зеркало из https://github.com/microsoft/DirectXTK.git
174 строки
9.2 KiB
C++
174 строки
9.2 KiB
C++
//--------------------------------------------------------------------------------------
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// File: VertexTypes.cpp
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "VertexTypes.h"
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#include <DirectXPackedVector.h>
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using namespace DirectX;
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using namespace DirectX::PackedVector;
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//--------------------------------------------------------------------------------------
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// Vertex struct holding position .
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const D3D11_INPUT_ELEMENT_DESC VertexPosition::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPosition) == 12, "Vertex struct/layout mismatch");
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//--------------------------------------------------------------------------------------
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// Vertex struct holding position and color information.
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const D3D11_INPUT_ELEMENT_DESC VertexPositionColor::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPositionColor) == 28, "Vertex struct/layout mismatch");
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//--------------------------------------------------------------------------------------
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// Vertex struct holding position and texture mapping information.
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const D3D11_INPUT_ELEMENT_DESC VertexPositionTexture::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPositionTexture) == 20, "Vertex struct/layout mismatch");
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//--------------------------------------------------------------------------------------
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// Vertex struct holding position and dual texture mapping information.
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const D3D11_INPUT_ELEMENT_DESC VertexPositionDualTexture::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPositionDualTexture) == 28, "Vertex struct/layout mismatch");
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//--------------------------------------------------------------------------------------
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// Vertex struct holding position and normal vector.
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const D3D11_INPUT_ELEMENT_DESC VertexPositionNormal::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPositionNormal) == 24, "Vertex struct/layout mismatch");
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//--------------------------------------------------------------------------------------
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// Vertex struct holding position, color, and texture mapping information.
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const D3D11_INPUT_ELEMENT_DESC VertexPositionColorTexture::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPositionColorTexture) == 36, "Vertex struct/layout mismatch");
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//--------------------------------------------------------------------------------------
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// Vertex struct holding position, normal vector, and color information.
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const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalColor::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPositionNormalColor) == 40, "Vertex struct/layout mismatch");
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//--------------------------------------------------------------------------------------
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// Vertex struct holding position, normal vector, and texture mapping information.
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const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalTexture::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPositionNormalTexture) == 32, "Vertex struct/layout mismatch");
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//--------------------------------------------------------------------------------------
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// Vertex struct holding position, normal vector, color, and texture mapping information.
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const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalColorTexture::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPositionNormalColorTexture) == 48, "Vertex struct/layout mismatch");
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//--------------------------------------------------------------------------------------
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// Vertex struct for Visual Studio Shader Designer (DGSL) holding position, normal,
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// tangent, color (RGBA), and texture mapping information
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const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalTangentColorTexture::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(sizeof(VertexPositionNormalTangentColorTexture) == 52, "Vertex struct/layout mismatch");
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void XM_CALLCONV VertexPositionNormalTangentColorTexture::SetColor(FXMVECTOR icolor) noexcept
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{
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XMUBYTEN4 rgba;
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XMStoreUByteN4(&rgba, icolor);
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this->color = rgba.v;
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}
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//--------------------------------------------------------------------------------------
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// Vertex struct for Visual Studio Shader Designer (DGSL) holding position, normal,
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// tangent, color (RGBA), texture mapping information, and skinning weights
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const D3D11_INPUT_ELEMENT_DESC VertexPositionNormalTangentColorTextureSkinning::InputElements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BLENDINDICES",0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BLENDWEIGHT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static_assert(VertexPositionNormalTangentColorTextureSkinning::InputElementCount == VertexPositionNormalTangentColorTexture::InputElementCount + 2, "layout mismatch");
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static_assert(sizeof(VertexPositionNormalTangentColorTextureSkinning) == 60, "Vertex struct/layout mismatch");
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void VertexPositionNormalTangentColorTextureSkinning::SetBlendIndices(XMUINT4 const& iindices) noexcept
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{
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this->indices = ((iindices.w & 0xff) << 24) | ((iindices.z & 0xff) << 16) | ((iindices.y & 0xff) << 8) | (iindices.x & 0xff);
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}
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void XM_CALLCONV VertexPositionNormalTangentColorTextureSkinning::SetBlendWeights(FXMVECTOR iweights) noexcept
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{
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XMUBYTEN4 packed;
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XMStoreUByteN4(&packed, iweights);
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this->weights = packed.v;
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}
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