// Copyright 2020-2022 The Defold Foundation // Copyright 2014-2020 King // Copyright 2009-2014 Ragnar Svensson, Christian Murray // Licensed under the Defold License version 1.0 (the "License"); you may not use // this file except in compliance with the License. // // You may obtain a copy of the License, together with FAQs at // https://www.defold.com/license // // Unless required by applicable law or agreed to in writing, software distributed // under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR // CONDITIONS OF ANY KIND, either express or implied. See the License for the // specific language governing permissions and limitations under the License. #ifndef DMSDK_GAMESYS_RES_MESH_H #define DMSDK_GAMESYS_RES_MESH_H #include #include #include #include #include namespace dmGameSystem { struct MeshResource { dmMeshDDF::MeshDesc* m_MeshDDF; BufferResource* m_BufferResource; dmRender::HMaterial m_Material; dmGraphics::HTexture m_Textures[dmRender::RenderObject::MAX_TEXTURE_COUNT]; dmhash_t m_TexturePaths[dmRender::RenderObject::MAX_TEXTURE_COUNT]; dmGraphics::HVertexDeclaration m_VertexDeclaration; dmGraphics::HVertexBuffer m_VertexBuffer; dmGraphics::PrimitiveType m_PrimitiveType; /// Stream id and type to know what data to modify when rendering in world space. dmhash_t m_PositionStreamId; dmBufferDDF::ValueType m_PositionStreamType; dmhash_t m_NormalStreamId; dmBufferDDF::ValueType m_NormalStreamType; /// Needed to keep track of data change on resource reload. uint32_t m_BufferVersion; }; } #endif // DMSDK_GAMESYS_RES_MESH_H