//#define LEFT_HAND_COORDINATES public struct SFiniteLightData { // setup constant buffer public float fPenumbra; public int flags; public uint uLightType; public uint uLightModel; // DIRECT_LIGHT=0, REFLECTION_LIGHT=1 public Vec3 vLpos; public float fLightIntensity; public Vec3 vLaxisX; public float fRecipRange; public Vec3 vLaxisY; public float fSphRadiusSq; public Vec3 vLaxisZ; // spot +Z axis public float cotan; public Vec3 vCol; public int iSliceIndex; public Vec3 vBoxInnerDist; public float fDecodeExp; public Vec3 vBoxInvRange; public float fPad0; public Vec3 vLocalCubeCapturePoint; public float fProbeBlendDistance; }; public struct SFiniteLightBound { public Vec3 vBoxAxisX; public Vec3 vBoxAxisY; public Vec3 vBoxAxisZ; public Vec3 vCen; // a center in camera space inside the bounding volume of the light source. public Vec2 vScaleXY; public float fRadius; }; #if !__HLSL public class LightDefinitions { #endif public static int MAX_NR_LIGHTS_PER_CAMERA = 1024; public static float VIEWPORT_SCALE_Z = 1.0f; // flags public static int IS_CIRCULAR_SPOT_SHAPE = 1; public static int HAS_COOKIE_TEXTURE = 2; public static int IS_BOX_PROJECTED = 4; // types public static int MAX_TYPES = 3; public static int SPOT_LIGHT = 0; public static int SPHERE_LIGHT = 1; public static int BOX_LIGHT = 2; // direct lights and reflection probes for now public static int NR_LIGHT_MODELS = 2; public static int DIRECT_LIGHT = 0; public static int REFLECTION_LIGHT = 1; #if !__HLSL } #endif #if __HLSL float FetchDepth(Texture2D depthTexture, uint2 pixCoord) { return /*1-*/depthTexture.Load( uint3(pixCoord.xy, 0) ).x; } #endif