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#pragma once
#include <vector>
#include "../Utilities/Type.h"
#include "../Utilities/UtilMacros.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();
}
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