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VertexTypes
The VertexTypes.h header defines these commonly used vertex data structures:
- VertexPositionColor
- VertexPositionTexture
- VertexPositionNormal
- VertexPositionColorTexture
- VertexPositionNormalColor
- VertexPositionNormalTexture
- VertexPositionNormalColorTexture
- VertexPositionNormalTangentColorTexture
- VertexPositionNormalTangentColorTextureSkinning
#include <VertexTypes.h>
Each type also provides a D3D11_INPUT_ELEMENT_DESC
array which can be used to create a matching input layout, for example:
device->CreateInputLayout(VertexPositionColorTexture::InputElements,
VertexPositionColorTexture::InputElementCount,
vertexShaderCode, vertexShaderCodeSize,
&inputLayout);
Position (which uses the semantic "SV_Position") is required for all rendering. This is XMFLOAT3 (DXGI_FORMAT_R32G32B32_FLOAT
).
Normal is required for any effect that supports lighting computations. This is XMFLOAT3 (DXGI_FORMAT_R32G32B32_FLOAT
).
Color is for per-vertex coloring used by some effects. Color is typically XMFLOAT4(DXGI_FORMAT_R32G32B32A32_FLOAT
).
Texture coordinates (which uses the semantic "TEXCOORD0") are XMFLOAT2 (DXGI_FORMAT_R32G32_FLOAT
).
VertexPositionNormalTangentColorTexture contains the vertex elements needed for using Visual Studio Shader Designer (DGSL) shaders via DGSLEffect (which requires position, normal, tangent, color, and texture coordinates) and is used when loading .CMO file models. It defines Color as a uint32_t
(DXGI_FORMAT_R8G8B8A8_UNORM
)
VertexPositionNormalTangentColorTextureSkinning extends VertexPositionNormalTangentColorTexture with blend weights and indices for skinning using Visual Studio Shader Designer (DGSL) shaders via DGSLEffect and is used when loading .CMO file skinned models. It defines the blend indices as uint32_t
(DXGI_FORMAT_R8G8B8A8_UINT
) and the blend weights as uint32_t
(DXGI_FORMAT_R8G8B8A8_UNORM
).
The SDKMESH format describes input layouts as Direct3D 9 style vertex decls. There is therefore no specific vertex structure for SDKMESH data and such input layouts are built on-the-fly.
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20