/* * * Singe 3 * Copyright (C) 2006-2026 Scott Duensing * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 3 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA * 02110-1301, USA. * */ #ifndef SCENE_SHARED_H #define SCENE_SHARED_H // The limits and codes the scene's uniform blocks are laid out with, shared by the C side // (scene.h, scene.c) and the shaders (shaders/scene.hlsl), so the two cannot drift apart. // Preprocessor definitions only: this file is read by DXC as well as the C compiler. // Sizes of the uniform arrays. #define MAX_LIGHTS 8 // Lights the fragment shader sees per frame #define MAX_JOINTS 128 // Joint matrices per skinned draw #define MAX_SHADOWS MAX_LIGHTS // Every light may cast; the arrays are sized to the lights in use #define MAX_MORPHS 8 // Active morph targets per draw #define MAX_CASCADES 4 // Cascades of a directional light's shadow #define SH_COEFFICIENTS 9 // Spherical harmonics to second order // A shadow slot's kind (shadowInfo[slot].x). #define SHADOW_NONE 0 #define SHADOW_MAP 1 // One map: a spot light, or a directional light without cascades #define SHADOW_CUBE 2 // Six faces: a point light #define SHADOW_CASCADE 3 // A directional light's shadow split along the camera's view // A light's kind (positionType.w). #define LIGHT_TYPE_DIRECTIONAL 0 #define LIGHT_TYPE_POINT 1 #define LIGHT_TYPE_SPOT 2 // The post pass's tone curve (postParams.y). #define TONEMAP_CURVE_NONE 0 #define TONEMAP_CURVE_NEUTRAL 1 #define TONEMAP_CURVE_ACES 2 // What material.w says about the base texture. #define TEXTURE_NONE 0 #define TEXTURE_SRGB 1 // A texture the sampler decodes to linear #define TEXTURE_FEED 2 // A video frame or rendered view, sRGB, decoded in the shader // How a draw turns to face the camera (the spare lane of its normal matrix, instanceMatrices). #define BILLBOARD_MODE_NONE 0 #define BILLBOARD_MODE_ALL 1 // Its axes are the camera's #define BILLBOARD_MODE_Y 2 // Turned about world +Y toward the eye only #endif