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path: root/Runtime/Graphics/DefaultVertexLayout.h
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#pragma once

#include <vector>
#include "../Utilities/UtilMacros.h"
#include "../Shaders/ShaderChannel.h"
#include "OpenGL.h"
#include "GPUDataBuffer.h"
#include "VertexAttribute.h"

// 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
enum EVertexAttr
{
	VertexAttr_Position = 0,
	VertexAttr_Normal,
	VertexAttr_Tangent,
	VertexAttr_Color,
	VertexAttr_UV,
	VertexAttr_UV2,
	VertexAttr_UV3,
	VertexAttr_UV4,

	VertexAttr_Count
};

// GPU侧的默认顶点属性
struct DefaultVertexLayout
{
	uint32 enableMask;
	GLuint buffer; // vbo或者0(pinned memory)
	VertexAttributeDescriptor attributes[VertexAttr_Count];
};

namespace VertexLayout
{
	// ibo无论是default还是custom布局都是short
	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();

}