/** * Copyright (c) 2019 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #ifndef Common_h #define Common_h #import typedef matrix_float4x4 float4x4; typedef matrix_float3x3 float3x3; typedef vector_float2 float2; typedef vector_float3 float3; typedef vector_float4 float4; typedef struct { float4x4 modelMatrix; float4x4 viewMatrix; float4x4 projectionMatrix; float3x3 normalMatrix; float4x4 shadowMatrix; } Uniforms; typedef struct { uint lightCount; float3 cameraPosition; } FragmentUniforms; typedef enum { unused = 0, Sunlight = 1, Spotlight = 2, Pointlight = 3, Ambientlight = 4 } LightType; typedef struct { float3 position; float3 color; float3 specularColor; float intensity; float3 attenuation; LightType type; float coneAngle; float3 coneDirection; float coneAttenuation; } Light; typedef struct { float3 emissionColor; float3 baseColor; float3 specularColor; float shininess; } Material; #endif /* Common_h */