Improving Material shader code generation
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@@ -0,0 +1,32 @@
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#pragma once
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#include "VertexShaderInput.h"
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namespace Seele
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{
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enum { MAX_TEXCOORDS = 4 };
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struct StaticMeshDataType
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{
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VertexStreamComponent positionStream;
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VertexStreamComponent tangentBasisComponents[2];
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//Dont forget these are 4 component vectors
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Array<VertexStreamComponent> textureCoordinates;
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VertexStreamComponent colorComponent;
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};
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class StaticMeshVertexInput : public VertexShaderInput
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{
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DECLARE_VERTEX_INPUT_TYPE(StaticMeshVertexInput);
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public:
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StaticMeshVertexInput(std::string name);
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virtual ~StaticMeshVertexInput();
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void setPositionStream(const VertexStreamComponent& positionStream);
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void setTangentXStream(const VertexStreamComponent& tangentXStream);
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void setTangentZStream(const VertexStreamComponent& tangentZStream);
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void setTexCoordStream(uint32 index, const VertexStreamComponent& textureStream);
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void setColorStream(const VertexStreamComponent& colorStream);
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private:
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StaticMeshDataType data;
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};
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DEFINE_REF(StaticMeshVertexInput);
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}
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