-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathr_data.h
More file actions
221 lines (185 loc) · 3.39 KB
/
r_data.h
File metadata and controls
221 lines (185 loc) · 3.39 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
#ifdef __cplusplus
#pragma once
#include "..\core_types.h"
#define _XM_NO_XMVECTOR_OVERLOADS_
#include <DirectXMath.h>
struct frame_data
{
DirectX::XMFLOAT4X4A proj;
DirectX::XMFLOAT4X4A mainView;
DirectX::XMFLOAT4X4A activeView;
DirectX::XMFLOAT4X4A frustTransf;
DirectX::XMFLOAT4X4A activeProjView;
DirectX::XMFLOAT4X4A mainProjView;
DirectX::XMFLOAT3 worldPos;
DirectX::XMFLOAT3 camViewDir;
float elapsedSeconds;
bool freezeMainView;
bool dbgDraw;
};
#define ALIGNAS( x ) __declspec( align( x ) )
// TODO: math lib
// TODO: alignment ?
using float4x4 = DirectX::XMFLOAT4X4A;
using float4 = DirectX::XMFLOAT4;
using float3 = DirectX::XMFLOAT3;
using float2 = DirectX::XMFLOAT2;
using uint = u32;
#else
#define ALIGNAS( x )
#endif
// TODO: use mat4x3
struct global_data
{
float4x4 proj;
float4x4 mainView;
float4x4 activeView;
float3 worldPos;
float pad0;
float3 camViewDir;
float pad1;
};
// TODO: compressed coords u8, u16
struct vertex
{
float px;
float py;
float pz;
float tu;
float tv;
// TODO: name better
uint snorm8octTanFrame;
};
// TODO: compress data more ?
ALIGNAS( 16 ) struct instance_desc
{
float4x4 localToWorld;
float3 pos;
float scale;
float4 rot;
uint meshIdx;
uint mtrlIdx;
uint transfIdx;
};
//ALIGNAS( 16 ) struct light_data
//{
// vec3 pos;
// float radius;
// vec3 col;
//};
struct light_data
{
float3 pos;
float3 col;
float radius;
};
// TODO: mip-mapping
struct material_data
{
float3 baseColFactor;
float metallicFactor;
float roughnessFactor;
uint baseColIdx;
uint occRoughMetalIdx;
uint normalMapIdx;
uint hash;
};
// TODO: should store lod
struct meshlet
{
float3 center;
float3 extent;
float3 coneAxis;
float3 coneApex;
uint coneX : 8;
uint coneY : 8;
uint coneZ : 8;
uint coneCutoff : 8;
uint dataOffset;
uint vertexCount : 8;
uint triangleCount : 8;
};
struct mesh_lod
{
uint indexCount;
uint indexOffset;
uint meshletCount;
uint meshletOffset;
};
struct mesh_desc
{
float3 aabbMin;
float3 aabbMax;
float3 center;
float3 extent;
mesh_lod lods[ 4 ];
uint vertexCount;
uint vertexOffset;
uint lodCount;
};
struct dispatch_command
{
#if defined( __cplusplus ) && defined( __VK )
VkDispatchIndirectCommand cmd;
#else
uint localSizeX;
uint localSizeY;
uint localSizeZ;
#endif
};
// TODO: rename
struct draw_command
{
uint drawIdx;
#if defined( __cplusplus ) && defined( __VK )
VkDrawIndexedIndirectCommand cmd;
#else
uint indexCount;
uint instanceCount;
uint firstIndex;
uint vertexOffset;
uint firstInstance;
#endif
};
struct draw_indirect
{
uint64_t drawIdx;
#if defined( __cplusplus ) && defined( __VK )
VkDrawIndirectCommand cmd;
#else
uint vertexCount;
uint instanceCount;
uint firstVertex;
uint firstInstance;
#endif
};
struct downsample_info
{
uint mips;
uint workGroupCount;
float2 invRes;
};
struct avg_luminance_info
{
float minLogLum;
float invLogLumRange;
float dt;
};
ALIGNAS( 16 ) struct dbg_vertex
{
float4 pos;
float4 col;
};
struct imgui_vertex
{
float x, y;
float u, v;
uint rgba8Unorm;
};
#if __HLSL_VERSION == 2021
[[ vk::binding( 0 ) ]] SamplerState samplerTable[];
[[ vk::binding( 1 ) ]] ByteAddressBuffer bufferTable[];
[[ vk::binding( 1 ) ]] globallycoherent RWByteAddressBuffer uavBufferTable[];
[[ vk::binding( 2 ) ]] globallycoherent RWTexture2D<float> storageImageTable[];
[[ vk::binding( 3 ) ]] Texture2D textureTable[];
#endif