::Alloc(const uint nc,const uint mc)
{
Clear();
node_count=nc;
if(mi_data_bytes>0&&mc>0)
{
mi_count=mc;
@@ -63,72 +139,53 @@ void RenderAssignBuffer::Alloc(const uint nc,const uint mc)
ubo_mi=device->CreateUBO(mi_data_bytes*mi_count);
}
vbo_assigns=device->CreateVBO(ASSIGN_VBO_FMT,node_count);
vbo_mi=device->CreateVBO(MI_VBO_FMT,node_count);
mi_buffer=vbo_mi->GetBuffer();
#ifdef _DEBUG
DebugUtils *du=device->GetDebugUtils();
if(du)
{
du->SetBuffer(ubo_l2w->GetBuffer(),"UBO:Buffer:LocalToWorld");
du->SetDeviceMemory(ubo_l2w->GetVkMemory(),"UBO:Memory:LocalToWorld");
du->SetBuffer(ubo_mi->GetBuffer(),"UBO:Buffer:MaterialInstance");
du->SetDeviceMemory(ubo_mi->GetVkMemory(),"UBO:Memory:MaterialInstance");
if(ubo_mi)
{
du->SetBuffer(ubo_mi->GetBuffer(),"UBO:Buffer:MaterialInstance");
du->SetDeviceMemory(ubo_mi->GetVkMemory(),"UBO:Memory:MaterialInstance");
}
du->SetBuffer(vbo_assigns->GetBuffer(),"VBO:Buffer:Assign");
du->SetDeviceMemory(vbo_assigns->GetVkMemory(),"VBO:Memory:Assign");
du->SetBuffer(vbo_mi->GetBuffer(),"VBO:Buffer:MaterialInstanceID");
du->SetDeviceMemory(vbo_mi->GetVkMemory(),"VBO:Memory:MaterialInstanceID");
}
#endif//_DEBUG
}
void RenderAssignBuffer::WriteNode(RenderNode *render_node,const uint count,const MaterialInstanceSets &mi_set)
void RenderMIBuffer::WriteNode(RenderNode *render_node,const uint count,const MaterialInstanceSets &mi_set)
{
RenderNode *rn;
Alloc(count,mi_set.GetCount());
if(ubo_mi)
uint8 *mip=(uint8 *)(ubo_mi->Map());
for(MaterialInstance *mi:mi_set)
{
uint8 *mip=(uint8 *)(ubo_mi->Map());
for(MaterialInstance *mi:mi_set)
{
memcpy(mip,mi->GetMIData(),mi_data_bytes);
mip+=mi_data_bytes;
}
ubo_mi->Unmap();
memcpy(mip,mi->GetMIData(),mi_data_bytes);
mip+=mi_data_bytes;
}
uint16 *idp=(uint16 *)(vbo_assigns->Map());
ubo_mi->Unmap();
uint16 *idp=(uint16 *)(vbo_mi->Map());
{
Matrix4f *tp=(hgl::Matrix4f *)(ubo_l2w->Map());
Matrix4f *l2w=tp;
rn=render_node;
for(uint i=0;i<count;i++)
{
*l2w=rn->local_to_world;
++l2w;
*idp=i;
++idp;
*idp=mi_set.Find(rn->ri->GetMaterialInstance());
++idp;
++rn;
}
ubo_l2w->Unmap();
}
vbo_assigns->Unmap();
vbo_mi->Unmap();
}
VK_NAMESPACE_END

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@@ -25,24 +25,50 @@ VK_NAMESPACE_BEGIN
struct RenderNode;
class MaterialInstance;
class RenderL2WBuffer
{
GPUDevice *device;
uint node_count; ///<渲染节点数量
VBO *l2w_vbo[4];
VkBuffer l2w_buffer[4];
private:
void Alloc(const uint nc);
void Clear();
public:
const VkBuffer *GetVBO()const{return l2w_buffer;}
public:
RenderL2WBuffer(GPUDevice *dev);
~RenderL2WBuffer(){Clear();}
void WriteNode(RenderNode *render_node,const uint count);
};//class RenderL2WBuffer
/*
* 渲染节点额外提供的数据
*/
class RenderAssignBuffer
class RenderMIBuffer
{
private:
GPUDevice *device;
uint node_count; ///<渲染节点数量
DeviceBuffer *ubo_l2w; ///<Local2World数据
uint32_t mi_data_bytes; ///<材质实例数据字节数
uint32_t mi_count; ///<材质实例数量
DeviceBuffer *ubo_mi; ///<材质实例数据
//Assign VBO
VBO *vbo_assigns; ///<RG16UI格式的VertexInputStream,,,,X:L2W ID,Y:MI ID
VBO *vbo_mi; ///<材质实例ID(R16UI格式)
VkBuffer mi_buffer;
private:
@@ -52,16 +78,20 @@ private:
public:
VkBuffer GetAssignVBO()const;
const VkBuffer GetVBO()const{return mi_buffer;}
void Bind(Material *)const;
public:
RenderAssignBuffer(GPUDevice *dev,const uint32_t mi_bytes);
~RenderAssignBuffer(){Clear();}
RenderMIBuffer(GPUDevice *dev,const uint32_t mi_bytes);
~RenderMIBuffer(){Clear();}
void WriteNode(RenderNode *render_node,const uint count,const MaterialInstanceSets &mi_set);
//下一代将MaterialInstanceSets使用提前化这样不用每一次绘制都重新写入MI DATA可以提升效率。
//虽然这样就不自动化了,但我们要的就是不自动化。
//必须在外部全部准备好MaterialInstanceSets然后一次性写入。
//渲染时找不到就直接用0号材质实例
};//struct RenderAssignBuffer
void WriteNode(RenderNode *render_node,const uint nc,const MaterialInstanceSets &mi_set);
};//struct RenderMIBuffer
VK_NAMESPACE_END

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@@ -35,7 +35,7 @@ namespace hgl
if(!mrl_map.Get(mtl,mrl))
{
mrl=new MaterialRenderList(device,mtl);
mrl=new MaterialRenderList(device,true,mtl);
mrl_map.Add(mtl,mrl);
}

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@@ -47,11 +47,6 @@ const bool Material::hasSet(const DescriptorSetType &dst)const
return desc_manager->hasSet(dst);
}
const bool Material::hasAssign()const
{
return vertex_input->hasAssign();
}
const VIL *Material::GetDefaultVIL()const
{
return vertex_input->GetDefaultVIL();

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@@ -45,4 +45,12 @@ void VKMemoryAllocator::Flush(const VkDeviceSize size)
{
gpu_buffer->Flush(size);
}
bool VKMemoryAllocator::Write(const void *source,const uint64 offset,const uint64 size)
{
if(!source||size==0)
return(false);
return gpu_buffer->Write(source,offset,size);
}
VK_NAMESPACE_END

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@@ -39,6 +39,7 @@ void main()
if(!Std2DMaterial::CustomVertexShader(vsc))
return(false);
vsc->AddMaterialInstanceID();
vsc->SetMain(vs_main);
return(true);
}

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@@ -16,10 +16,9 @@ bool Std2DMaterial::CustomVertexShader(ShaderCreateInfoVertex *vsc)
if(cfg->local_to_world)
{
vsc->AddLocalToWorld();
mci->SetLocalToWorld(VK_SHADER_STAGE_ALL_GRAPHICS);
vsc->AddAssign();
if(is_rect)
vsc->AddFunction(func::GetPosition2DRectL2W[size_t(cfg->coordinate_system)]);
else

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@@ -76,6 +76,9 @@ namespace
for(auto &ua:mfd->vi)
vsc->AddInput(ua.vat,ua.name);
if(mfd->mi.mi_bytes>0)
vsc->AddMaterialInstanceID();
if(!Std2DMaterial::CustomVertexShader(vsc))
return(false);

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@@ -24,7 +24,7 @@ bool Std3DMaterial::CustomVertexShader(ShaderCreateInfoVertex *vsc)
{
mci->SetLocalToWorld(VK_SHADER_STAGE_ALL_GRAPHICS);
vsc->AddAssign();
vsc->AddLocalToWorld();
vsc->AddFunction(cfg->camera?func::GetPosition3DL2WCamera:func::GetPosition3DL2W);
}
else

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@@ -1,121 +1,125 @@
#include "MaterialFileData.h"
#include "Std3DMaterial.h"
#include <hgl/shadergen/MaterialCreateInfo.h>
#include"MaterialFileData.h"
#include"Std3DMaterial.h"
#include<hgl/shadergen/MaterialCreateInfo.h>
STD_MTL_NAMESPACE_BEGIN
const char *GetUBOCodes(const AccumMemoryManager::Block *block);
namespace {
class Std3DMaterialLoader : public Std3DMaterial
namespace
{
protected:
material_file::MaterialFileData *mfd;
public:
Std3DMaterialLoader(material_file::MaterialFileData* data, const Material3DCreateConfig* cfg)
: Std3DMaterial(cfg)
class Std3DMaterialLoader: public Std3DMaterial
{
mfd = data;
}
protected:
~Std3DMaterialLoader()
{
delete mfd;
}
material_file::MaterialFileData *mfd;
bool BeginCustomShader() override
{
if (!Std3DMaterial::BeginCustomShader())
return (false);
public:
for(const auto ubo:mfd->ubo_list)
Std3DMaterialLoader(material_file::MaterialFileData *data,const Material3DCreateConfig *cfg)
: Std3DMaterial(cfg)
{
const char *ubo_codes=GetUBOCodes(ubo.block);
mci->AddStruct(ubo.struct_name,ubo_codes);
mci->AddUBO(ubo.shader_stage_flag_bits,
ubo.set,
ubo.struct_name,
ubo.name);
mfd=data;
}
if (mfd->mi.mi_bytes > 0)
~Std3DMaterialLoader()
{
mci->SetMaterialInstance( mfd->mi.code,
mfd->mi.mi_bytes,
mfd->mi.shader_stage_flag_bits);
delete mfd;
}
return true;
}
bool BeginCustomShader() override
{
if(!Std3DMaterial::BeginCustomShader())
return (false);
material_file::ShaderData* CommonProc(VkShaderStageFlagBits ss, ShaderCreateInfo* sc)
{
material_file::ShaderData* sd = mfd->shader[ss];
for(const auto ubo:mfd->ubo_list)
{
const char *ubo_codes=GetUBOCodes(ubo.block);
if (!sd)
return (nullptr);
mci->AddStruct(ubo.struct_name,ubo_codes);
for (auto& ua : sd->output)
sc->AddOutput(ua.vat, ua.name);
mci->AddUBO(ubo.shader_stage_flag_bits,
ubo.set,
ubo.struct_name,
ubo.name);
}
for (auto& s : sd->sampler)
mci->AddSampler(ss, DescriptorSetType::PerMaterial, s.type, s.name);
if(mfd->mi.mi_bytes>0)
{
mci->SetMaterialInstance(mfd->mi.code,
mfd->mi.mi_bytes,
mfd->mi.shader_stage_flag_bits);
}
sc->SetMain(sd->code, sd->code_length); // 这里会产生复制这个string但我不希望产生这个。未来想办法改进
return true;
}
return sd;
}
material_file::ShaderData *CommonProc(VkShaderStageFlagBits ss,ShaderCreateInfo *sc)
{
material_file::ShaderData *sd=mfd->shader[ss];
bool CustomVertexShader(ShaderCreateInfoVertex* vsc) override
{
for (auto& ua : mfd->vi)
vsc->AddInput(ua.vat, ua.name);
if(!sd)
return (nullptr);
if (!Std3DMaterial::CustomVertexShader(vsc))
return (false);
for(auto &ua:sd->output)
sc->AddOutput(ua.vat,ua.name);
return CommonProc(VK_SHADER_STAGE_VERTEX_BIT, vsc);
}
for(auto &s:sd->sampler)
mci->AddSampler(ss,DescriptorSetType::PerMaterial,s.type,s.name);
bool CustomGeometryShader(ShaderCreateInfoGeometry* gsc) override
{
material_file::GeometryShaderData* sd = (material_file::GeometryShaderData*)CommonProc(VK_SHADER_STAGE_GEOMETRY_BIT, gsc);
sc->SetMain(sd->code,sd->code_length); // 这里会产生复制这个string但我不希望产生这个。未来想办法改进
if (!sd)
return (false);
return sd;
}
gsc->SetGeom(sd->input_prim, sd->output_prim, sd->max_vertices);
bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
{
for(auto &ua:mfd->vi)
vsc->AddInput(ua.vat,ua.name);
return true;
}
if(mfd->mi.mi_bytes>0)
vsc->AddMaterialInstanceID();
bool CustomFragmentShader(ShaderCreateInfoFragment* fsc) override
{
return CommonProc(VK_SHADER_STAGE_FRAGMENT_BIT, fsc);
}
}; // class Std3DMaterialLoader:public Std3DMaterial
if(!Std3DMaterial::CustomVertexShader(vsc))
return (false);
return CommonProc(VK_SHADER_STAGE_VERTEX_BIT,vsc);
}
bool CustomGeometryShader(ShaderCreateInfoGeometry *gsc) override
{
material_file::GeometryShaderData *sd=(material_file::GeometryShaderData *)CommonProc(VK_SHADER_STAGE_GEOMETRY_BIT,gsc);
if(!sd)
return (false);
gsc->SetGeom(sd->input_prim,sd->output_prim,sd->max_vertices);
return true;
}
bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
{
return CommonProc(VK_SHADER_STAGE_FRAGMENT_BIT,fsc);
}
}; // class Std3DMaterialLoader:public Std3DMaterial
} // namespace
material_file::MaterialFileData* LoadMaterialDataFromFile(const AnsiString& mtl_filename);
material_file::MaterialFileData *LoadMaterialDataFromFile(const AnsiString &mtl_filename);
MaterialCreateInfo* LoadMaterialFromFile(const AnsiString& name, Material3DCreateConfig* cfg)
MaterialCreateInfo *LoadMaterialFromFile(const AnsiString &name,Material3DCreateConfig *cfg)
{
if (name.IsEmpty() || !cfg)
if(name.IsEmpty()||!cfg)
return (nullptr);
material_file::MaterialFileData* mfd = LoadMaterialDataFromFile(name);
material_file::MaterialFileData *mfd=LoadMaterialDataFromFile(name);
if (!mfd)
if(!mfd)
return nullptr;
cfg->shader_stage_flag_bit = mfd->shader_stage_flag_bit;
cfg->shader_stage_flag_bit=mfd->shader_stage_flag_bit;
Std3DMaterialLoader mtl(mfd, cfg);
Std3DMaterialLoader mtl(mfd,cfg);
return mtl.Create();
}

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@@ -26,13 +26,6 @@ MaterialCreateInfo::MaterialCreateInfo(const MaterialCreateConfig *mc)
mi_max_count=0;
mi_ubo=nullptr;
}
{
l2w_max_count=hgl_min<uint32_t>(ubo_range/sizeof(Matrix4f),HGL_U16_MAX);
l2w_shader_stage=0;
l2w_ubo=nullptr;
}
}
bool MaterialCreateInfo::AddStruct(const AnsiString &struct_name,const AnsiString &codes)
@@ -205,27 +198,6 @@ bool MaterialCreateInfo::SetLocalToWorld(const uint32_t shader_stage_flag_bits)
{
if(shader_stage_flag_bits==0)return(false);
mdi.AddStruct(SBS_LocalToWorld);
l2w_ubo=CreateUBODescriptor(SBS_LocalToWorld,shader_stage_flag_bits);
mdi.AddUBO(shader_stage_flag_bits,DescriptorSetType::PerFrame,l2w_ubo);
const AnsiString L2W_MAX_COUNT=AnsiString::numberOf(l2w_max_count);
auto *it=shader_map.GetDataList();
for(int i=0;i<shader_map.GetCount();i++)
{
if((*it)->key&shader_stage_flag_bits)
{
(*it)->value->AddDefine("L2W_MAX_COUNT",L2W_MAX_COUNT);
(*it)->value->SetLocalToWorld(l2w_ubo);
}
++it;
}
l2w_shader_stage=shader_stage_flag_bits;
return(true);

View File

@@ -156,10 +156,10 @@ bool ShaderCreateInfo::ProcSubpassInput()
namespace
{
constexpr const char MF_GetMI_VS []="\nMaterialInstance GetMI(){return mtl.mi[Assign.y];}\n";
constexpr const char MF_GetMI_VS []="\nMaterialInstance GetMI(){return mtl.mi[MaterialInstanceID];}\n";
constexpr const char MF_GetMI_Other []="\nMaterialInstance GetMI(){return mtl.mi[Input.MaterialInstanceID];}\n";
constexpr const char MF_HandoverMI_VS[]= "\nvoid HandoverMI(){Output.MaterialInstanceID=Assign.y;}\n";
constexpr const char MF_HandoverMI_VS[]= "\nvoid HandoverMI(){Output.MaterialInstanceID=MaterialInstanceID;}\n";
constexpr const char MF_HandoverMI_GS[]= "\nvoid HandoverMI(){Output.MaterialInstanceID=Input[0].MaterialInstanceID;}\n";
constexpr const char MF_HandoverMI_OTHER[]= "\nvoid HandoverMI(){Output.MaterialInstanceID=Input.MaterialInstanceID;}\n";
}//namespace
@@ -183,11 +183,6 @@ void ShaderCreateInfo::AddMaterialInstanceOutput()
AddFunction(MF_HandoverMI_OTHER);
}
void ShaderCreateInfo::SetLocalToWorld(UBODescriptor *ubo)
{
sdm->AddUBO(DescriptorSetType::PerFrame,ubo);
}
bool ShaderCreateInfo::ProcInput(ShaderCreateInfo *last_sc)
{
if(!last_sc)

View File

@@ -50,19 +50,39 @@ void ShaderCreateInfoVertex::AddJoint()
namespace
{
constexpr const char MF_GetLocalToWorld[]="\nmat4 GetLocalToWorld(){return l2w.mats[Assign.x];}\n";
constexpr const char MF_GetLocalToWorld[]=R"(
mat4 GetLocalToWorld()
{
return mat4(LocalToWorld_0,
LocalToWorld_1,
LocalToWorld_2,
LocalToWorld_3);
}
)";
}
void ShaderCreateInfoVertex::AddAssign()
void ShaderCreateInfoVertex::AddLocalToWorld()
{
AddInput( ASSIGN_VAT_FMT,
ASSIGN_VIS_NAME,
VK_VERTEX_INPUT_RATE_INSTANCE,
VertexInputGroup::Assign);
char name[]= "LocalToWorld_?";
for(uint i=0;i<4;i++)
{
name[sizeof(name)-2]='0'+i;
AddInput(VAT_VEC4,name,VK_VERTEX_INPUT_RATE_INSTANCE,VertexInputGroup::LocalToWorld);
}
AddFunction(MF_GetLocalToWorld);
}
void ShaderCreateInfoVertex::AddMaterialInstanceID()
{
AddInput( MI_VAT_FMT,
MI_VIS_NAME,
VK_VERTEX_INPUT_RATE_INSTANCE,
VertexInputGroup::MaterialInstanceID);
}
bool ShaderCreateInfoVertex::ProcInput(ShaderCreateInfo *)
{
const auto &input=sdm->GetShaderStageIO().input;

View File

@@ -9,5 +9,14 @@ namespace func
constexpr const char MaterialInstanceID[]="MaterialInstanceID";
constexpr const char GetLocalToWorld[]=R"(
mat4 GetLocalToWorld()
{
return mat4(LocalToWorld_0,
LocalToWorld_1,
LocalToWorld_2,
LocalToWorld_3);
}
)";
}//namespace func
STD_MTL_NAMESPACE_END