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- #pragma once
- #include <D3DX10math.h>
- #include <string>
- #include <vector>
- using namespace std;
- struct VertexType {
- D3DXVECTOR4 position;
- D3DXVECTOR4 normal;
- D3DXVECTOR2 texCoord;
- };
- struct Mesh {
- string material;
- vector<VertexType> vertices;
- };
- struct Material {
- Material(string matName) {
- name = matName;
- };
- string name;
- string type;
- D3DXVECTOR3 Ka;
- D3DXVECTOR3 Kd;
- D3DXVECTOR3 Ks;
- D3DXVECTOR3 Ke;
- float Ns;
- float Tr;
- float d;
- string map_Ka;
- string map_Kd;
- string map_Ks;
- string map_Ns;
- string map_d;
- string map_bump;
- };
- struct cbShaderMaterial {
- D3DXVECTOR3 Ka;
- D3DXVECTOR3 Kd;
- D3DXVECTOR3 Ks;
- D3DXVECTOR3 Ke;
- float Ns;
- float Tr;
- float d;
- float bias; // для деления нацело на 16
- };
- struct MatrixBufferType {
- D3DXMATRIX world;
- D3DXMATRIX view;
- D3DXMATRIX projection;
- };
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