89 lines
3.8 KiB
C
89 lines
3.8 KiB
C
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Graphics/PixelFormat.h"
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/// <summary>
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/// Vertex buffer data element. Defines access to data passed to Vertex Shader.
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/// </summary>
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API_STRUCT(NoDefault)
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PACK_BEGIN() struct FLAXENGINE_API VertexElement
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(VertexElement);
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/// <summary>
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/// Types of vertex elements.
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/// </summary>
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API_ENUM() enum class Types : byte
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{
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// Undefined.
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Unknown = 0,
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// Vertex position. Maps to 'POSITION' semantic in the shader.
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Position = 1,
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// Vertex color. Maps to 'COLOR' semantic in the shader.
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Color = 2,
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// Vertex normal vector. Maps to 'NORMAL' semantic in the shader.
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Normal = 3,
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// Vertex tangent vector. Maps to 'TANGENT' semantic in the shader.
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Tangent = 4,
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// Skinned bone blend indices. Maps to 'BLENDINDICES' semantic in the shader.
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BlendIndices = 5,
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// Skinned bone blend weights. Maps to 'BLENDWEIGHTS' semantic in the shader.
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BlendWeights = 6,
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// Primary texture coordinate (UV). Maps to 'TEXCOORD0' semantic in the shader.
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TexCoord0 = 7,
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// Additional texture coordinate (UV1). Maps to 'TEXCOORD1' semantic in the shader.
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TexCoord1 = 8,
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// Additional texture coordinate (UV2). Maps to 'TEXCOORD2' semantic in the shader.
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TexCoord2 = 9,
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// Additional texture coordinate (UV3). Maps to 'TEXCOORD3' semantic in the shader.
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TexCoord3 = 10,
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// Additional texture coordinate (UV4). Maps to 'TEXCOORD4' semantic in the shader.
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TexCoord4 = 11,
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// Additional texture coordinate (UV5). Maps to 'TEXCOORD5' semantic in the shader.
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TexCoord5 = 12,
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// Additional texture coordinate (UV6). Maps to 'TEXCOORD6' semantic in the shader.
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TexCoord6 = 13,
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// Additional texture coordinate (UV7). Maps to 'TEXCOORD7' semantic in the shader.
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TexCoord7 = 14,
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// General purpose attribute (at index 0). Maps to 'ATTRIBUTE0' semantic in the shader.
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Attribute0 = 15,
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// General purpose attribute (at index 1). Maps to 'ATTRIBUTE1' semantic in the shader.
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Attribute1 = 16,
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// General purpose attribute (at index 2). Maps to 'ATTRIBUTE2' semantic in the shader.
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Attribute2 = 17,
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// General purpose attribute (at index 3). Maps to 'ATTRIBUTE3' semantic in the shader.
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Attribute3 = 18,
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// Lightmap UVs that usually map one of the texture coordinate channels. Maps to 'LIGHTMAP' semantic in the shader.
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Lightmap = 30,
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// Texture coordinate. Maps to 'TEXCOORD' semantic in the shader.
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TexCoord = TexCoord0,
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// General purpose attribute. Maps to 'ATTRIBUTE0' semantic in the shader.
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Attribute = Attribute0,
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MAX
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};
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// Type of the vertex element data.
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API_FIELD() Types Type;
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// Index of the input vertex buffer slot (as provided in GPUContext::BindVB).
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API_FIELD() byte Slot;
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// Byte offset of this element relative to the start of a vertex buffer. Use value 0 to use auto-calculated offset based on previous elements in the layout (except when explicitOffsets is false).
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API_FIELD() byte Offset;
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// Flag used to mark data using hardware-instancing (element will be repeated for every instance). Empty to step data per-vertex when reading input buffer stream (rather than per-instance step).
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API_FIELD() byte PerInstance;
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// Format of the vertex element data.
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API_FIELD() PixelFormat Format;
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String ToString() const;
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bool operator==(const VertexElement& other) const;
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FORCE_INLINE bool operator!=(const VertexElement& other) const
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{
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return !operator==(other);
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}
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} PACK_END();
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uint32 FLAXENGINE_API GetHash(const VertexElement& key);
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