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虚幻4的shader宏简直丧心病狂,上图感受一下
如何正确理解它们是怎么嵌套的呢,下面我敲了个极短的控制台示例
#include <iostream>
#include <string>
using namespace std;
class Shader
{
public:
void ShowShader()
{
cout << shaderindex << endl;
}
int shaderindex;
};
class Material
{
public:
void ShowMaterial()
{
cout << MaterialName << endl;
}
string MaterialName;
};
#define CREATESHADER(ShaderName) Shader Shader##ShaderName
#define CREATEMATERIAL(MatName) Material Material##MatName
#define CREATESHADERANDMATERIAL(ShaderName, MatName)\
CREATESHADER(ShaderName); \
CREATEMATERIAL(MatName);
CREATESHADERANDMATERIAL(MyShader, MyMaterial)
int main()
{
ShaderMyShader.shaderindex = 10;
ShaderMyShader.ShowShader();
MaterialMyMaterial.MaterialName = "MyMaterial";
MaterialMyMaterial.ShowMaterial();
system("Pause");
return 0;
}
输出结果为
通过这个小例子就能理解庞大的虚幻的shader宏啦。
Enjoy It!