Improving Material shader code generation
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@@ -4,7 +4,7 @@
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namespace Seele
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{
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#define MAX_TEX_CHANNELS 8
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/*#define MAX_TEX_CHANNELS 8
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struct MeshDescription
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{
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Array<Gfx::VertexAttribute> layout;
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@@ -41,23 +41,22 @@ struct MeshDescription
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ar & layout;
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//TODO declaration
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}
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};
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};*/
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DECLARE_REF(MaterialAsset);
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class Mesh
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{
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public:
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Mesh(MeshDescription description, Gfx::PIndexBuffer indexBuffer);
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Mesh(PVertexShaderInput vertexInput, Gfx::PIndexBuffer indexBuffer);
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~Mesh();
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Gfx::PIndexBuffer indexBuffer;
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MeshDescription description;
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PVertexShaderInput vertexInput;
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PMaterialAsset referencedMaterial;
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private:
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friend class boost::serialization::access;
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template<class Archive>
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void serialize(Archive& ar, const unsigned int version)
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{
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ar & description;
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ar & referencedMaterial->getFullPath();
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//TODO:
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}
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