Refactor engine to support double-precision vectors

This commit is contained in:
Wojtek Figat
2022-06-13 00:40:32 +02:00
parent f82e370392
commit a881c90b2e
744 changed files with 19062 additions and 12467 deletions

View File

@@ -20,7 +20,7 @@ public:
struct CustomData
{
GPUShader* Shader;
Vector3 GridSize;
Float3 GridSize;
float VolumetricFogMaxDistance;
int32 ParticleIndex;
};
@@ -28,22 +28,22 @@ public:
private:
PACK_STRUCT(struct SkyLightData {
Vector3 MultiplyColor;
Float3 MultiplyColor;
float VolumetricScatteringIntensity;
Vector3 AdditiveColor;
Float3 AdditiveColor;
float Dummt0;
});
PACK_STRUCT(struct Data {
GBufferData GBuffer;
Vector3 GlobalAlbedo;
Float3 GlobalAlbedo;
float GlobalExtinctionScale;
Vector3 GlobalEmissive;
Float3 GlobalEmissive;
float HistoryWeight;
Vector3 GridSize;
Float3 GridSize;
uint32 MissedHistorySamplesCount;
uint32 GridSizeIntX;
@@ -51,15 +51,15 @@ private:
uint32 GridSizeIntZ;
float PhaseG;
Vector2 Dummy0;
Float2 Dummy0;
float VolumetricFogMaxDistance;
float InverseSquaredLightDistanceBiasScale;
Vector4 FogParameters;
Float4 FogParameters;
Matrix PrevWorldToClip;
Vector4 FrameJitterOffsets[8];
Float4 FrameJitterOffsets[8];
LightData DirectionalLight;
LightShadowData DirectionalLightShadow;
@@ -67,11 +67,11 @@ private:
});
PACK_STRUCT(struct PerLight {
Vector2 SliceToDepth;
Float2 SliceToDepth;
int32 MinZ;
float LocalLightScatteringIntensity;
Vector4 ViewSpaceBoundingSphere;
Float4 ViewSpaceBoundingSphere;
Matrix ViewToVolumeClip;
LightData LocalLight;
@@ -131,7 +131,7 @@ private:
/// <summary>
/// The calculated size of the volume texture.
/// </summary>
Vector3 GridSize;
Float3 GridSize;
/// <summary>
/// The cached per-frame data for the constant buffer.