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This now splits up the rendering system into sensible parts, and makes it easier to switch between the simple renderer and the new experimental one. Lots of refactors I needed to do for a while are now done, too.
46 lines
No EOL
1 KiB
C++
46 lines
No EOL
1 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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struct RenderPart {
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size_t numIndices;
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Buffer vertexBuffer, indexBuffer;
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int materialIndex = 0;
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};
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struct RenderTexture {
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VkImage handle = VK_NULL_HANDLE;
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VkDeviceMemory memory = VK_NULL_HANDLE;
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VkImageView view = VK_NULL_HANDLE;
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VkSampler sampler = VK_NULL_HANDLE;
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};
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enum class MaterialType { Object, Skin };
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struct RenderMaterial {
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MaterialType type = MaterialType::Object;
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RenderTexture *diffuseTexture = nullptr;
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RenderTexture *normalTexture = nullptr;
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RenderTexture *specularTexture = nullptr;
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RenderTexture *multiTexture = nullptr;
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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, 128> boneData;
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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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}; |