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authoromnisci3nce <omniscient.oce@gmail.com>2024-07-26 16:37:53 +1000
committeromnisci3nce <omniscient.oce@gmail.com>2024-07-26 16:37:53 +1000
commitf083cacb259054ce996b70f8b9dc0d9eb0bdbfb8 (patch)
treecfec9813483e139d8f4ca71eefb4ec9a0450826f /src/new_render/shadows.c
parent9d11440c145cef897853576b509316bf952cb121 (diff)
wip egui
Diffstat (limited to 'src/new_render/shadows.c')
-rw-r--r--src/new_render/shadows.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/new_render/shadows.c b/src/new_render/shadows.c
index f62950b..6a9fe02 100644
--- a/src/new_render/shadows.c
+++ b/src/new_render/shadows.c
@@ -12,6 +12,7 @@
#include "render.h"
#include "render_scene.h"
#include "render_types.h"
+#include "str.h"
ShaderDataLayout ShadowUniforms_GetLayout(void* data) {
ShadowUniforms* d = (ShadowUniforms*)data;
@@ -56,6 +57,7 @@ void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_hei
TextureDesc depthmap_desc = { .extents = u32x2(shadowmap_width, shadowmap_height),
.format = TEXTURE_FORMAT_DEPTH_DEFAULT,
.tex_type = TEXTURE_TYPE_2D };
+ DEBUG("Creating depth map texture for shadows");
TextureHandle depthmap = GPU_TextureCreate(depthmap_desc, false, NULL);
storage->depth_texture = depthmap;
@@ -67,6 +69,8 @@ void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_hei
storage->shadowmap_pass = GPU_Renderpass_Create(rpass_desc);
+ WARN("About to laod shaders");
+ WARN("Shader paths: %s %s", "assets/shaders/shadows.vert", "assets/shaders/shadows.frag");
Str8 vert_path = str8("assets/shaders/shadows.vert");
Str8 frag_path = str8("assets/shaders/shadows.frag");
str8_opt vertex_shader = str8_from_file(&scratch, vert_path);