Starting to refactor into mesh shading

This commit is contained in:
Dynamitos
2023-10-07 19:29:53 +02:00
parent fcc4fc12d4
commit 1b6e1a8453
42 changed files with 488 additions and 1577 deletions
+5 -1
View File
@@ -14,6 +14,8 @@ target_sources(Engine
MeshBatch.cpp
ShaderCompiler.h
ShaderCompiler.cpp
StaticMeshVertexData.h
StaticMeshVertexData.cpp
VertexData.h
VertexData.cpp)
@@ -27,7 +29,9 @@ target_sources(Engine
Graphics.h
Mesh.h
MeshBatch.h
ShaderCompiler.h)
ShaderCompiler.h
StaticMeshVertexData.h
VertexData.h)
add_subdirectory(RenderPass/)
add_subdirectory(Vulkan/)
-1
View File
@@ -5,7 +5,6 @@
namespace Seele
{
DECLARE_REF(MeshletBuffer)
DECLARE_NAME_REF(Gfx, IndexBuffer)
class Mesh
{
public:
@@ -0,0 +1,10 @@
#include "StaticMeshVertexData.h"
using namespace Seele;
StaticMeshVertexData::StaticMeshVertexData()
{}
StaticMeshVertexData::~StaticMeshVertexData()
{}
@@ -0,0 +1,14 @@
#include "VertexData.h"
namespace Seele
{
class StaticMeshVertexData : public VertexData
{
public:
StaticMeshVertexData();
virtual ~StaticMeshVertexData();
private:
Gfx::PShaderBuffer texCoords;
Gfx::PShaderBuffer normals;
};
}
+2 -2
View File
@@ -7,7 +7,7 @@ class VertexData
{
public:
private:
Gfx::PShaderBuffer vertexData;
Gfx::PShaderBuffer positions;
};
DEFINE_REF(VertexData)
}