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-rw-r--r--src/render/shadows.h48
1 files changed, 0 insertions, 48 deletions
diff --git a/src/render/shadows.h b/src/render/shadows.h
deleted file mode 100644
index 0482d10..0000000
--- a/src/render/shadows.h
+++ /dev/null
@@ -1,48 +0,0 @@
-/**
- * @brief Functions for adding shadows to scene rendering.
- */
-
-#pragma once
-#include "defines.h"
-#include "ral_impl.h"
-#include "ral_types.h"
-#include "render_types.h"
-
-typedef struct Shadow_Storage {
- bool enabled;
- GPU_Renderpass* shadowmap_pass;
- GPU_Pipeline* shadowmap_pipeline;
- TextureHandle depth_texture;
- bool debug_quad_enabled;
- Mesh quad;
- GPU_Renderpass* debugquad_pass;
- GPU_Pipeline* debugquad_pipeline;
- // TODO: Some statistics tracking
-} Shadow_Storage;
-
-typedef struct ShadowUniforms {
- Mat4 light_space;
- Mat4 model;
-} ShadowUniforms;
-
-typedef struct Camera Camera;
-typedef struct Mat4 Mat4;
-
-// --- Public API
-PUB void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_height);
-
-/** @brief Run shadow map generation for given entities, and store in a texture.
- * @note Uses active directional light for now */
-PUB void Shadow_Run(RenderEnt* entities, size_t entity_count);
-
-PUB void Shadow_DrawDebugQuad();
-
-/** @brief Get the shadow texture generated from shadowmap pass */
-PUB TextureHandle 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);
-void Shadow_RenderDebugQuad();