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-rw-r--r--src/new_render/shadows.h20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/new_render/shadows.h b/src/new_render/shadows.h
index 9e8a6ad..11fce3b 100644
--- a/src/new_render/shadows.h
+++ b/src/new_render/shadows.h
@@ -1,7 +1,6 @@
/**
* @brief Functions for adding shadows to scene rendering.
-*/
-
+ */
#pragma once
#include "defines.h"
@@ -10,11 +9,11 @@
#include "render_types.h"
typedef struct Shadow_Storage {
- GPU_Renderpass* shadowmap_pass;
- GPU_Pipeline* pipeline;
- bool debug_quad_enabled;
- TextureHandle depth_texture;
- // TODO: Some statistics tracking
+ GPU_Renderpass* shadowmap_pass;
+ GPU_Pipeline* pipeline;
+ bool debug_quad_enabled;
+ TextureHandle depth_texture;
+ // TODO: Some statistics tracking
} Shadow_Storage;
typedef struct ShadowUniforms {
@@ -36,7 +35,8 @@ PUB void Shadow_Run(Shadow_Storage* storage, RenderEnt* entities, size_t entity_
PUB Handle Shadow_GetShadowMapTexture(Shadow_Storage* storage);
// --- Internal
-GPU_Renderpass* Shadow_RPassCreate(); // Creates the render pass
-GPU_Pipeline* Shadow_PipelineCreate(GPU_Renderpass* rpass); // Creates the pipeline
-void Shadow_ShadowmapExecute(Shadow_Storage* storage, Mat4 light_space_transform, RenderEnt* entities, size_t entity_count);
+GPU_Renderpass* Shadow_RPassCreate(); // Creates the render pass
+GPU_Pipeline* Shadow_PipelineCreate(GPU_Renderpass* rpass); // Creates the pipeline
+void Shadow_ShadowmapExecute(Shadow_Storage* storage, Mat4 light_space_transform,
+ RenderEnt* entities, size_t entity_count);
void Shadow_RenderDebugQuad();