mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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116 lines
3.5 KiB
C
116 lines
3.5 KiB
C
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// The purpose of this file is to get all of our HLSL structures into one place.
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// Please use the structures here instead of redefining input and output structures
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// in each shader file. If structures are added, please adhere to the naming convention.
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//------------------------------------------------------------------------------
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// Vertex Input Structures
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//
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// These structures map to FVFs/Vertex Declarations in Torque. See gfxStructs.h
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//------------------------------------------------------------------------------
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// Notes
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//
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// Position should be specified as a float4. Right now our vertex structures in
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// the engine output float3s for position. This does NOT mean that the POSITION
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// binding should be float3, because it will assign 0 to the w coordinate, which
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// results in the vertex not getting translated when it is transformed.
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struct VertexIn_P
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{
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float4 pos : POSITION;
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};
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struct VertexIn_PT
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{
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float4 pos : POSITION;
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float2 uv0 : TEXCOORD0;
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};
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struct VertexIn_PTTT
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{
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float4 pos : POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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};
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struct VertexIn_PC
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{
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float4 pos : POSITION;
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float4 color : DIFFUSE;
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};
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struct VertexIn_PNC
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{
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float4 pos : POSITION;
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float3 normal : NORMAL;
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float4 color : DIFFUSE;
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};
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struct VertexIn_PCT
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{
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float4 pos : POSITION;
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float4 color : DIFFUSE;
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float2 uv0 : TEXCOORD0;
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};
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struct VertexIn_PN
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{
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float4 pos : POSITION;
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float3 normal : NORMAL;
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};
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struct VertexIn_PNT
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{
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float4 pos : POSITION;
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float3 normal : NORMAL;
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float2 uv0 : TEXCOORD0;
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};
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struct VertexIn_PNTT
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{
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float4 pos : POSITION;
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float3 normal : NORMAL;
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float3 tangent : TANGENT;
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float2 uv0 : TEXCOORD0;
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};
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struct VertexIn_PNCT
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{
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float4 pos : POSITION;
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float3 normal : NORMAL;
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float4 color : DIFFUSE;
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float2 uv0 : TEXCOORD0;
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};
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struct VertexIn_PNTTTB
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{
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float4 pos : POSITION;
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float3 normal : NORMAL;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float3 T : TEXCOORD2;
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float3 B : TEXCOORD3;
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};
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