45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "VertexElement.h"
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#include "Engine/Graphics/GPUResource.h"
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#include "Engine/Core/Collections/Array.h"
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/// <summary>
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/// Defines input layout of vertex buffer data passed to the Vertex Shader.
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/// </summary>
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API_CLASS(Sealed, NoSpawn) class FLAXENGINE_API GPUVertexLayout : public GPUResource
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(GPUVertexLayout);
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typedef Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>> Elements;
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protected:
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Elements _elements;
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GPUVertexLayout();
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public:
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/// <summary>
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/// Gets the list of elements used by this layout.
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/// </summary>
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API_PROPERTY() FORCE_INLINE const Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>>& GetElements() const
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{
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return _elements;
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}
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/// <summary>
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/// Gets the vertex layout for a given list of elements. Uses internal cache to skip creating layout if it's already exists for a given list.
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/// </summary>
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/// <param name="elements">The list of elements for the layout.</param>
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/// <returns>Vertex layout object. Doesn't need to be cleared as it's cached for an application lifetime.</returns>
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API_FUNCTION() static GPUVertexLayout* Get(const Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>>& elements);
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public:
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// [GPUResource]
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GPUResourceType GetResourceType() const override
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{
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return GPUResourceType::Descriptor;
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}
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};
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