// Copyright (C) XFX Team // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of the copyright holder nor the names of any // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. #include #include #include #include #include namespace XFX { namespace Graphics { const Type VertexPositionNormalTextureTypeInfo("VertexPositionNormalTexture", "XFX::Graphics::VertexPositionNormalTexture", TypeCode::Object); const VertexElement VertexPositionNormalTexture::vertexArray[] = { VertexElement(0, VertexElementFormat::Vector3, VertexElementUsage::Position, 0), VertexElement(12, VertexElementFormat::Vector3, VertexElementUsage::Normal, 0), VertexElement(24, VertexElementFormat::Vector2, VertexElementUsage::TextureCoordinate, 0) }; VertexDeclaration VertexPositionNormalTexture::getVertexDeclaration() const { return VertexDeclaration(vertexArray, 3); } VertexPositionNormalTexture::VertexPositionNormalTexture() { } VertexPositionNormalTexture::VertexPositionNormalTexture(const Vector3 position, const Vector3 normal, const Vector2 textureCoordinate) : Position(position), Normal(normal), TextureCoordinate(textureCoordinate) { } bool VertexPositionNormalTexture::Equals(Object const * const obj) const { return is(obj, this) ? (*this == *(VertexPositionNormalTexture *)obj) : false; } int VertexPositionNormalTexture::GetHashCode() const { return Normal.GetHashCode() ^ Position.GetHashCode() ^ TextureCoordinate.GetHashCode(); } const Type& VertexPositionNormalTexture::GetType() { return VertexPositionNormalTextureTypeInfo; } const String VertexPositionNormalTexture::ToString() const { return String::Format("{Position:%s Normal:%s TextureCoordinate:%s}", (const char *)Position.ToString(), (const char *)Normal.ToString(), (const char *)TextureCoordinate.ToString()); } bool VertexPositionNormalTexture::operator!=(const VertexPositionNormalTexture& other) const { return ((Normal != other.Normal) || (Position != other.Position) || (TextureCoordinate != other.TextureCoordinate)); } bool VertexPositionNormalTexture::operator==(const VertexPositionNormalTexture& other) const { return ((Normal == other.Normal) && (Position == other.Position) && (TextureCoordinate == other.TextureCoordinate)); } } }