diff options
author | chai <chaifix@163.com> | 2021-10-30 11:32:16 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2021-10-30 11:32:16 +0800 |
commit | 42ec7286b2d36a9ba22925f816a17cb1cc2aa5ce (patch) | |
tree | 24bc7009457a8d7500f264e89946dc20d069294f /Runtime/Graphics/DefaultVertexLayout.h | |
parent | 164885fd98d48703bd771f802d79557b7db97431 (diff) |
+ Penlight
Diffstat (limited to 'Runtime/Graphics/DefaultVertexLayout.h')
-rw-r--r-- | Runtime/Graphics/DefaultVertexLayout.h | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/Runtime/Graphics/DefaultVertexLayout.h b/Runtime/Graphics/DefaultVertexLayout.h index fbb1f76..be5437c 100644 --- a/Runtime/Graphics/DefaultVertexLayout.h +++ b/Runtime/Graphics/DefaultVertexLayout.h @@ -7,7 +7,7 @@ #include "GPUDataBuffer.h" #include "VertexAttribute.h" -// 默认的顶点布局,适用于Mesh导入的结果,保持shader的一致性 +// 默认的顶点布局,适用于Mesh导入的结果,以保持shader的一致性 // 如果需要修改布局,比如编辑器UI中,用CustomVertexLayout // 默认的顶点属性以及顺序 @@ -36,16 +36,16 @@ struct DefaultVertexLayout namespace VertexLayout { // ibo无论是default还是custom布局都是short - extern uint GetDefaultIndexSize(); - extern GLenum GetDefaultIndexFormat(); - - extern uint32 GetDynamicChunkStride(uint32 vertexAttrMask); - extern bool IsGLVertexAttrNeedNormalized(uint attr); - extern uint GetDefaultShaderChannelFormat(uint attr); - extern uint32 GetDefaultVertexAttrSize(int attr); - extern uint GetDefaultVertexAttrDimension(uint attr); - extern uint GetDefaultShaderChannelDimension(uint attr); - extern GLenum GetDefaultVertexAttrComponentType(uint attr); + uint GetDefaultIndexSize(); + GLenum GetDefaultIndexFormat(); + + uint32 GetDynamicChunkStride(uint32 vertexAttrMask); + bool IsGLVertexAttrNeedNormalized(uint attr); + uint GetDefaultShaderChannelFormat(uint attr); + uint32 GetDefaultVertexAttrSize(int attr); + uint GetDefaultVertexAttrDimension(uint attr); + uint GetDefaultShaderChannelDimension(uint attr); + GLenum GetDefaultVertexAttrComponentType(uint attr); void SetupDefaultVertexLayout(const DefaultVertexLayout& info); void InvalidateVertexInputCache(); |