overhauled physics engine
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#pragma once
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#include "MaterialInterface.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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{
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public:
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MaterialInstance(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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private:
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PMaterial baseMaterial;
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};
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DEFINE_REF(MaterialInstance)
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} // namespace Seele
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