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https://git.code.sf.net/p/quake/quakeforge
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00040c8900
This gets everything but the actual shadow map bindings working: the validation layers don't like my type punning (which may well be the right thing) and specialization constants don't help (yet, anyway) but I want to get things into git.
30 lines
828 B
C
30 lines
828 B
C
struct LightData {
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vec4 color; // .a is intensity
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vec4 position; // .w = 0 -> directional, .w = 1 -> point/cone
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vec4 direction; // .w = -cos(cone_angle/2) (1 for omni/dir)
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vec4 attenuation;
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};
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#define ST_NONE 0 // no shadows
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#define ST_PLANE 1 // single plane shadow map (small spotlight)
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#define ST_CASCADE 2 // cascaded shadow maps
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#define ST_CUBE 3 // cubemap (omni, large spotlight)
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struct LightRender {
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uint id_data;
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uint style;
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};
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layout (set = 1, binding = 0) buffer LightIds {
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uint lightCount;
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uint lightIds[];
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};
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layout (set = 1, binding = 1) buffer Lights {
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LightData lights[];
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};
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layout (set = 1, binding = 2) buffer Renderer {
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LightRender renderer[];
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};
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layout (set = 1, binding = 3) buffer Style {
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vec4 style[];
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};
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