/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum

This file is part of Challenge Quake 3 (CNQ3).

Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// raytracing structures shared with C++ code


#pragma once


#include "typedefs.h.hlsli"
#if defined(__cplusplus)
#	pragma pack(push, 4)
#endif

struct BLASVertex
{
	float2 texCoords;
	color4ub color;
};

struct BLASMesh
{
	uint firstVertex;
	uint firstIndex;
	uint textureIndex;
	uint samplerIndex;
	uint alphaTestMode;
	uint blendBits;
};

struct TLASInstance
{
	uint vertexBufferIndex;
	uint indexBufferIndex;
	uint meshBufferIndex;
	uint cullMode;
};

#if defined(__cplusplus)
#	pragma pack(pop)
#endif
