/* =========================================================================== 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 . =========================================================================== */ // 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