Skylicht Engine
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Instancing
SPrimitiveMeshInstancing.h
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/*
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!@
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MIT License
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Copyright (c) 2024 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "
irrlicht.h
"
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using namespace
irr
;
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using namespace
irr::scene
;
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using namespace
irr::video
;
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#include "Material/Shader/CShader.h"
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#include "RenderMesh/CMesh.h"
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namespace
Skylicht
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{
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struct
SInstancingVertexBuffer
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{
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video::E_VERTEX_TYPE
BaseVertexType;
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IVertexBuffer
* Instancing;
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IVertexBuffer
* Transform;
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IVertexBuffer
* IndirectLighting;
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};
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struct
SPrimitiveMeshInstancing
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{
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IShaderInstancing
* InstancingShader;
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int
PrimitiveType;
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bool
HaveTangent;
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CMesh
* Mesh;
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SPrimitiveMeshInstancing()
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{
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InstancingShader = NULL;
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PrimitiveType = 0;
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HaveTangent =
false
;
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Mesh = NULL;
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}
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};
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}
Skylicht::CMesh
Definition
CMesh.h:75
Skylicht::IShaderInstancing
Abstract base class for GPU instancing logic in Skylicht-Engine.
Definition
IShaderInstancing.h:45
irr::scene::IVertexBuffer
Definition
IVertexBuffer.h:17
irrlicht.h
Main header file of the irrlicht, the only file needed to include.
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::scene
All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees a...
Definition
CIndexBuffer.h:13
irr::video
The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done ...
Definition
EDriverFeatures.h:11
irr::video::E_VERTEX_TYPE
E_VERTEX_TYPE
Enumeration for all vertex types there are.
Definition
S3DVertex.h:19
irr
Everything in the Irrlicht Engine can be found in this namespace.
Definition
Skylicht.h:33
Skylicht::SInstancingVertexBuffer
Definition
SPrimitiveMeshInstancing.h:38
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