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