ULRE/example/Vulkan/VKVertexAttributeBinding.h

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2019-04-26 22:39:27 +08:00
#ifndef HGL_GRAPH_VULKAN_VERTEX_ATTRIBUTE_BINDING_INCLUDE
#define HGL_GRAPH_VULKAN_VERTEX_ATTRIBUTE_BINDING_INCLUDE
#include"VK.h"
#include<hgl/type/BaseString.h>
VK_NAMESPACE_BEGIN
class VertexBuffer;
class IndexBuffer;
class Shader;
/**
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ʵ<EFBFBD><EFBFBD><br>
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><EFBFBD>ݸ<EFBFBD>MaterialInstance,<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD>ȷ<EFBFBD><EFBFBD><EFBFBD>ö<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>£<EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD>޸IJ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<EFBFBD><EFBFBD>instance)<EFBFBD><EFBFBD>
*/
class VertexAttributeBinding
{
Shader *shader;
VkVertexInputBindingDescription *binding_list;
private:
friend class Shader;
VertexAttributeBinding(Shader *);
public:
~VertexAttributeBinding();
bool SetInstance(const uint index,bool instance);
bool SetInstance(const UTF8String &name,bool instance);
void Write(VkPipelineVertexInputStateCreateInfo &vis)const;
};//class VertexAttributeBinding
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_VERTEX_ATTRIBUTE_BINDING_INCLUDE