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test.h
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67 lines (58 loc) · 3.38 KB
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#PRAGMA ONCE
#include "VulkanIncludes/forward-declarations-renderer.h
#include <General/GLM_IMPL.h>
struct GPU_transformdata
{
alignas(16) glm::vec4 x4 Model;
alignas(16) glm::vec4 x4 NormalMat;
//objectProperties
//Formerly push constants
};
struct GPU_objectData
{
//objectProperties
alignas(16) glm::vec4 indexInfo;
alignas(16) glm::vec4 textureIndexInfo;
float roughness;
float metallic;
float _f1;
float _f2;
alignas(16) glm::vec4 color;
//Culling info
//This data is really per model, not per object, but I'm lazy
alignas(16) glm::vec4 objectSpaceboundsCenter;
float objectSpaceboundsRadius;
//bounding box
alignas(16) glm::vec4 boundsmin;
alignas(16) glm::vec4 boundsmax;
};
struct GPU_ShaderGlobals
{
alignas(16) glm::vec4 x4 view;
alignas(16) glm::vec4 x4 projection;
alignas(16) glm::vec4 viewPos;
alignas(16) glm::vec4 lightcount_mode_shadowct_padding;
alignas(16) glm::vec4 lutIDX_lutSamplerIDX_padding_padding;
};
struct GPU_perShadowData
{
alignas(16) glm::vec4 x4 view;
alignas(16) glm::vec4 x4 proj;
float depth;
};
struct GPU_MyVertexStructure
{
alignas(16) glm::vec4 uv0;
alignas(16) glm::vec4 normal;
alignas(16) glm::vec4 Tangent;
// uint32_t color;
};
struct GPU_MyLightStructure
{
alignas(16) glm::vec4 position_range;
alignas(16) glm::vec4 color_intensity;
alignas(16) glm::vec4 lighttype_lightDir;
alignas(16) glm::vec4 matrixIDX_matrixCt_padding; // currently only used by point
// alignas(16) glm::vec4 x4 _DELETED; //TODO JS: delete for real
// uint32_t color;
};