Vulkan Schnee
0.0.1
High-performance rendering engine
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Vertex.h
Go to the documentation of this file.
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#pragma once
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#include <glm/glm.hpp>
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struct
Vertex
{
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Vertex
() =
default
;
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Vertex
(glm::vec3 pos) :
position
(
glm
::vec4(pos, 0.0f)) {}
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glm::vec4
position
= glm::vec4(0.0f);
// xyz = position, w = unused
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glm::vec4
normal
= glm::vec4(0.0f);
// xyz = normal, w = unused
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glm::vec4
tangent
= glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
// xyz = tangent, w = handedness (+1/-1)
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glm::vec2
textureCoordinate
= glm::vec2(0.0f);
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glm::vec2
lightmapUvCoordinate
= glm::vec2(0.0f);
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};
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static_assert
(
sizeof
(
Vertex
) == 64,
"Vertex struct size mismatch"
);
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glm
Converters from other number / vector systems into glm.
Definition
Converter.cpp:24
Vertex
The fundamental building block of all meshes in this engine.
Definition
Vertex.h:15
Vertex::lightmapUvCoordinate
glm::vec2 lightmapUvCoordinate
Definition
Vertex.h:23
Vertex::normal
glm::vec4 normal
Definition
Vertex.h:20
Vertex::Vertex
Vertex(glm::vec3 pos)
Definition
Vertex.h:17
Vertex::tangent
glm::vec4 tangent
Definition
Vertex.h:21
Vertex::position
glm::vec4 position
Definition
Vertex.h:19
Vertex::textureCoordinate
glm::vec2 textureCoordinate
Definition
Vertex.h:22
Vertex::Vertex
Vertex()=default
Engine
include
Engine
Mesh
Vertex.h
Generated by
1.14.0