voxelotl-engine/Sources/Voxelotl/shadertypes.h
2024-09-06 06:37:19 +10:00

49 lines
1.1 KiB
C

#ifndef SHADERTYPES_H
#define SHADERTYPES_H
#ifdef __METAL_VERSION__
# define NS_ENUM(TYPE, NAME) enum NAME : TYPE NAME; enum NAME : TYPE
# define NSInteger metal::int32_t
# define CONSTANT_PTR(TYPE) constant TYPE*
#else
# import <Foundation/Foundation.h>
# define CONSTANT_PTR(TYPE) uint64_t
#endif
#include <simd/simd.h>
typedef NS_ENUM(NSInteger, VertexShaderInputIdx) {
VertexShaderInputIdxVertices = 0,
VertexShaderInputIdxInstance = 1,
VertexShaderInputIdxUniforms = 2
};
typedef struct {
vector_float3 position;
vector_float3 normal;
vector_float4 color;
vector_float2 texCoord;
} ShaderVertex;
typedef struct {
matrix_float4x4 model;
matrix_float4x4 normalModel;
vector_float4 color;
} VertexShaderInstance;
typedef struct {
matrix_float4x4 projView;
} VertexShaderUniforms;
typedef NS_ENUM(NSInteger, FragmentShaderInputIdx) {
FragmentShaderInputIdxUniforms = 0
};
typedef struct {
vector_float3 cameraPosition, directionalLight;
vector_float4 ambientColor, diffuseColor, specularColor;
float specularIntensity;
} FragmentShaderUniforms;
#endif//SHADERTYPES_H