| 29 | { |
| 30 | |
| 31 | struct Vertex |
| 32 | { |
| 33 | Float3 Position; |
| 34 | Float3 Normal; |
| 35 | Float2 TexCoord; |
| 36 | Float3 Tangent; |
| 37 | Float3 Bitangent; |
| 38 | |
| 39 | Vertex() |
| 40 | { |
| 41 | } |
| 42 | |
| 43 | Vertex(const Float3& p, const Float3& n, const Float2& tc, const Float3& t, const Float3& b) |
| 44 | { |
| 45 | Position = p; |
| 46 | Normal = n; |
| 47 | TexCoord = tc; |
| 48 | Tangent = t; |
| 49 | Bitangent = b; |
| 50 | } |
| 51 | |
| 52 | void Transform(const Float3& p, const Float3& s, const Quaternion& q) |
| 53 | { |
| 54 | Position *= s; |
| 55 | Position = Float3::Transform(Position, q); |
| 56 | Position += p; |
| 57 | |
| 58 | Normal = Float3::Transform(Normal, q); |
| 59 | Tangent = Float3::Transform(Tangent, q); |
| 60 | Bitangent = Float3::Transform(Bitangent, q); |
| 61 | } |
| 62 | }; |
| 63 | |
| 64 | static const D3D11_INPUT_ELEMENT_DESC VertexInputs[5] = |
| 65 | { |