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ezEngine Release 26.3
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#include <MeshBufferUtils.h>
Static Public Member Functions | |
| static ezResult | EncodeNormal (const ezVec3 &vNormal, ezByteArrayPtr dest, ezGALResourceFormat::Enum destFormat) |
| Encodes a normal vector to the specified GPU buffer format. | |
| static ezResult | EncodeTangent (const ezVec3 &vTangent, float fTangentSign, ezByteArrayPtr dest, ezGALResourceFormat::Enum destFormat) |
| static ezResult | EncodeTexCoord (const ezVec2 &vTexCoord, ezByteArrayPtr dest, ezGALResourceFormat::Enum destFormat) |
| Encodes texture coordinates to the specified GPU buffer format. | |
| static ezResult | EncodeBoneWeights (const ezVec4 &vWeights, ezByteArrayPtr dest, ezGALResourceFormat::Enum destFormat) |
| Encodes bone weights for skinned meshes to the specified GPU buffer format. | |
| static ezResult | EncodeColor (const ezColor &color, ezByteArrayPtr dest, ezGALResourceFormat::Enum destFormat, ezMeshVertexColorConversion::Enum conversion) |
| Encodes a vertex color with optional color space conversion. | |
| static ezResult | DecodeNormal (ezConstByteArrayPtr source, ezGALResourceFormat::Enum sourceFormat, ezVec3 &out_vDestNormal) |
| Decodes a normal vector from the specified GPU buffer format. | |
| static ezResult | DecodeTangent (ezConstByteArrayPtr source, ezGALResourceFormat::Enum sourceFormat, ezVec3 &out_vDestTangent, float &out_fDestBiTangentSign) |
| Decodes a tangent vector and bitangent sign from the specified GPU buffer format. | |
| static ezResult | DecodeTexCoord (ezConstByteArrayPtr source, ezGALResourceFormat::Enum sourceFormat, ezVec2 &out_vDestTexCoord) |
| Decodes texture coordinates from the specified GPU buffer format. | |
| static ezResult | DecodeBoneWeights (ezConstByteArrayPtr source, ezGALResourceFormat::Enum sourceFormat, ezVec4 &out_vDestWeights) |
| Decodes bone weights from the specified GPU buffer format. | |
| static ezResult | DecodeColor (ezConstByteArrayPtr source, ezGALResourceFormat::Enum sourceFormat, ezColor &out_destColor) |
| Decodes a vertex color from the specified GPU buffer format. | |
| static ezResult | EncodeFromFloat (const float fSource, ezByteArrayPtr dest, ezGALResourceFormat::Enum destFormat) |
| Low-level function to encode a float value to the specified GPU buffer format. | |
| static ezResult | EncodeFromVec2 (const ezVec2 &vSource, ezByteArrayPtr dest, ezGALResourceFormat::Enum destFormat) |
| Low-level function to encode a 2D vector to the specified GPU buffer format. | |
| static ezResult | EncodeFromVec3 (const ezVec3 &vSource, ezByteArrayPtr dest, ezGALResourceFormat::Enum destFormat) |
| Low-level function to encode a 3D vector to the specified GPU buffer format. | |
| static ezResult | EncodeFromVec4 (const ezVec4 &vSource, ezByteArrayPtr dest, ezGALResourceFormat::Enum destFormat) |
| Low-level function to encode a 4D vector to the specified GPU buffer format. | |
| static ezResult | DecodeToFloat (ezConstByteArrayPtr source, ezGALResourceFormat::Enum sourceFormat, float &out_fDest) |
| Low-level function to decode a float value from the specified GPU buffer format. | |
| static ezResult | DecodeToVec2 (ezConstByteArrayPtr source, ezGALResourceFormat::Enum sourceFormat, ezVec2 &out_vDest) |
| Low-level function to decode a 2D vector from the specified GPU buffer format. | |
| static ezResult | DecodeToVec3 (ezConstByteArrayPtr source, ezGALResourceFormat::Enum sourceFormat, ezVec3 &out_vDest) |
| Low-level function to decode a 3D vector from the specified GPU buffer format. | |
| static ezResult | DecodeToVec4 (ezConstByteArrayPtr source, ezGALResourceFormat::Enum sourceFormat, ezVec4 &out_vDest) |
| Low-level function to decode a 4D vector from the specified GPU buffer format. | |
Utility functions for encoding and decoding mesh vertex attributes.
Provides conversion between high-level types (ezVec3, ezColor, etc.) and various GPU buffer formats. Handles normals, tangents, texture coordinates, bone weights, and vertex colors with optional color space conversion.
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Encodes a tangent vector and bitangent sign to the specified GPU buffer format.
The tangent sign is typically used to reconstruct the bitangent in the shader.