vertex_format_add_custom

This function adds a custom data type for specific vertex format attributes as part of the new vertex format being created.

The available values to use are defined by the data type constant that you choose, listed below:

Vertex Data Type Constant
Constant Description
vertex_type_float1 A single floating point value
vertex_type_float2 Two floating point values
vertex_type_float3 Three floating point values
vertex_type_float4 Four floating point values
vertex_type_colour Four component values (r, g, b, a)
vertex_type_ubyte4 Four component unsigned byte values (from 0 to 255)


The use that these constants will be put to also needs to be defined so that the values can be "bound" properly within the shader being created. This is necessary due to the fact that DirectX and OpenGL have different requirements so if you don't bind them properly, they won't come through right in the shader. The available usage constants that you can choose are listed below and those you use will depend on the specifics of the shader being created: 

Vertex Usage Type Constant
Constant Description
vertex_usage_position position values (x, y, z)
vertex_usage_colour colour values (r, g, b, a)
vertex_usage_normal vertex normal values (nx, ny, nz)
vertex_usage_texcoord UV coordinates (u, v)
vertex_usage_blendweight the blendweight of the input matrix (for skeletal animation, for example)
vertex_usage_blendindices the indices of the matrices to use (for skeletal animation, for example)
vertex_usage_depth vertex depth buffer value
vertex_usage_tangent tangent values
vertex_usage_binormal binormal values
vertex_usage_fog fog values
vertex_usage_sample sampler index
vertex_usage_psize point size for point sprites


Usage Notes

attribute vec3 in_Position;
attribute vec4 in_BlendIndices;
attribute vec4 in_BlendWeights;

varying vec4 v_vColour;
varying mat4 v_mat;

void main()
{
    gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * vec4( in_Position.xyz, 1.0);
    v_vColour = in_BlendWeights;
     ivec4 t = ivec4(in_BlendIndices);
     v_mat = gm_Matrices[ t.x ];
}

 

Syntax:

vertex_format_add_custom(type, usage);

Argument Type Description
type Vertex Data Type Constant The data type that this custom vertex data will hold (see the type constants listed above).
usage Vertex Usage Type Constant The use that the data will get(see the usage constants listed above).

 

Returns:

N/A

 

Example:

vertex_format_begin();
vertex_format_add_texcoord();
vertex_format_add_custom(vertex_type_float3, vertex_usage_position);
my_format = vertex_format_end();

The above code will create a new vertex format with just texture and 3 custom floating point values for position. It is then stores the format id in the variable "my_format".