refactor: consolidate duplicate ShadowPush structure definition

Move ShadowPush from 4 separate rendering modules (character_renderer,
m2_renderer, terrain_renderer, wmo_renderer) into shared vk_frame_data.hpp
header. This eliminates 4 identical local struct definitions and ensures
consistency across all shadow rendering passes. Add vk_frame_data.hpp include
to character_renderer.cpp.
This commit is contained in:
Kelsi 2026-03-11 11:32:08 -07:00
parent 3202c1392d
commit cda703b0f4
5 changed files with 7 additions and 6 deletions

View file

@ -3070,7 +3070,6 @@ void M2Renderer::renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMa
if (!shadowPipeline_ || !shadowParamsSet_) return;
if (instances.empty() || models.empty()) return;
struct ShadowPush { glm::mat4 lightSpaceMatrix; glm::mat4 model; };
struct ShadowParamsUBO {
int32_t useBones = 0;
int32_t useTexture = 0;