Skylicht Engine
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VertexInstancingType.h
1/*
2!@
3MIT License
4
5Copyright (c) 2025 Skylicht Technology CO., LTD
6
7Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
8(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
9merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
10subject to the following conditions:
11
12The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
13
14THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
15INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
16IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
17WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
19
20This file is part of the "Skylicht Engine".
21https://github.com/skylicht-lab/skylicht-engine
22!#
23*/
24
25#pragma once
26
27#include "irrlicht.h"
28
29using namespace irr;
30using namespace irr::video;
31
32namespace Skylicht
33{
35 {
36 core::matrix4 World;
37
38 bool operator==(const SVtxTransform& other) const
39 {
40 return World == other.World;
41 }
42 };
43
45 {
50
51 bool operator==(const SVtxIndirectLighting& other) const
52 {
53 return D0 == other.D0 &&
54 D1 == other.D1 &&
55 D2 == other.D2 &&
56 D3 == other.D3;
57 }
58 };
59
61 {
62 SVec4 UVScale1;
63 SVec4 UVScale2;
64 SVec4 Color;
65
66 bool operator==(const SVtxTex2ColorInstancing& other) const
67 {
68 return UVScale1 == other.UVScale1 &&
69 UVScale2 == other.UVScale2 &&
70 Color == other.Color;
71 }
72 };
73
75 {
76 SVec4 UVScale;
77 SVec4 Color;
78
79 bool operator==(const SVtxColorInstancing& other) const
80 {
81 return UVScale == other.UVScale && Color == other.Color;
82 }
83 };
84
86 {
87 SVec4 UVScale;
88 SVec4 Color;
89 SVec4 SpecGloss;
90
91 bool operator==(const SVtxSGInstancing& other) const
92 {
93 return UVScale == other.UVScale &&
94 Color == other.Color &&
95 SpecGloss == other.SpecGloss;
96 }
97 };
98
100 {
101 SVec4 BoneLocation;
102 SVec4 Color;
103 core::vector2df BlendAnimation;
104
105 bool operator==(const SVtxSkinSGInstancing& other) const
106 {
107 return BoneLocation == other.BoneLocation &&
108 Color == other.Color &&
109 BlendAnimation == other.BlendAnimation;
110 }
111 };
112}
Main header file of the irrlicht, the only file needed to include.
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition AudioDebugLog.h:29
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
Definition vector3d.h:445
vector2d< f32 > vector2df
Typedef for f32 2d vector.
Definition vector2d.h:323
CMatrix4< f32 > matrix4
Typedef for f32 matrix.
Definition matrix4.h:2241
The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done ...
Definition EDriverFeatures.h:11
Everything in the Irrlicht Engine can be found in this namespace.
Definition Skylicht.h:33
Definition VertexInstancingType.h:75
Definition VertexInstancingType.h:45
Definition VertexInstancingType.h:86
Definition VertexInstancingType.h:100
Definition VertexInstancingType.h:61
Definition VertexInstancingType.h:35
Definition S3DVertex.h:301