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common.h
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common.h
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#pragma once
// scene data defines
#define VERTEX_POS 0
#define VERTEX_NORMAL 1
#define VERTEX_TEX 2
#define UBO_SCENE 0
#define UBO_OBJECT 1
// compose data defines
#define UBO_COMP 0
#ifdef __cplusplus
using namespace glm;
#endif
struct SceneData
{
mat4 viewMatrix; // view matrix: world->view
mat4 projMatrix; // proj matrix: view ->proj
mat4 viewProjMatrix; // viewproj : world->proj
vec3 lightPos_world; // light position in world space
vec3 eyepos_world; // eye position in world space
vec3 eyePos_view; // eye position in view space
vec3 backgroundColor; // scene background color
int fragmentLoad;
float projNear
#ifdef __cplusplus
= 0.01f
#endif
;
float projFar
#ifdef __cplusplus
= 100.0f
#endif
;
};
struct ObjectData
{
mat4 model; // model -> world
mat4 modelView; // model -> view
mat4 modelViewIT; // model -> view for normals
mat4 modelViewProj; // model -> proj
vec3 color; // object color
};
struct ComposeData
{
int in_width; // width of the input textures
int in_height; // height of the input textures
int out_width; // width of the output buffer
int out_height; // height of the output buffer
};
#if defined(GL_core_profile) || defined(GL_compatibility_profile) || defined(GL_es_profile)
// prevent this to be used by c++
#if defined(USE_SCENE_DATA)
layout(std140, binding = UBO_SCENE) uniform sceneBuffer {
SceneData scene;
};
layout(std140, binding = UBO_OBJECT) uniform objectBuffer {
ObjectData object;
};
#endif
#if defined(USE_COMPOSE_DATA)
layout(std140, binding = UBO_COMP) uniform composeBuffer {
ComposeData compose;
};
#endif
#endif
/*
* Copyright (c) 2014-2023, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2023, NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/