Pack vertex attributes and palette into a single integer bitfield.
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@@ -23,26 +23,26 @@ namespace OpenRA.Graphics
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public readonly float S, T, U, V;
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// Palette and channel flags
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public readonly float P, C;
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public readonly uint C;
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// Color tint
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public readonly float R, G, B, A;
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public Vertex(in float3 xyz, float s, float t, float u, float v, float p, float c)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c, float3.Ones, 1f) { }
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public Vertex(in float3 xyz, float s, float t, float u, float v, uint c)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, c, float3.Ones, 1f) { }
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public Vertex(in float3 xyz, float s, float t, float u, float v, float p, float c, in float3 tint, float a)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c, tint.X, tint.Y, tint.Z, a) { }
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public Vertex(in float3 xyz, float s, float t, float u, float v, uint c, in float3 tint, float a)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, c, tint.X, tint.Y, tint.Z, a) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c, in float3 tint, float a)
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: this(x, y, z, s, t, u, v, p, c, tint.X, tint.Y, tint.Z, a) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, uint c, in float3 tint, float a)
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: this(x, y, z, s, t, u, v, c, tint.X, tint.Y, tint.Z, a) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c, float r, float g, float b, float a)
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public Vertex(float x, float y, float z, float s, float t, float u, float v, uint c, float r, float g, float b, float a)
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{
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X = x; Y = y; Z = z;
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S = s; T = t;
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U = u; V = v;
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P = p; C = c;
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C = c;
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R = r; G = g; B = b; A = a;
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}
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}
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@@ -57,8 +57,8 @@ namespace OpenRA.Graphics
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{
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new ShaderVertexAttribute("aVertexPosition", ShaderVertexAttributeType.Float, 3, 0),
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new ShaderVertexAttribute("aVertexTexCoord", ShaderVertexAttributeType.Float, 4, 12),
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new ShaderVertexAttribute("aVertexTexMetadata", ShaderVertexAttributeType.Float, 2, 28),
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new ShaderVertexAttribute("aVertexTint", ShaderVertexAttributeType.Float, 4, 36)
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new ShaderVertexAttribute("aVertexAttributes", ShaderVertexAttributeType.UInt, 1, 28),
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new ShaderVertexAttribute("aVertexTint", ShaderVertexAttributeType.Float, 4, 32)
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};
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}
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}
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