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/**
* @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();
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