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FlaxEngine/Source/Engine/Graphics/Shaders/VertexElement.h

89 lines
3.8 KiB
C

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