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https://github.com/Kelsidavis/WoWee.git
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Move ShadowParamsUBO from 5 separate shadow rendering functions (2 in m2_renderer, 1 in terrain_renderer, 1 in wmo_renderer) into shared vk_frame_data.hpp header. Eliminates 5 identical local struct definitions and improves consistency across all shadow pass implementations. Structure layout matches shader std140 uniform buffer requirements.
45 lines
1.2 KiB
C++
45 lines
1.2 KiB
C++
#pragma once
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#include <vulkan/vulkan.h>
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#include <glm/glm.hpp>
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namespace wowee {
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namespace rendering {
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// Must match the PerFrame UBO layout in all shaders (std140 alignment)
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struct GPUPerFrameData {
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glm::mat4 view;
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glm::mat4 projection;
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glm::mat4 lightSpaceMatrix;
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glm::vec4 lightDir; // xyz = direction, w = unused
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glm::vec4 lightColor; // xyz = color, w = unused
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glm::vec4 ambientColor; // xyz = color, w = unused
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glm::vec4 viewPos; // xyz = camera pos, w = unused
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glm::vec4 fogColor; // xyz = color, w = unused
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glm::vec4 fogParams; // x = fogStart, y = fogEnd, z = time, w = unused
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glm::vec4 shadowParams; // x = enabled(0/1), y = strength, z = unused, w = unused
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};
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// Push constants for the model matrix (most common case)
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struct GPUPushConstants {
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glm::mat4 model;
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};
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// Push constants for shadow rendering passes
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struct ShadowPush {
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glm::mat4 lightSpaceMatrix;
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glm::mat4 model;
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};
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// Uniform buffer for shadow rendering parameters (matches shader std140 layout)
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struct ShadowParamsUBO {
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int32_t useBones;
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int32_t useTexture;
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int32_t alphaTest;
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int32_t foliageSway;
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float windTime;
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float foliageMotionDamp;
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};
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} // namespace rendering
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} // namespace wowee
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