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o3de/Code/CryEngine/RenderDll/Common/Include_HLSL_CPP_Shared.h

183 lines
6.4 KiB
C

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#ifdef __cplusplus
// C++
#pragma once
#pragma pack(push,4)
#define hlsl_cbuffer(name) struct HLSL_##name
#define hlsl_cbuffer_register(name, reg, slot) \
enum { SLOT_##name = slot }; \
struct HLSL_##name
#define hlsl_int(member) int32 member
#define hlsl_int2(member) Vec2i member
#define hlsl_int3(member) Vec3i member
#define hlsl_int4(member) Vec4i member
#define hlsl_uint(member) uint32 member
#define hlsl_uint2(member) Vec2ui member
#define hlsl_uint3(member) Vec3ui member
#define hlsl_uint4(member) Vec4ui member
#define hlsl_float(member) float member
#define hlsl_float2(member) Vec2 member
#define hlsl_float3(member) Vec3 member
#define hlsl_float4(member) Vec4 member
#define hlsl_matrix44(member) Matrix44 member
#define hlsl_matrix34(member) Matrix34 member
#else //__cplusplus
// HLSL
#define hlsl_cbuffer(name) cbuffer name
#define hlsl_cbuffer_register(name, reg, float) cbuffer name: reg
#define hlsl_int(member) int member
#define hlsl_int2(member) int2 member
#define hlsl_int3(member) int3 member
#define hlsl_int4(member) int4 member
#define hlsl_uint(member) uint member
#define hlsl_uint2(member) uint2 member
#define hlsl_uint3(member) uint3 member
#define hlsl_uint4(member) uint4 member
#define hlsl_float(member) float member
#define hlsl_float2(member) float2 member
#define hlsl_float3(member) float3 member
#define hlsl_float4(member) float4 member
#define hlsl_matrix44(member) float4x4 member
#define hlsl_matrix34(member) float3x4 member
#endif //__cplusplus
// TODO: include in shaders
hlsl_cbuffer(PerPassConstantBuffer_GBuffer)
{
hlsl_float4(g_VS_WorldViewPos);
hlsl_matrix44(g_VS_ViewProjMatr);
hlsl_matrix44(g_VS_ViewProjZeroMatr);
};
#if defined(FEATURE_SVO_GI)
hlsl_cbuffer(PerPassConstantBuffer_Svo)
{
hlsl_float4(PerPass_SvoTreeSettings0);
hlsl_float4(PerPass_SvoTreeSettings1);
hlsl_float4(PerPass_SvoParams0);
hlsl_float4(PerPass_SvoParams1);
hlsl_float4(PerPass_SvoParams2);
hlsl_float4(PerPass_SvoParams3);
hlsl_float4(PerPass_SvoParams4);
hlsl_float4(PerPass_SvoParams5);
hlsl_float4(PerPass_SvoParams6);
};
#endif
hlsl_cbuffer(PerSubPassConstantBuffer_ShadowGen)
{
hlsl_float4(PerShadow_LightPos);
hlsl_float4(PerShadow_ViewPos);
hlsl_float4(PerShadow_FrustumInfo);
hlsl_float4(PerShadow_BiasInfo);
};
hlsl_cbuffer(PerInstanceConstantBuffer)
{
hlsl_matrix34(SPIObjWorldMat);
hlsl_float4(SPIBendInfo);
hlsl_float4(SPIBendInfoPrev);
hlsl_float4(SPIAmbientOpacity);
hlsl_float4(SPIDissolveRef);
};
hlsl_cbuffer(PerViewConstantBuffer)
{
hlsl_float4(PerView_WorldViewPos);
hlsl_float4(PerView_WorldViewPosPrev);
hlsl_matrix44(PerView_ViewProjZeroMatr);
hlsl_matrix44(PerView_ViewProjZeroMatrPrev);
hlsl_matrix44(PerView_ViewProjZeroMatrPrevNearest);
hlsl_float4(PerView_AnimGenParams);
hlsl_float4(PerView_ViewBasisX);
hlsl_float4(PerView_ViewBasisY);
hlsl_float4(PerView_ViewBasisZ);
hlsl_matrix44(PerView_ViewProjMatr);
hlsl_matrix44(PerView_ViewProjMatrPrev);
hlsl_matrix44(PerView_ViewMatr);
hlsl_matrix44(PerView_ProjMatr);
hlsl_float4(PerView_TessellationParams);
hlsl_float4(PerView_ScreenSize);
hlsl_float4(PerView_HPosScale);
hlsl_float4(PerView_ProjRatio);
hlsl_float4(PerView_NearestScaled);
hlsl_float4(PerView_NearFarClipDist);
hlsl_float4(PerView_FogColor);
hlsl_matrix44(PerView_FrustumPlaneEquation);
hlsl_float4(PerView_JitterParams);
};
hlsl_cbuffer(PerFrameConstantBuffer)
{
hlsl_float4(PerFrame_VolumetricFogParams);
hlsl_float4(PerFrame_VolumetricFogRampParams);
hlsl_float4(PerFrame_VolumetricFogColorGradientBase);
hlsl_float4(PerFrame_VolumetricFogColorGradientDelta);
hlsl_float4(PerFrame_VolumetricFogColorGradientParams);
hlsl_float4(PerFrame_VolumetricFogColorGradientRadial);
hlsl_float4(PerFrame_VolumetricFogSamplingParams);
hlsl_float4(PerFrame_VolumetricFogDistributionParams);
hlsl_float4(PerFrame_VolumetricFogScatteringParams);
hlsl_float4(PerFrame_VolumetricFogScatteringBlendParams);
hlsl_float4(PerFrame_VolumetricFogScatteringColor);
hlsl_float4(PerFrame_VolumetricFogScatteringSecondaryColor);
hlsl_float4(PerFrame_VolumetricFogHeightDensityParams);
hlsl_float4(PerFrame_VolumetricFogHeightDensityRampParams);
hlsl_float4(PerFrame_VolumetricFogDistanceParams);
hlsl_float4(PerFrame_VolumetricFogGlobalEnvProbe0);
hlsl_float4(PerFrame_VolumetricFogGlobalEnvProbe1);
hlsl_float4(PerFrame_SvoLightingParams);
hlsl_float4(PerFrame_Time);
hlsl_float4(PerFrame_SunColor);
hlsl_float4(PerFrame_SunDirection);
hlsl_float4(PerFrame_HDRParams);
hlsl_float4(PerFrame_CloudShadingColorSun);
hlsl_float4(PerFrame_CloudShadingColorSky);
hlsl_float4(PerFrame_CloudShadowParams);
hlsl_float4(PerFrame_CloudShadowAnimParams);
hlsl_float4(PerFrame_CausticsSmoothSunDirection);
hlsl_float4(PerFrame_DecalZFightingRemedy);
hlsl_float4(PerFrame_WaterLevel);
hlsl_float4(PerFrame_StereoParams);
hlsl_float4(PerFrame_RandomParams);
hlsl_uint4(PerFrame_MultiLayerAlphaBlendLayerData);
};
#ifdef __cplusplus
// C++
#pragma pack(pop)
#else //__cplusplus
// HLSL
#endif //__cplusplus