MetalByTutorials/13-procedural-generation/final/procedural/Procedural/Metal Shaders/Common.h

124 lines
3.2 KiB
Objective-C

//
/**
* 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 <simd/simd.h>
typedef struct {
matrix_float4x4 modelMatrix;
matrix_float4x4 viewMatrix;
matrix_float4x4 projectionMatrix;
matrix_float3x3 normalMatrix;
} Uniforms;
typedef enum {
unused = 0,
Sunlight = 1,
Spotlight = 2,
Pointlight = 3,
Ambientlight = 4
} LightType;
typedef struct {
vector_float3 position;
vector_float3 color;
vector_float3 specularColor;
float intensity;
vector_float3 attenuation;
LightType type;
float coneAngle;
vector_float3 coneDirection;
float coneAttenuation;
} Light;
typedef struct {
uint lightCount;
vector_float3 cameraPosition;
uint tiling;
} FragmentUniforms;
typedef enum {
Position = 0,
Normal = 1,
UV = 2,
Tangent = 3,
Bitangent = 4,
Color = 5,
Joints = 6,
Weights = 7
} Attributes;
typedef enum {
BaseColorTexture = 0,
NormalTexture = 1,
RoughnessTexture = 2,
MetallicTexture = 3,
AOTexture = 4
} Textures;
typedef enum {
BufferIndexVertices = 0,
BufferIndexUniforms = 11,
BufferIndexLights = 12,
BufferIndexFragmentUniforms = 13,
BufferIndexMaterials = 14,
BufferIndexInstances = 15,
BufferIndexSkybox = 20,
BufferIndexSkyboxDiffuse = 21,
BufferIndexBRDFLut = 22
} BufferIndices;
typedef struct {
vector_float3 baseColor;
vector_float3 specularColor;
float roughness;
float metallic;
vector_float3 ambientOcclusion;
float shininess;
} Material;
struct NatureInstance {
uint textureID;
uint morphTargetID;
matrix_float4x4 modelMatrix;
matrix_float3x3 normalMatrix;
};
struct Instances {
matrix_float4x4 modelMatrix;
matrix_float3x3 normalMatrix;
};
#endif /* Common_h */