Improving Material shader code generation
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#include "StaticMeshVertexInput.h"
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using namespace Seele;
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StaticMeshVertexInput::StaticMeshVertexInput(std::string name)
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: VertexShaderInput(name)
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{
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}
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StaticMeshVertexInput::~StaticMeshVertexInput()
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{
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}
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void StaticMeshVertexInput::setPositionStream(const VertexStreamComponent& positionStream)
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{
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declaration->addVertexStream(positionStream);
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positionDeclaration->addVertexStream(positionStream);
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data.positionStream = positionStream;
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}
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void StaticMeshVertexInput::setTangentXStream(const VertexStreamComponent& tangentXStream)
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{
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declaration->addVertexStream(tangentXStream);
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data.tangentBasisComponents[0] = tangentXStream;
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}
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void StaticMeshVertexInput::setTangentZStream(const VertexStreamComponent& tangentZStream)
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{
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declaration->addVertexStream(tangentZStream);
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data.tangentBasisComponents[1] = tangentZStream;
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}
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void StaticMeshVertexInput::setTexCoordStream(uint32 index, const VertexStreamComponent& textureStream)
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{
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//TODO: replace add with proper indexing
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declaration->addVertexStream(textureStream);
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data.textureCoordinates.add(textureStream);
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}
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void StaticMeshVertexInput::setColorStream(const VertexStreamComponent& colorStream)
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{
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declaration->addVertexStream(colorStream);
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data.colorComponent = colorStream;
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}
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IMPLEMENT_VERTEX_INPUT_TYPE(StaticMeshVertexInput, "StaticMeshVertexInput");
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