Files
OpenRA/OpenRA.Game/Graphics/Vertex.cs
RoosterDragon 360f24f609 Fix IDE0055
This rule no longer appears to be buggy, so enforce it. Some of the automated fixes are adjusted in order to improve the result. #pragma directives have no option to control indentation, so remove them where possible.
2023-11-16 08:45:10 +02:00

65 lines
2.1 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Runtime.InteropServices;
namespace OpenRA.Graphics
{
[StructLayout(LayoutKind.Sequential)]
public readonly struct Vertex
{
// 3d position
public readonly float X, Y, Z;
// Primary and secondary texture coordinates or RGBA color
public readonly float S, T, U, V;
// Palette and channel flags
public readonly uint C;
// Color tint
public readonly float R, G, B, A;
public Vertex(in float3 xyz, float s, float t, float u, float v, uint c)
: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, c, float3.Ones, 1f) { }
public Vertex(in float3 xyz, float s, float t, float u, float v, uint c, in float3 tint, float a)
: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, c, tint.X, tint.Y, tint.Z, a) { }
public Vertex(float x, float y, float z, float s, float t, float u, float v, uint c, in float3 tint, float a)
: this(x, y, z, s, t, u, v, c, tint.X, tint.Y, tint.Z, a) { }
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)
{
X = x; Y = y; Z = z;
S = s; T = t;
U = u; V = v;
C = c;
R = r; G = g; B = b; A = a;
}
}
public sealed class CombinedShaderBindings : ShaderBindings
{
public CombinedShaderBindings()
: base("combined")
{ }
public override ShaderVertexAttribute[] Attributes { get; } = new[]
{
new ShaderVertexAttribute("aVertexPosition", ShaderVertexAttributeType.Float, 3, 0),
new ShaderVertexAttribute("aVertexTexCoord", ShaderVertexAttributeType.Float, 4, 12),
new ShaderVertexAttribute("aVertexAttributes", ShaderVertexAttributeType.UInt, 1, 28),
new ShaderVertexAttribute("aVertexTint", ShaderVertexAttributeType.Float, 4, 32)
};
}
}