Improving Material shader code generation

This commit is contained in:
Dynamitos
2020-09-19 14:36:50 +02:00
parent 6814587b54
commit facbfed79c
72 changed files with 1049 additions and 329 deletions
+4 -5
View File
@@ -4,7 +4,7 @@
namespace Seele
{
#define MAX_TEX_CHANNELS 8
/*#define MAX_TEX_CHANNELS 8
struct MeshDescription
{
Array<Gfx::VertexAttribute> layout;
@@ -41,23 +41,22 @@ struct MeshDescription
ar & layout;
//TODO declaration
}
};
};*/
DECLARE_REF(MaterialAsset);
class Mesh
{
public:
Mesh(MeshDescription description, Gfx::PIndexBuffer indexBuffer);
Mesh(PVertexShaderInput vertexInput, Gfx::PIndexBuffer indexBuffer);
~Mesh();
Gfx::PIndexBuffer indexBuffer;
MeshDescription description;
PVertexShaderInput vertexInput;
PMaterialAsset referencedMaterial;
private:
friend class boost::serialization::access;
template<class Archive>
void serialize(Archive& ar, const unsigned int version)
{
ar & description;
ar & referencedMaterial->getFullPath();
//TODO:
}