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.
54 lines
1.5 KiB
C#
54 lines
1.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Runtime.InteropServices;
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namespace OpenRA.Graphics
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{
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[StructLayout(LayoutKind.Sequential)]
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public readonly struct ModelVertex
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{
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// 3d position
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public readonly float X, Y, Z;
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// Primary and secondary texture coordinates or RGBA color
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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 ModelVertex(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) { }
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public ModelVertex(float x, float y, float z, float s, float t, float u, float v, float p, float c)
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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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}
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}
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public sealed class ModelShaderBindings : ShaderBindings
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{
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public ModelShaderBindings()
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: base("model")
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{ }
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public override ShaderVertexAttribute[] Attributes { get; } = new[]
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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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};
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}
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}
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