Reworking VertexData
This commit is contained in:
@@ -4,8 +4,8 @@ target_sources(Engine
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Material.cpp
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MaterialInstance.h
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MaterialInstance.cpp
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MaterialInterface.h
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MaterialInterface.cpp
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ShaderExpression.h
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ShaderExpression.cpp)
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@@ -14,6 +14,5 @@ target_sources(Engine
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FILES
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Material.h
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MaterialInstance.h
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MaterialInterface.h
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ShaderExpression.h)
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@@ -1,13 +1,10 @@
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#include "Material.h"
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#include "Window/WindowManager.h"
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#include "MaterialInstance.h"
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#include "Graphics/VertexShaderInput.h"
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#include "Graphics/Graphics.h"
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using namespace Seele;
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Gfx::ShaderMap Material::shaderMap;
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std::mutex Material::shaderMapLock;
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Material::Material(Gfx::PGraphics graphics,
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Array<PShaderParameter> parameter,
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@@ -17,11 +14,15 @@ Material::Material(Gfx::PGraphics graphics,
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std::string materialName,
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Array<PShaderExpression> expressions,
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MaterialNode brdf)
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: MaterialInterface(graphics, parameter, uniformDataSize, uniformBinding)
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: graphics(graphics)
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, parameters(parameter)
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, uniformDataSize(uniformDataSize)
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, uniformBinding(uniformBinding)
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, layout(layout)
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, materialName(materialName)
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, codeExpressions(expressions)
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, brdf(brdf)
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, instanceId(0)
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{
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}
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@@ -129,19 +130,3 @@ void Material::compile()
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codeStream << "\t}\n";
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codeStream << "};\n";
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}
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const Gfx::ShaderCollection* Material::getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const
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{
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Gfx::ShaderPermutation permutation;
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permutation.passType = renderPass;
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std::string vertexInputName = vertexInput->getName();
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std::strncpy(permutation.materialName, materialName.c_str(), sizeof(permutation.materialName));
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std::strncpy(permutation.vertexInputName, vertexInputName.c_str(), sizeof(permutation.vertexInputName));
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return shaderMap.findShaders(Gfx::PermutationId(permutation));
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}
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Gfx::ShaderCollection& Material::createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput)
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{
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std::scoped_lock l(shaderMapLock);
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return shaderMap.createShaders(graphics, renderPass, this, vertexInput, false);
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}
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@@ -1,13 +1,13 @@
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#pragma once
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#include "MaterialInterface.h"
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#include "ShaderExpression.h"
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#include "Graphics/GraphicsResources.h"
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namespace Seele
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{
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DECLARE_REF(MaterialInstance)
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class Material : public MaterialInterface
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class Material
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{
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public:
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Material() {}
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Material(Gfx::PGraphics graphics,
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Array<PShaderParameter> parameter,
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Gfx::PDescriptorLayout layout,
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@@ -16,30 +16,27 @@ public:
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std::string materialName,
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Array<PShaderExpression> expressions,
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MaterialNode brdf);
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virtual ~Material();
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virtual Gfx::PDescriptorSet createDescriptorSet();
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virtual Gfx::PDescriptorLayout getDescriptorLayout() const { return layout; }
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virtual const std::string& getName() { return materialName; }
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~Material();
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Gfx::PDescriptorLayout getDescriptorLayout() const { return layout; }
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PMaterialInstance instantiate();
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const std::string& getName() { return materialName; }
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virtual void save(ArchiveBuffer& buffer) const;
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virtual void load(ArchiveBuffer& buffer);
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void save(ArchiveBuffer& buffer) const;
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void load(ArchiveBuffer& buffer);
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void compile();
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virtual const Gfx::ShaderCollection* getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const;
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virtual Gfx::ShaderCollection& createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput);
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private:
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static Gfx::ShaderMap shaderMap;
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static std::mutex shaderMapLock;
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Gfx::PGraphics graphics;
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std::string brdfName;
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uint32 uniformDataSize;
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uint32 uniformBinding;
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uint64 instanceId;
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Gfx::PDescriptorLayout layout;
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std::string materialName;
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Array<PShaderExpression> codeExpressions;
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Array<PShaderParameter> parameters;
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MaterialNode brdf;
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// With draw-indirect, we batch vertex data into big vertex buffers
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// Gfx::PVertexDataManager vertexData;
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friend class MaterialInstance;
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};
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DEFINE_REF(Material)
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@@ -4,52 +4,20 @@
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using namespace Seele;
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MaterialInstance::MaterialInstance(Gfx::PGraphics graphics, PMaterial baseMaterial)
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: MaterialInterface(graphics, baseMaterial->parameters, baseMaterial->uniformDataSize, baseMaterial->uniformBinding)
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, baseMaterial(baseMaterial)
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MaterialInstance::MaterialInstance(uint64 id, Gfx::PGraphics graphics, PMaterial baseMaterial, Gfx::PDescriptorSet descriptor, Array<PShaderParameter> params, uint32 uniformBinding, uint32 uniformSize)
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: id(id), graphics(graphics), baseMaterial(baseMaterial), descriptor(descriptor), parameters(params), uniformBinding(uniformBinding)
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{
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uniformBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.resourceData = {
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.size = uniformSize,
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},
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.bDynamic = true,
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}
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);
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uniformData.resize(uniformSize);
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}
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MaterialInstance::~MaterialInstance()
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{
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}
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Gfx::PDescriptorSet MaterialInstance::createDescriptorSet()
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{
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Gfx::PDescriptorSet descriptorSet = baseMaterial->layout->allocateDescriptorSet();
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BulkResourceData uniformUpdate;
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uniformUpdate.size = uniformDataSize;
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uniformUpdate.data = (uint8*)uniformData.data();
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for(auto param : parameters)
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{
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param->updateDescriptorSet(descriptorSet, uniformData.data());
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}
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if(uniformUpdate.size != 0)
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{
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uniformBuffer->updateContents(uniformUpdate);
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descriptorSet->updateBuffer(uniformBinding, uniformBuffer);
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}
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descriptorSet->writeChanges();
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return descriptorSet;
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}
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Gfx::PDescriptorLayout MaterialInstance::getDescriptorLayout() const
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{
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return baseMaterial->getDescriptorLayout();
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}
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const std::string& MaterialInstance::getName()
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{
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return baseMaterial->getName();
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}
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const Gfx::ShaderCollection* Seele::MaterialInstance::getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const
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{
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return baseMaterial->getShaders(renderPass, vertexInput);
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}
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Gfx::ShaderCollection& Seele::MaterialInstance::createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput)
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{
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return baseMaterial->createShaders(graphics, renderPass, vertexInput);
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}
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}
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@@ -1,24 +1,26 @@
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#pragma once
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#include "MaterialInterface.h"
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#include "Material.h"
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namespace Seele
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{
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DECLARE_REF(Material)
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class MaterialInstance : public MaterialInterface
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class MaterialInstance
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{
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public:
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MaterialInstance(Gfx::PGraphics graphics, PMaterial baseMaterial);
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virtual ~MaterialInstance();
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virtual Gfx::PDescriptorSet createDescriptorSet();
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virtual Gfx::PDescriptorLayout getDescriptorLayout() const;
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// The name of the generated material shader, opposed to the name of the .asset file
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virtual const std::string& getName();
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virtual const Gfx::ShaderCollection* getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const;
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virtual Gfx::ShaderCollection& createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput);
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MaterialInstance(uint64 id, Gfx::PGraphics graphics, PMaterial baseMaterial, Gfx::PDescriptorSet descriptor, Array<PShaderParameter> params, uint32 uniformBinding, uint32 uniformSize);
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~MaterialInstance();
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void updateDescriptor();
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Gfx::PDescriptorSet getDescriptorSet() const;
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PMaterial getBaseMaterial() const { return baseMaterial; }
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uint64 getId() const { return id; }
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private:
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Gfx::PGraphics graphics;
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Array<uint8> uniformData;
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uint32 uniformBinding;
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Gfx::PUniformBuffer uniformBuffer;
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Array<PShaderParameter> parameters;
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Gfx::PDescriptorSet descriptor;
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PMaterial baseMaterial;
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uint64 id;
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};
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DEFINE_REF(MaterialInstance)
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} // namespace Seele
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@@ -1,79 +0,0 @@
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#include "MaterialInterface.h"
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#include "Window/WindowManager.h"
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#include "Graphics/Graphics.h"
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using namespace Seele;
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MaterialInterface::MaterialInterface(Gfx::PGraphics graphics, Array<PShaderParameter> parameter, uint32 uniformDataSize, uint32 uniformBinding)
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: graphics(graphics)
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, parameters(parameter)
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, uniformDataSize(uniformDataSize)
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, uniformBinding(uniformBinding)
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{
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if(uniformDataSize != 0)
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{
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uniformData.resize(uniformDataSize);
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UniformBufferCreateInfo uniformInitializer = {
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.resourceData = {
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.size = uniformDataSize,
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.data = nullptr,
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}
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};
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uniformBuffer = graphics->createUniformBuffer(uniformInitializer);
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}
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}
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MaterialInterface::~MaterialInterface()
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{
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}
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PShaderParameter MaterialInterface::getParameter(const std::string& name)
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{
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for (const auto& param : parameters)
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{
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if(param->name.compare(name) == 0)
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{
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return param;
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}
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}
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return nullptr;
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}
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void MaterialInterface::save(ArchiveBuffer& buffer) const
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{
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Serialization::save(buffer, uniformDataSize);
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Serialization::save(buffer, uniformBinding);
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uint64 length = parameters.size();
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Serialization::save(buffer, length);
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for (const auto& param : parameters)
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{
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Serialization::save(buffer, param);
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}
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}
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void MaterialInterface::load(ArchiveBuffer& buffer)
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{
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graphics = buffer.getGraphics();
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Serialization::load(buffer, uniformDataSize);
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Serialization::load(buffer, uniformBinding);
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if (uniformDataSize != 0)
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{
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uniformData.resize(uniformDataSize);
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UniformBufferCreateInfo uniformInitializer = {
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.resourceData = {
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.size = uniformDataSize,
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.data = nullptr,
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}
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};
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uniformBuffer = graphics->createUniformBuffer(uniformInitializer);
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}
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uint64 length;
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Serialization::load(buffer, length);
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parameters.resize(length);
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for (auto& param : parameters)
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{
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Serialization::load(buffer, param);
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}
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}
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@@ -1,36 +0,0 @@
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#pragma once
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#include "ShaderExpression.h"
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#include "Graphics/GraphicsResources.h"
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namespace Seele
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{
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DECLARE_NAME_REF(Gfx, DescriptorLayout)
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DECLARE_NAME_REF(Gfx, UniformBuffer)
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class MaterialInterface
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{
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public:
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MaterialInterface() {}
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MaterialInterface(Gfx::PGraphics graphics, Array<PShaderParameter> parameter, uint32 uniformDataSize, uint32 uniformBinding);
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virtual ~MaterialInterface();
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PShaderParameter getParameter(const std::string& name);
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virtual Gfx::PDescriptorSet createDescriptorSet() = 0;
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virtual Gfx::PDescriptorLayout getDescriptorLayout() const = 0;
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virtual void save(ArchiveBuffer& buffer) const;
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virtual void load(ArchiveBuffer& buffer);
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// The name of the generated material shader, opposed to the name of the .asset file
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virtual const std::string& getName() = 0;
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virtual const Gfx::ShaderCollection* getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const = 0;
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virtual Gfx::ShaderCollection& createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput) = 0;
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protected:
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Gfx::PGraphics graphics;
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std::string brdfName;
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Array<PShaderParameter> parameters;
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Gfx::PUniformBuffer uniformBuffer;
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uint32 uniformDataSize;
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Array<uint8> uniformData;
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int32 uniformBinding;
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};
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DEFINE_REF(MaterialInterface)
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} // namespace Seele
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