3#include <SDL3/SDL_gpu.h>
7inline bool operator==(
const SDL_GPUVertexBufferDescription &lhs,
8 const SDL_GPUVertexBufferDescription &rhs) {
9#define _c(field) lhs.field == rhs.field
10 return _c(slot) &&
_c(pitch) &&
_c(input_rate) &&
_c(instance_step_rate);
15 const SDL_GPUVertexAttribute &rhs) {
16#define _c(field) lhs.field == rhs.field
17 return _c(location) &&
_c(buffer_slot) &&
_c(format) &&
_c(offset);
21inline std::strong_ordering
23 const SDL_GPUVertexAttribute &rhs)
noexcept {
24 if (
auto cmp = lhs.location <=> rhs.location; cmp != 0)
26 if (
auto cmp = lhs.buffer_slot <=> rhs.buffer_slot; cmp != 0)
28 if (
auto cmp = lhs.format <=> rhs.format; cmp != 0)
30 return lhs.offset <=> rhs.offset;
33inline std::strong_ordering
34operator<=>(
const SDL_GPUVertexBufferDescription &lhs,
35 const SDL_GPUVertexBufferDescription &rhs)
noexcept {
36 if (
auto cmp = lhs.slot <=> rhs.slot; cmp != 0)
38 if (
auto cmp = lhs.pitch <=> rhs.pitch; cmp != 0)
40 if (
auto cmp = lhs.input_rate <=> rhs.input_rate; cmp != 0)
42 return lhs.instance_step_rate <=> rhs.instance_step_rate;
49 case SDL_GPU_VERTEXELEMENTFORMAT_INVALID:
51 case SDL_GPU_VERTEXELEMENTFORMAT_INT:
52 return sizeof(Sint32);
53 case SDL_GPU_VERTEXELEMENTFORMAT_INT2:
54 return sizeof(Sint32[2]);
55 case SDL_GPU_VERTEXELEMENTFORMAT_INT3:
56 return sizeof(Sint32[3]);
57 case SDL_GPU_VERTEXELEMENTFORMAT_INT4:
58 return sizeof(Sint32[4]);
59 case SDL_GPU_VERTEXELEMENTFORMAT_UINT:
60 return sizeof(Uint32);
61 case SDL_GPU_VERTEXELEMENTFORMAT_UINT2:
62 return sizeof(Uint32[2]);
63 case SDL_GPU_VERTEXELEMENTFORMAT_UINT3:
64 return sizeof(Uint32[3]);
65 case SDL_GPU_VERTEXELEMENTFORMAT_UINT4:
66 return sizeof(Uint32[4]);
67 case SDL_GPU_VERTEXELEMENTFORMAT_FLOAT:
69 case SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2:
70 return sizeof(
float[2]);
71 case SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3:
72 return sizeof(
float[3]);
73 case SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4:
74 return sizeof(
float[4]);
75 case SDL_GPU_VERTEXELEMENTFORMAT_BYTE2:
76 case SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2:
77 case SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM:
78 case SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM:
80 case SDL_GPU_VERTEXELEMENTFORMAT_BYTE4:
81 case SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4:
82 case SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM:
83 case SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM:
85 case SDL_GPU_VERTEXELEMENTFORMAT_SHORT2:
86 case SDL_GPU_VERTEXELEMENTFORMAT_USHORT2:
87 case SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM:
88 case SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM:
89 case SDL_GPU_VERTEXELEMENTFORMAT_HALF2:
91 case SDL_GPU_VERTEXELEMENTFORMAT_SHORT4:
92 case SDL_GPU_VERTEXELEMENTFORMAT_USHORT4:
93 case SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM:
94 case SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM:
95 case SDL_GPU_VERTEXELEMENTFORMAT_HALF4:
136 m_bufferDescs.emplace_back(slot, pitch, SDL_GPU_VERTEXINPUTRATE_VERTEX, 0u);
148 SDL_GPUVertexElementFormat format,
150 const Uint16 _loc =
static_cast<Uint16
>(loc);
151 m_attrs.emplace_back(_loc, binding, format, offset);
152 const Uint32 attrSize =
154 m_totalVertexSize = std::max(m_totalVertexSize, offset + attrSize);
160 if (
m_attrs[i].location ==
static_cast<Uint16
>(loc)) {
180 operator SDL_GPUVertexInputState() const noexcept {
202 Uint32 m_totalVertexSize;
205inline std::strong_ordering
207 if (
auto cmp =
numBuffers() <=> other.numBuffers(); cmp != 0)
209 if (
auto cmp =
numAttributes() <=> other.numAttributes(); cmp != 0)
211 if (
auto cmp = m_bufferDescs <=> other.m_bufferDescs; cmp != 0)
213 return m_attrs <=> other.m_attrs;
225concept IsVertexType = std::is_standard_layout_v<V> && (
alignof(V) == 16);
std::strong_ordering operator<=>(const SDL_GPUVertexAttribute &lhs, const SDL_GPUVertexAttribute &rhs) noexcept
Definition MeshLayout.h:22
bool operator==(const SDL_GPUVertexBufferDescription &lhs, const SDL_GPUVertexBufferDescription &rhs)
Definition MeshLayout.h:7
This class defines the layout of a mesh's vertices.
Definition MeshLayout.h:122
bool operator==(const MeshLayout &other) const noexcept=default
SDL_GPUVertexInputState toVertexInputState() const noexcept
Cast to the SDL_GPU vertex input state struct, used to create pipelines.
Definition MeshLayout.h:171
std::vector< SDL_GPUVertexBufferDescription > m_bufferDescs
Definition MeshLayout.h:198
Uint32 indexSize() const
Size of mesh indices (in bytes).
Definition MeshLayout.h:196
constexpr MeshLayout & addAttribute(VertexAttrib loc, Uint32 binding, SDL_GPUVertexElementFormat format, Uint32 offset)
Add a vertex attribute.
Definition MeshLayout.h:147
Uint32 vertexSize() const
Total size of a vertex (in bytes).
Definition MeshLayout.h:194
const SDL_GPUVertexAttribute * getAttribute(VertexAttrib loc) const noexcept
Definition MeshLayout.h:158
std::vector< SDL_GPUVertexAttribute > m_attrs
Definition MeshLayout.h:199
MeshLayout & addBinding(Uint32 slot, Uint32 pitch)
Add a binding (i.e. a vertex binding) for the mesh.
Definition MeshLayout.h:135
MeshLayout()
Definition MeshLayout.h:124
Uint32 numBuffers() const
Number of vertex buffers.
Definition MeshLayout.h:189
Uint32 numAttributes() const
Number of vertex attributes.
Definition MeshLayout.h:191
std::strong_ordering operator<=>(const MeshLayout &other) const noexcept
Definition MeshLayout.h:206
Basic concept checking if type V has the correct layout and alignment requirements to be a vertex ele...
Definition MeshLayout.h:225
constexpr Uint32 roundUpTo16(Uint32 value)
Definition math_types.h:160
VertexAttrib
Fixed vertex attributes.
Definition MeshLayout.h:104
@ Color1
Definition MeshLayout.h:110
@ TexCoord0
Definition MeshLayout.h:111
@ Position
Definition MeshLayout.h:105
@ Tangent
Definition MeshLayout.h:107
@ Normal
Definition MeshLayout.h:106
@ Color0
Definition MeshLayout.h:109
@ TexCoord1
Definition MeshLayout.h:112
@ Bitangent
Definition MeshLayout.h:108
constexpr Uint64 vertexElementSize(SDL_GPUVertexElementFormat format)
Definition MeshLayout.h:47
bool validateMeshLayout(const MeshLayout &layout)
Validation function. Checks if a MeshLayout produces invalid data for a Mesh.
Definition MeshLayout.h:218
MeshLayout meshLayoutFor()
Shortcut for extracting layout from compile-time struct.
Definition MeshLayout.h:230
Definition MeshLayout.h:227