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https://bitbucket.org/CPMADevs/cnq3
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a76dba5cfb
- brightness-corrected ImGUI drawing - upgraded shader code to HLSL 2021 - vertex normals drawing
58 lines
1.4 KiB
HLSL
58 lines
1.4 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// raytracing structures shared with C++ code
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#pragma once
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#include "typedefs.h.hlsli"
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#if defined(__cplusplus)
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# pragma pack(push, 4)
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#endif
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struct BLASVertex
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{
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float2 texCoords;
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color4ub color;
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};
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struct BLASMesh
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{
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uint firstVertex;
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uint firstIndex;
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uint textureIndex;
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uint samplerIndex;
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uint alphaTestMode;
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uint blendBits;
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};
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struct TLASInstance
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{
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uint vertexBufferIndex;
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uint indexBufferIndex;
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uint meshBufferIndex;
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uint cullMode;
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};
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#if defined(__cplusplus)
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# pragma pack(pop)
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#endif
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