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Copy pathDataTypes.h
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127 lines (95 loc) · 2.86 KB
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#pragma once
#include "Headers.h"
using namespace DirectX;
enum VertexType {
VT_P = 0,
VT_PU = 1,
VT_PNU = 2
};
struct VertexP {
XMFLOAT3 position;
};
struct VertexPU {
XMFLOAT3 position;
XMFLOAT2 texCoord;
};
struct VertexPNU {
XMFLOAT3 position;
XMFLOAT3 normal;
XMFLOAT2 texCoord;
};
static const D3D11_INPUT_ELEMENT_DESC VertexP_Layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
static const D3D11_INPUT_ELEMENT_DESC VertexPU_Layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
static D3D11_INPUT_ELEMENT_DESC VertexPNU_Layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
static D3D11_INPUT_ELEMENT_DESC VertexPUNTB_Layout[] =
{
{ "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 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT , D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
struct Box {
float x;
float y;
float w;
float h;
};
struct TexProp {
int noCols;
int noRows;
int tileW;
int tileH;
};
struct ResourceIDs {
int m_textureID;
int m_vsID;
int m_psID;
int m_topoID;
};
struct RefrenceData {
XMFLOAT3* m_pos;
float* m_direction;
};
struct B_F4F4 {
XMFLOAT4 f4a;
XMFLOAT4 f4b;
};
struct CB_m {
XMMATRIX mat1;
};
struct CB_mm {
XMMATRIX mat1;
XMMATRIX mat2;
};
struct CB_mmm {
XMMATRIX mat1;
XMMATRIX mat2;
XMMATRIX mat3;
};
struct SkinVert {
UINT bone00;
UINT bone01;
UINT bone02;
UINT bone03;
UINT boneWeight00;
UINT boneWeight01;
UINT boneWeight02;
UINT boneWeight03;
};
static D3D11_INPUT_ELEMENT_DESC VertexPNUBliBlw_Layout[] = {
{ "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 },
{ "BLENDINDICES", 0, DXGI_FORMAT_R32G32B32A32_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{ "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};