using Misaki.HighPerformance.Mathematics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Text; using Win32.Graphics.Dxgi.Common; namespace Ghost.Graphics.Data; [StructLayout(LayoutKind.Sequential)] public struct Vertex { public unsafe struct Semantic { public const Format ALIGNED_FORMAT = Format.R32G32B32A32Float; private static readonly byte[] s_positionBytes = Encoding.UTF8.GetBytes("POSITION"); private static readonly byte[] s_normalBytes = Encoding.UTF8.GetBytes("NORMAL"); private static readonly byte[] s_tangentBytes = Encoding.UTF8.GetBytes("TANGENT"); private static readonly byte[] s_colorBytes = Encoding.UTF8.GetBytes("COLOR"); private static readonly byte[] s_uvBytes = Encoding.UTF8.GetBytes("TEXCOORD"); public static byte* pPositionName => (byte*)Unsafe.AsPointer(ref s_positionBytes[0]); public static byte* pNormalName => (byte*)Unsafe.AsPointer(ref s_normalBytes[0]); public static byte* pTangentName => (byte*)Unsafe.AsPointer(ref s_tangentBytes[0]); public static byte* pColorName => (byte*)Unsafe.AsPointer(ref s_colorBytes[0]); public static byte* pUVName => (byte*)Unsafe.AsPointer(ref s_uvBytes[0]); } public float4 Position { get; set; } public float4 Normal { get; set; } public float4 Tangent { get; set; } public Color16 Color { get; set; } public float4 UV { get; set; } public Vertex(float4 position, float4 normal, float4 tangent, Color16 color, float4 uv) { Position = position; Normal = normal; Tangent = tangent; Color = color; UV = uv; } }