quakeforge/libs/video/renderer/vulkan/shader/lighting.h
Bill Currie e3d403cada [vulkan] Mark read-only buffers as such
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.
2024-09-24 10:44:59 +09:00

41 lines
1.1 KiB
C

struct LightData {
vec4 color; // .a is intensity
vec4 position; // .w = 0 -> directional, .w = 1 -> point/cone
vec4 direction; // .w = -cos(cone_angle/2) (1 for omni/dir)
vec4 attenuation;
};
#define ST_NONE 0 // no shadows
#define ST_PLANE 1 // single plane shadow map (small spotlight)
#define ST_CASCADE 2 // cascaded shadow maps
#define ST_CUBE 3 // cubemap (omni, large spotlight)
struct LightRender {
uint id_data;
uint style;
};
layout (set = 0, binding = 0) readonly buffer ShadowMatrices {
mat4 shadow_mats[];
};
layout (set = 1, binding = 0) readonly buffer LightIds {
uint lightIds[];
};
layout (set = 1, binding = 1) readonly buffer Lights {
LightData lights[];
};
layout (set = 1, binding = 2) readonly buffer Renderer {
LightRender renderer[];
};
layout (set = 1, binding = 3) readonly buffer Style {
vec4 style[];
};
layout (set = 1, binding = 4) readonly buffer LightEntIds {
uint light_entids[];
};
layout (push_constant) uniform PushConstants {
vec4 fog;
vec4 CascadeDepths;
uint queue;
};