Kelsidavis-WoWee/include/rendering/vk_frame_data.hpp
Kelsi cda703b0f4 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.
2026-03-11 11:32:08 -07:00

35 lines
1 KiB
C++

#pragma once
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
namespace wowee {
namespace rendering {
// Must match the PerFrame UBO layout in all shaders (std140 alignment)
struct GPUPerFrameData {
glm::mat4 view;
glm::mat4 projection;
glm::mat4 lightSpaceMatrix;
glm::vec4 lightDir; // xyz = direction, w = unused
glm::vec4 lightColor; // xyz = color, w = unused
glm::vec4 ambientColor; // xyz = color, w = unused
glm::vec4 viewPos; // xyz = camera pos, w = unused
glm::vec4 fogColor; // xyz = color, w = unused
glm::vec4 fogParams; // x = fogStart, y = fogEnd, z = time, w = unused
glm::vec4 shadowParams; // x = enabled(0/1), y = strength, z = unused, w = unused
};
// Push constants for the model matrix (most common case)
struct GPUPushConstants {
glm::mat4 model;
};
// Push constants for shadow rendering passes
struct ShadowPush {
glm::mat4 lightSpaceMatrix;
glm::mat4 model;
};
} // namespace rendering
} // namespace wowee