Fixing slang compilation temporarily, renaming vertexfactory

This commit is contained in:
Dynamitos
2020-08-06 00:54:43 +02:00
parent ab4a3b5e23
commit f27859a02c
66 changed files with 1005 additions and 627 deletions
@@ -1,6 +1,6 @@
#include "MeshProcessor.h"
#include "Graphics/Graphics.h"
#include "VertexFactory.h"
#include "Graphics/VertexShaderInput.h"
using namespace Seele;
@@ -28,11 +28,11 @@ void MeshProcessor::buildMeshDrawCommand(
Gfx::PFragmentShader fragmentShader,
bool positionOnly)
{
const PVertexFactory vertexFactory = meshBatch.vertexFactory;
const PVertexShaderInput vertexInput = meshBatch.vertexInput;
GraphicsPipelineCreateInfo pipelineInitializer;
pipelineInitializer.topology = meshBatch.topology;
Gfx::PVertexDeclaration vertexDecl = positionOnly ? vertexFactory->getPositionDeclaration() : vertexFactory->getDeclaration();
Gfx::PVertexDeclaration vertexDecl = positionOnly ? vertexInput->getPositionDeclaration() : vertexInput->getDeclaration();
pipelineInitializer.vertexDeclaration = vertexDecl;
pipelineInitializer.vertexShader = vertexShader;
pipelineInitializer.controlShader = controlShader;
@@ -44,11 +44,11 @@ void MeshProcessor::buildMeshDrawCommand(
VertexInputStreamArray vertexStreams;
if(positionOnly)
{
vertexFactory->getPositionOnlyStream(vertexStreams);
vertexInput->getPositionOnlyStream(vertexStreams);
}
else
{
vertexFactory->getStreams(vertexStreams);
vertexInput->getStreams(vertexStreams);
}
drawCommand->bindVertexBuffer(vertexStreams);
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInitializer);