DirectXTK |
---|
The VertexTypes.h header defines these commonly used vertex data structures:
Structure | Stride |
---|---|
VertexPosition | 12 bytes |
VertexPositionColor | 28 bytes |
VertexPositionTexture | 20 bytes |
VertexPositionDualTexture | 28 bytes |
VertexPositionNormal | 24 bytes |
VertexPositionColorTexture | 36 bytes |
VertexPositionNormalColor | 40 bytes |
VertexPositionNormalTexture | 32 bytes |
VertexPositionNormalColorTexture | 48 bytes |
Header
#include <VertexTypes.h>
Input Layout
Each type provides a D3D12_INPUT_LAYOUT_DESC
structure which can be used when creating a Pipeline State Object (PSO):
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = VertexPositionColor::InputLayout;
...
DX::ThrowIfFailed(
device->CreateGraphicsPipelineState(&psoDesc,
IID_PPV_ARGS(m_pipelineState.ReleaseAndGetAddressOf())));
They are typically used with EffectPipelineStateDescription:
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
EffectPipelineStateDescription pd(
&VertexPositionColor::InputLayout,
CommonStates::Opaque,
CommonStates::DepthDefault,
CommonStates::CullNone,
rtState);
Usage
Position (which uses the semantic "SV_Position") is required for all rendering. This is XMFLOAT3 (DXGI_FORMAT_R32G32B32_FLOAT
).
Normal is required for any effect that supports lighting computations. This is XMFLOAT3 (DXGI_FORMAT_R32G32B32_FLOAT
).
Color is for per-vertex coloring used by some effects. Color is typically XMFLOAT4(DXGI_FORMAT_R32G32B32A32_FLOAT
).
Texture coordinates (which uses the semantic "TEXCOORD0") are XMFLOAT2 (DXGI_FORMAT_R32G32_FLOAT
).
DualTexture coordinates (which uses the semantic "TEXCOORD0" and "TEXCOORD1") are XMFLOAT2 (DXGI_FORMAT_R32G32_FLOAT
).
Geometry formats
See DirectXMesh for more information.
DirectX SDK SDKMESH
The .SDKMESH
format describes input layouts as Direct3D 9 style vertex decls. There is therefore no specific vertex structure for .SDKMESH
data and such input layouts are built on-the-fly. The Model loader attempts to create input layouts that match the needs of the standard Effects, so it can end up ignoring some of the vertex layout content if the critical content is found first.
Remarks
-
The DirectX 11 version of DirectX Tool Kit also defines
VertexPositionNormalTangentColorTexture
andVertexPositionNormalTangentColorTextureSkinning
created to support the Visual Studio Directed Graph Shader Language (DGSL) effects pipeline which are not implemented for DirectX 12. -
DirectX Tool Kit built-in Effects that require a tangent-space compute the tangent/bi-tangent in the shader from the normal and texture coordinates to simplify usage.
Christian Schüler, "Normal Mapping without Precomputed Tangents", ShaderX 5, Chapter 2.6, pp. 131 – 140 and this blog post
For Use
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Xbox One
- Xbox Series X|S
Architecture
- x86
- x64
- ARM64
For Development
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20
Related Projects
DirectX Tool Kit for DirectX 11
Tools
See also
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.