// 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_MODEL_H #define DMSDK_GAMESYS_RES_MODEL_H #include #include #include #include #include #include #include namespace dmGameSystem { struct ModelResourceBuffers { dmGraphics::HVertexBuffer m_VertexBuffer; dmGraphics::HIndexBuffer m_IndexBuffer; uint32_t m_VertexCount; uint32_t m_IndexCount; uint32_t m_MaterialIndex; // Index into ModelResource::m_Materials dmGraphics::Type m_IndexBufferElementType; }; struct MeshInfo { ModelResourceBuffers* m_Buffers; // Currently a vertex+index buffer per mesh dmRigDDF::Model* m_Model; // For the transform dmRigDDF::Mesh* m_Mesh; }; struct ModelResource { dmModelDDF::Model* m_Model; uint32_t m_ModelsCount; RigSceneResource* m_RigScene; dmArray m_Meshes; dmArray m_Materials; // List matches the list of material names in the dmRigDDF::Model dmGraphics::HTexture m_Textures[dmRender::RenderObject::MAX_TEXTURE_COUNT]; dmhash_t m_TexturePaths[dmRender::RenderObject::MAX_TEXTURE_COUNT]; }; } #endif // DMSDK_GAMESYS_RES_MODEL_H