forked from microsoft/DirectXTK
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathVertexTypes.cpp
More file actions
177 lines (137 loc) · 9.59 KB
/
Copy pathVertexTypes.cpp
File metadata and controls
177 lines (137 loc) · 9.59 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
//--------------------------------------------------------------------------------------
// File: VertexTypes.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "VertexTypes.h"
#include <DirectXPackedVector.h>
using namespace DirectX;
using namespace DirectX::PackedVector;
//--------------------------------------------------------------------------------------
// Vertex struct holding position .
const D3D11_INPUT_ELEMENT_DESC VertexPosition::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert(sizeof(VertexPosition) == 12, "Vertex struct/layout mismatch");
//--------------------------------------------------------------------------------------
// Vertex struct holding position and color information.
const D3D11_INPUT_ELEMENT_DESC VertexPositionColor::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert( sizeof(VertexPositionColor) == 28, "Vertex struct/layout mismatch" );
//--------------------------------------------------------------------------------------
// Vertex struct holding position and texture mapping information.
const D3D11_INPUT_ELEMENT_DESC VertexPositionTexture::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert( sizeof(VertexPositionTexture) == 20, "Vertex struct/layout mismatch" );
//--------------------------------------------------------------------------------------
// Vertex struct holding position and dual texture mapping information.
const D3D11_INPUT_ELEMENT_DESC VertexPositionDualTexture::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert(sizeof(VertexPositionDualTexture) == 28, "Vertex struct/layout mismatch");
//--------------------------------------------------------------------------------------
// Vertex struct holding position and normal vector.
const D3D11_INPUT_ELEMENT_DESC VertexPositionNormal::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert( sizeof(VertexPositionNormal) == 24, "Vertex struct/layout mismatch" );
//--------------------------------------------------------------------------------------
// Vertex struct holding position, color, and texture mapping information.
const D3D11_INPUT_ELEMENT_DESC VertexPositionColorTexture::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert( sizeof(VertexPositionColorTexture) == 36, "Vertex struct/layout mismatch" );
//--------------------------------------------------------------------------------------
// Vertex struct holding position, normal vector, and color information.
const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalColor::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert( sizeof(VertexPositionNormalColor) == 40, "Vertex struct/layout mismatch" );
//--------------------------------------------------------------------------------------
// Vertex struct holding position, normal vector, and texture mapping information.
const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalTexture::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert( sizeof(VertexPositionNormalTexture) == 32, "Vertex struct/layout mismatch" );
//--------------------------------------------------------------------------------------
// Vertex struct holding position, normal vector, color, and texture mapping information.
const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalColorTexture::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert( sizeof(VertexPositionNormalColorTexture) == 48, "Vertex struct/layout mismatch" );
//--------------------------------------------------------------------------------------
// Vertex struct for Visual Studio Shader Designer (DGSL) holding position, normal,
// tangent, color (RGBA), and texture mapping information
const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalTangentColorTexture::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert( sizeof(VertexPositionNormalTangentColorTexture) == 52, "Vertex struct/layout mismatch" );
void XM_CALLCONV VertexPositionNormalTangentColorTexture::SetColor( FXMVECTOR icolor )
{
XMUBYTEN4 rgba;
XMStoreUByteN4( &rgba, icolor );
this->color = rgba.v;
}
//--------------------------------------------------------------------------------------
// Vertex struct for Visual Studio Shader Designer (DGSL) holding position, normal,
// tangent, color (RGBA), texture mapping information, and skinning weights
const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalTangentColorTextureSkinning::InputElements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDINDICES",0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDWEIGHT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static_assert( VertexPositionNormalTangentColorTextureSkinning::InputElementCount == VertexPositionNormalTangentColorTexture::InputElementCount + 2, "layout mismatch");
static_assert( sizeof(VertexPositionNormalTangentColorTextureSkinning) == 60, "Vertex struct/layout mismatch" );
void VertexPositionNormalTangentColorTextureSkinning::SetBlendIndices( XMUINT4 const& iindices )
{
this->indices = ( (iindices.w & 0xff) << 24 ) | ( (iindices.z & 0xff) << 16 ) | ( (iindices.y & 0xff) << 8 ) | ( iindices.x & 0xff );
}
void XM_CALLCONV VertexPositionNormalTangentColorTextureSkinning::SetBlendWeights( FXMVECTOR iweights )
{
XMUBYTEN4 packed;
XMStoreUByteN4( &packed, iweights );
this->weights = packed.v;
}