Implementing basic asset serialization
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@@ -9,12 +9,16 @@ 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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