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Recent vulkan validation layers started complaining about vertex processing stages having read-write buffers without atomics enabled (fair enough), but I decided to get all the buffers that don't need to be written.
41 lines
1.1 KiB
C
41 lines
1.1 KiB
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 = 0, binding = 0) readonly buffer ShadowMatrices {
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mat4 shadow_mats[];
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};
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layout (set = 1, binding = 0) readonly buffer LightIds {
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uint lightIds[];
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};
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layout (set = 1, binding = 1) readonly buffer Lights {
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LightData lights[];
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};
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layout (set = 1, binding = 2) readonly buffer Renderer {
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LightRender renderer[];
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};
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layout (set = 1, binding = 3) readonly buffer Style {
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vec4 style[];
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};
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layout (set = 1, binding = 4) readonly buffer LightEntIds {
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uint light_entids[];
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};
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layout (push_constant) uniform PushConstants {
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vec4 fog;
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vec4 CascadeDepths;
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uint queue;
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};
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