diff options
Diffstat (limited to 'src/new_render/shadows.c')
-rw-r--r-- | src/new_render/shadows.c | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/src/new_render/shadows.c b/src/new_render/shadows.c index 92fce81..1ca9119 100644 --- a/src/new_render/shadows.c +++ b/src/new_render/shadows.c @@ -79,7 +79,7 @@ void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_hei ERROR_EXIT("Failed to load shaders from disk"); } - ShaderData uniforms = { .data = NULL, .get_layout = &ShadowUniforms_GetLayout }; + ShaderDataLayout uniforms = ShadowUniforms_GetLayout(NULL); GraphicsPipelineDesc pipeline_desc = { .debug_name = "Shadows Pipeline", @@ -109,7 +109,7 @@ void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_hei ERROR_EXIT("Failed to load shaders from disk"); } - ShaderData debugquad_uniforms = { .data = NULL, .get_layout = &ShadowDebugQuad_GetLayout }; + ShaderDataLayout debugquad_uniforms = ShadowDebugQuad_GetLayout(NULL); GraphicsPipelineDesc debugquad_pipeline_desc = { .debug_name = "Shadows debug quad Pipeline", @@ -164,8 +164,7 @@ void Shadow_DrawDebugQuad() { GPU_CmdEncoder_BeginRender(enc, shadow_storage->debugquad_pass); GPU_EncodeBindPipeline(enc, shadow_storage->debugquad_pipeline); - ShaderData quad_data = { .data = &shadow_storage->depth_texture, - .get_layout = ShadowDebugQuad_GetLayout }; + ShaderDataLayout quad_data = ShadowDebugQuad_GetLayout(&shadow_storage->depth_texture); GPU_EncodeBindShaderData(enc, 0, quad_data); GPU_EncodeSetVertexBuffer(enc, shadow_storage->quad.vertex_buffer); GPU_EncodeSetIndexBuffer(enc, shadow_storage->quad.index_buffer); @@ -190,10 +189,7 @@ void Shadow_ShadowmapExecute(Shadow_Storage* storage, Mat4 light_space_transform .light_space = light_space_transform, .model = mat4_ident() // this will be overwritten for each Model }; - ShaderData shader_data = { - .data = &uniforms, - .get_layout = &ShadowUniforms_GetLayout, - }; + ShaderDataLayout shader_data = ShadowUniforms_GetLayout(&uniforms); for (size_t ent_i = 0; ent_i < entity_count; ent_i++) { RenderEnt renderable = entities[ent_i]; |