implemented basic shader expressions
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@@ -8,7 +8,14 @@ class Material : public MaterialInterface
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{
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public:
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Material() {}
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Material(Gfx::PGraphics graphics, Array<PShaderParameter> parameter, Gfx::PDescriptorLayout layout, uint32 uniformDataSize, uint32 uniformBinding, std::string materialName);
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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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uint32 uniformDataSize,
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uint32 uniformBinding,
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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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@@ -17,6 +24,8 @@ public:
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virtual void save(ArchiveBuffer& buffer) const;
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virtual 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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@@ -25,6 +34,8 @@ private:
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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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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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