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Copy pathBufferStructs.h
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64 lines (51 loc) · 1.14 KB
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#pragma once
#include <DirectXMath.h>
#include "Lights.h"
#define MAX_LIGHTS 128
struct VSConstantBuffer
{
DirectX::XMFLOAT4X4 world;
DirectX::XMFLOAT4X4 worldInvTranspose;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
DirectX::XMFLOAT4X4 lightView;
DirectX::XMFLOAT4X4 lightProjection;
};
struct PSConstantBuffer
{
DirectX::XMFLOAT4 colorTint;
float totalTime;
DirectX::XMFLOAT3 intensities;
DirectX::XMFLOAT2 scale;
DirectX::XMFLOAT2 offset;
DirectX::XMFLOAT3 cameraPos;
float padding1;
/*DirectX::XMFLOAT3 ambientColor;
float padding2;*/
Light lights[MAX_LIGHTS];
int lightCount;
};
struct SkyVSConstantBuffer
{
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
};
struct ShadowOptions
{
DirectX::XMFLOAT4X4 lightViewMatrix;
DirectX::XMFLOAT4X4 lightProjectionMatrix;
int shadowMapResolution; // Ideally a power of 2 (like 1024)
float lightProjectionSize;
};
#define BLOOM_TYPE_AVERAGE 0
#define BLOOM_TYPE_LIGHTNESS 1
#define BLOOM_TYPE_LUMINANCE 2
struct PostProcessOptions
{
bool postProcessEnabled;
bool bloomEnabled;
bool blurEnabled;
int blurDistance;
float bloomThreshold;
int bloomType;
};