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

@ -1715,8 +1715,6 @@ void WMORenderer::renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceM
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, shadowPipelineLayout_,
0, 1, &shadowParamsSet_, 0, nullptr);
struct ShadowPush { glm::mat4 lightSpaceMatrix; glm::mat4 model; };
// WMO shadow cull uses the ortho half-extent (shadow map coverage) rather than
// the proximity radius so that distant buildings whose shadows reach the player
// are still rendered into the shadow map.