Add xmaterialpass structures
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libs/xassets/xmaterialpass.cpp
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31
libs/xassets/xmaterialpass.cpp
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#include "xmaterialpass.h"
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#include "xmaterialvertexdeclaration.h"
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#include "xmaterialvertexshader.h"
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#include "xmaterialpixelshader.h"
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#include "xmaterialshaderargument.h"
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XMaterialPass::XMaterialPass()
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: XAsset()
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, mVertexDecl(nullptr)
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, mVertexShaderArray()
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, mVertexShader(nullptr)
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, mPixelShader(nullptr)
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, mPerPrimArgCount(0)
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, mPerObjArgCount(0)
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, mStableArgCount(0)
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, mCustomSamplerFlags(0)
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, mPrecompiledIndex(0)
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, mArgs(nullptr)
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{
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}
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void XMaterialPass::Clear()
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{
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}
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void XMaterialPass::ParseData(QDataStream *aStream)
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{
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}
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34
libs/xassets/xmaterialpass.h
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libs/xassets/xmaterialpass.h
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#ifndef XMATERIALPASS_H
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#define XMATERIALPASS_H
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#include "xasset.h"
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#include <QVector>
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class XMaterialVertexDeclaration;
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class XMaterialVertexShader;
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class XMaterialPixelShader;
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class XMaterialShaderArgument;
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class XMaterialPass : public XAsset
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{
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public:
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XMaterialPass();
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virtual void Clear() override;
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virtual void ParseData(QDataStream *aStream) override;
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private:
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XMaterialVertexDeclaration* mVertexDecl;
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QVector<XMaterialVertexShader*> mVertexShaderArray;
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XMaterialVertexShader* mVertexShader;
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XMaterialPixelShader* mPixelShader;
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int mPerPrimArgCount;
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int mPerObjArgCount;
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int mStableArgCount;
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int mCustomSamplerFlags;
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int mPrecompiledIndex;
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XMaterialShaderArgument* mArgs;
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};
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#endif // XMATERIALPASS_H
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