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Copy pathHSRWeapon.cpp
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HSRWeapon.cpp
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#include "D3D11ElementAttributeClass.h"
void D3D11ElementAttributeClass::SetHSRWeapon() {
this->CategoryDrawCategoryMap[L"Position"] = L"Position";
this->CategoryDrawCategoryMap[L"Texcoord"] = L"Texcoord";
this->CategoryDrawCategoryMap[L"Blend"] = L"Position";
patchBLENDWEIGHTS = true;
D3D11Element POSITION;
POSITION.SemanticName = L"POSITION";
POSITION.ExtractSemanticName = L"POSITION";
POSITION.SemanticIndex = L"0";
POSITION.OutputSemanticIndex = L"0";
POSITION.Format = L"R32G32B32_FLOAT";
POSITION.InputSlot = L"0";
POSITION.InputSlotClass = L"per-vertex";
POSITION.InstanceDataStepRate = L"0";
POSITION.ByteWidth = 12;
POSITION.ExtractVBFile = L"vb0";
POSITION.ExtractTechnique = L"pointlist";
POSITION.Category = L"Position";
this->ElementNameD3D11ElementMap[L"POSITION"] = POSITION;
D3D11Element NORMAL;
NORMAL.SemanticName = L"NORMAL";
NORMAL.ExtractSemanticName = L"NORMAL";
NORMAL.SemanticIndex = L"0";
NORMAL.OutputSemanticIndex = L"0";
NORMAL.Format = L"R32G32B32_FLOAT";
NORMAL.InputSlot = L"0";
NORMAL.InputSlotClass = L"per-vertex";
NORMAL.InstanceDataStepRate = L"0";
NORMAL.ByteWidth = 12;
NORMAL.ExtractVBFile = L"vb0";
NORMAL.ExtractTechnique = L"pointlist";
NORMAL.Category = L"Position";
this->ElementNameD3D11ElementMap[L"NORMAL"] = NORMAL;
D3D11Element TANGENT;
TANGENT.SemanticName = L"TANGENT";
TANGENT.ExtractSemanticName = L"TANGENT";
TANGENT.SemanticIndex = L"0";
TANGENT.OutputSemanticIndex = L"0";
TANGENT.Format = L"R32G32B32A32_FLOAT";
TANGENT.InputSlot = L"0";
TANGENT.InputSlotClass = L"per-vertex";
TANGENT.InstanceDataStepRate = L"0";
TANGENT.ByteWidth = 16;
TANGENT.ExtractVBFile = L"vb0";
TANGENT.ExtractTechnique = L"pointlist";
TANGENT.Category = L"Position";
this->ElementNameD3D11ElementMap[L"TANGENT"] = TANGENT;
D3D11Element COLOR;
COLOR.SemanticName = L"COLOR";
COLOR.ExtractSemanticName = L"COLOR";
COLOR.SemanticIndex = L"0";
COLOR.OutputSemanticIndex = L"0";
COLOR.Format = L"R8G8B8A8_UNORM";
COLOR.InputSlot = L"0";
COLOR.InputSlotClass = L"per-vertex";
COLOR.InstanceDataStepRate = L"0";
COLOR.ByteWidth = 4;
COLOR.ExtractVBFile = L"vb1";
COLOR.ExtractTechnique = L"pointlist";
COLOR.Category = L"Texcoord";
this->ElementNameD3D11ElementMap[L"COLOR"] = COLOR;
D3D11Element TEXCOORD;
TEXCOORD.SemanticName = L"TEXCOORD";
TEXCOORD.ExtractSemanticName = L"TEXCOORD";
TEXCOORD.SemanticIndex = L"0";
TEXCOORD.OutputSemanticIndex = L"0";
TEXCOORD.Format = L"R16G16_FLOAT";
TEXCOORD.InputSlot = L"0";
TEXCOORD.InputSlotClass = L"per-vertex";
TEXCOORD.InstanceDataStepRate = L"0";
TEXCOORD.ByteWidth = 4;
TEXCOORD.ExtractVBFile = L"vb1";
TEXCOORD.ExtractTechnique = L"pointlist";
TEXCOORD.Category = L"Texcoord";
this->ElementNameD3D11ElementMap[L"TEXCOORD"] = TEXCOORD;
D3D11Element TEXCOORD1;
TEXCOORD1.SemanticName = L"TEXCOORD";
TEXCOORD1.ExtractSemanticName = L"TEXCOORD1";
TEXCOORD1.SemanticIndex = L"1";
TEXCOORD1.OutputSemanticIndex = L"1";
TEXCOORD1.Format = L"R32G32_FLOAT";
TEXCOORD1.InputSlot = L"0";
TEXCOORD1.InputSlotClass = L"per-vertex";
TEXCOORD1.InstanceDataStepRate = L"0";
TEXCOORD1.ByteWidth = 8;
TEXCOORD1.ExtractVBFile = L"vb1";
TEXCOORD1.ExtractTechnique = L"pointlist";
TEXCOORD1.Category = L"Texcoord";
this->ElementNameD3D11ElementMap[L"TEXCOORD1"] = TEXCOORD1;
D3D11Element BLENDWEIGHTS;
BLENDWEIGHTS.SemanticName = L"BLENDWEIGHTS";
BLENDWEIGHTS.ExtractSemanticName = L"BLENDWEIGHTS";
BLENDWEIGHTS.SemanticIndex = L"0";
BLENDWEIGHTS.OutputSemanticIndex = L"0";
BLENDWEIGHTS.Format = L"R32G32B32A32_FLOAT";
BLENDWEIGHTS.InputSlot = L"0";
BLENDWEIGHTS.InputSlotClass = L"per-vertex";
BLENDWEIGHTS.InstanceDataStepRate = L"0";
BLENDWEIGHTS.ByteWidth = 16;
BLENDWEIGHTS.ExtractVBFile = L"vb2";
BLENDWEIGHTS.ExtractTechnique = L"pointlist";
BLENDWEIGHTS.Category = L"Blend";
this->ElementNameD3D11ElementMap[L"BLENDWEIGHTS"] = BLENDWEIGHTS;
D3D11Element BLENDINDICES;
BLENDINDICES.SemanticName = L"BLENDINDICES";
BLENDINDICES.ExtractSemanticName = L"BLENDINDICES";
BLENDINDICES.SemanticIndex = L"0";
BLENDINDICES.OutputSemanticIndex = L"0";
BLENDINDICES.Format = L"R32_UINT";
BLENDINDICES.InputSlot = L"0";
BLENDINDICES.InputSlotClass = L"per-vertex";
BLENDINDICES.InstanceDataStepRate = L"0";
BLENDINDICES.ByteWidth = 4;
BLENDINDICES.ExtractVBFile = L"vb2";
BLENDINDICES.ExtractTechnique = L"pointlist";
BLENDINDICES.Category = L"Blend";
this->ElementNameD3D11ElementMap[L"BLENDINDICES"] = BLENDINDICES;
this->ExtractSemanticNameD3D11ElementMap = this->ElementNameD3D11ElementMap;
this->orderedFullElementList = { L"POSITION",L"NORMAL",L"TANGENT",L"COLOR",L"TEXCOORD",L"TEXCOORD1",L"BLENDWEIGHTS",L"BLENDINDICES" };
};