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The biggest change is making the model data read from vertex streams, like how the retail client is doing. The vertex bindings/locations should be fixed, resilient for the future and work across more shader packages.
50 lines
1.2 KiB
C++
50 lines
1.2 KiB
C++
// SPDX-FileCopyrightText: 2024 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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#pragma once
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#include "texture.h"
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struct RenderPart {
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size_t numIndices;
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Buffer vertexBuffer; // Only used in the simple renderer
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Buffer indexBuffer;
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std::vector<Buffer> streamBuffer; // Only used in the game renderer
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int materialIndex = 0;
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physis_Part originalPart;
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};
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enum class MaterialType { Object, Skin };
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struct RenderMaterial {
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physis_Material mat;
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MaterialType type = MaterialType::Object;
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physis_SHPK shaderPackage{};
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std::optional<Texture> diffuseTexture;
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std::optional<Texture> normalTexture;
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std::optional<Texture> specularTexture;
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std::optional<Texture> multiTexture;
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std::optional<Texture> tableTexture;
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Buffer materialBuffer;
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};
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struct DrawObject {
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QString name;
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physis_MDL model;
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std::vector<RenderPart> parts;
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std::array<glm::mat4, 768> boneData; // JOINT_MATRIX_SIZE_DAWNTRAIL
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std::vector<RenderMaterial> materials;
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glm::vec3 position;
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bool skinned = false;
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uint16_t from_body_id = 101;
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uint16_t to_body_id = 101;
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Buffer boneInfoBuffer;
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};
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