Skylicht Engine
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Material
Shader
Instancing
VertexInstancingType.h
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/*
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!@
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MIT License
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Copyright (c) 2025 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::video
;
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namespace
Skylicht
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{
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struct
SVtxTransform
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{
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core::matrix4
World;
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bool
operator==(
const
SVtxTransform
& other)
const
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{
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return
World == other.World;
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}
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};
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struct
SVtxIndirectLighting
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{
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core::vector3df
D0;
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core::vector3df
D1;
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core::vector3df
D2;
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core::vector3df
D3;
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bool
operator==(
const
SVtxIndirectLighting
& other)
const
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{
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return
D0 == other.D0 &&
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D1 == other.D1 &&
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D2 == other.D2 &&
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D3 == other.D3;
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}
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};
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struct
SVtxTex2ColorInstancing
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{
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SVec4
UVScale1;
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SVec4
UVScale2;
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SVec4
Color;
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bool
operator==(
const
SVtxTex2ColorInstancing
& other)
const
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{
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return
UVScale1 == other.UVScale1 &&
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UVScale2 == other.UVScale2 &&
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Color == other.Color;
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}
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};
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struct
SVtxColorInstancing
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{
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SVec4
UVScale;
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SVec4
Color;
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bool
operator==(
const
SVtxColorInstancing
& other)
const
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{
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return
UVScale == other.UVScale && Color == other.Color;
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}
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};
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struct
SVtxSGInstancing
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{
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SVec4
UVScale;
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SVec4
Color;
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SVec4
SpecGloss;
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bool
operator==(
const
SVtxSGInstancing
& other)
const
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{
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return
UVScale == other.UVScale &&
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Color == other.Color &&
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SpecGloss == other.SpecGloss;
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}
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};
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struct
SVtxSkinSGInstancing
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{
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SVec4
BoneLocation;
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SVec4
Color;
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core::vector2df
BlendAnimation;
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bool
operator==(
const
SVtxSkinSGInstancing
& other)
const
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{
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return
BoneLocation == other.BoneLocation &&
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Color == other.Color &&
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BlendAnimation == other.BlendAnimation;
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}
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};
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}
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::core::vector3df
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
Definition
vector3d.h:445
irr::core::vector2df
vector2d< f32 > vector2df
Typedef for f32 2d vector.
Definition
vector2d.h:323
irr::core::matrix4
CMatrix4< f32 > matrix4
Typedef for f32 matrix.
Definition
matrix4.h:2241
irr::video
The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done ...
Definition
EDriverFeatures.h:11
irr
Everything in the Irrlicht Engine can be found in this namespace.
Definition
Skylicht.h:33
Skylicht::SVtxColorInstancing
Definition
VertexInstancingType.h:75
Skylicht::SVtxIndirectLighting
Definition
VertexInstancingType.h:45
Skylicht::SVtxSGInstancing
Definition
VertexInstancingType.h:86
Skylicht::SVtxSkinSGInstancing
Definition
VertexInstancingType.h:100
Skylicht::SVtxTex2ColorInstancing
Definition
VertexInstancingType.h:61
Skylicht::SVtxTransform
Definition
VertexInstancingType.h:35
irr::video::SVec4
Definition
S3DVertex.h:301
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