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@@ -17,8 +17,8 @@ constexpr U32 kMaxVisibleReflectionProbes = 16u;
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constexpr U32 kMaxVisibleGlobalIlluminationProbes = 8u;
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// Other consts
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-constexpr RF32 kClusterObjectFrustumNearPlane = 0.1f / 4.0f; ///< Near plane of all clusterer object frustums.
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-constexpr RF32 kSubsurfaceMin = 0.01f;
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+constexpr F32 kClusterObjectFrustumNearPlane = 0.1f / 4.0f; ///< Near plane of all clusterer object frustums.
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+constexpr F32 kSubsurfaceMin = 0.01f;
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constexpr U32 kMaxZsplitCount = 128u;
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constexpr U32 kClusteredShadingTileSize = 64; ///< The size of the tile in clustered shading.
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@@ -26,9 +26,9 @@ constexpr U32 kClusteredShadingTileSize = 64; ///< The size of the tile in clust
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struct LightUnion
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{
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Vec3 m_position; ///< Position in world space.
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- RF32 m_radius; ///< Radius
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+ F32 m_radius; ///< Radius
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- RVec3 m_diffuseColor;
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+ Vec3 m_diffuseColor;
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U32 m_lightType; ///< 0 is point and 1 is spot
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U32 m_shadow;
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@@ -36,7 +36,7 @@ struct LightUnion
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F32 m_outerCos; ///< SPOT LIGHTS
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F32 m_padding;
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- RVec3 m_direction; ///< SPOT LIGHTS: Light direction.
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+ Vec3 m_direction; ///< SPOT LIGHTS: Light direction.
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F32 m_shadowAtlasTileScale; ///< POINT LIGHTS: UV scale for all tiles.
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/// When it's a point light this is an array of 6 Vec2s (but because of padding it's actually Vec4s). When it's a spot light the first 4 Vec4s are
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@@ -49,9 +49,9 @@ struct LightUnion
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struct PointLight
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{
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Vec3 m_position; ///< Position in world space.
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- RF32 m_radius; ///< Radius
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+ F32 m_radius; ///< Radius
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- RVec3 m_diffuseColor;
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+ Vec3 m_diffuseColor;
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U32 m_padding1;
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U32 m_shadow;
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@@ -59,7 +59,7 @@ struct PointLight
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U32 m_padding3;
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U32 m_padding4;
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- RVec3 m_padding5;
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+ Vec3 m_padding5;
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F32 m_shadowAtlasTileScale; ///< UV scale for all tiles.
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Vec4 m_shadowAtlasTileOffsets[6u]; ///< It's a array of Vec2 but because of padding round it up.
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@@ -71,9 +71,9 @@ static_assert(sizeof(PointLight) == sizeof(LightUnion));
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struct SpotLight
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{
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Vec3 m_position; ///< Position in world space.
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- RF32 m_radius; ///< Radius
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+ F32 m_radius; ///< Radius
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- RVec3 m_diffuseColor;
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+ Vec3 m_diffuseColor;
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U32 m_padding1;
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U32 m_shadow;
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@@ -81,7 +81,7 @@ struct SpotLight
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F32 m_outerCos;
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F32 m_padding2;
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- RVec3 m_direction;
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+ Vec3 m_direction;
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F32 m_padding3;
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Mat4 m_textureMatrix;
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