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prism/engine/renderer/include/materialcompiler.hpp

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#pragma once
#include <tuple>
#include "gfx.hpp"
class Material;
constexpr int position_buffer_index = 2;
constexpr int normal_buffer_index = 3;
constexpr int texcoord_buffer_index = 4;
constexpr int tangent_buffer_index = 5;
constexpr int bitangent_buffer_index = 6;
constexpr int bone_buffer_index = 7;
class MaterialCompiler {
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public:
GFXPipeline* create_static_pipeline(GFXGraphicsPipelineCreateInfo createInfo, bool positions_only = false, bool cubemap = false);
GFXPipeline* create_skinned_pipeline(GFXGraphicsPipelineCreateInfo createInfo, bool positions_only = false);
// generates static and skinned versions of the pipeline provided
std::tuple<GFXPipeline*, GFXPipeline*> create_pipeline_permutations(GFXGraphicsPipelineCreateInfo& createInfo, bool positions_only = false);
ShaderSource compile_material_fragment(Material& material, bool use_ibl = true);
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};
static MaterialCompiler material_compiler;