candlewick 0.6.0
A tiny cross-platform renderer based on SDL3
Loading...
Searching...
No Matches
candlewick::effects::ScreenSpaceShadowPass Struct Reference

WIP screen space shadows. More...

#include <candlewick/posteffects/ScreenSpaceShadows.h>

Classes

struct  Config
 

Public Member Functions

bool valid () const
 
 ScreenSpaceShadowPass (NoInitT)
 
 ScreenSpaceShadowPass (const RenderContext &renderer, const Config &config)
 
void release (SDL_GPUDevice *device) noexcept
 
void render (CommandBuffer &cmdBuf, const Camera &camera, const DirectionalLight &light, std::span< const OpaqueCastable > castables)
 

Public Attributes

struct candlewick::effects::ScreenSpaceShadowPass::Config config
 
SDL_GPUTexture * depthTexture = nullptr
 
SDL_GPUSampler * depthSampler = nullptr
 Sampler for the depth texture (e.g. from the prepass)
 
SDL_GPUTexture * targetTexture = nullptr
 Target texture to render the shadow to.
 
SDL_GPUGraphicsPipeline * pipeline = nullptr
 Render pipeline.
 

Detailed Description

WIP screen space shadows.

Constructor & Destructor Documentation

◆ ScreenSpaceShadowPass() [1/2]

candlewick::effects::ScreenSpaceShadowPass::ScreenSpaceShadowPass ( NoInitT )
inline

◆ ScreenSpaceShadowPass() [2/2]

candlewick::effects::ScreenSpaceShadowPass::ScreenSpaceShadowPass ( const RenderContext & renderer,
const Config & config )

Member Function Documentation

◆ release()

void candlewick::effects::ScreenSpaceShadowPass::release ( SDL_GPUDevice * device)
noexcept

◆ render()

void candlewick::effects::ScreenSpaceShadowPass::render ( CommandBuffer & cmdBuf,
const Camera & camera,
const DirectionalLight & light,
std::span< const OpaqueCastable > castables )

◆ valid()

bool candlewick::effects::ScreenSpaceShadowPass::valid ( ) const
inline

Member Data Documentation

◆ config

struct candlewick::effects::ScreenSpaceShadowPass::Config candlewick::effects::ScreenSpaceShadowPass::config

◆ depthSampler

SDL_GPUSampler* candlewick::effects::ScreenSpaceShadowPass::depthSampler = nullptr

Sampler for the depth texture (e.g. from the prepass)

◆ depthTexture

SDL_GPUTexture* candlewick::effects::ScreenSpaceShadowPass::depthTexture = nullptr

◆ pipeline

SDL_GPUGraphicsPipeline* candlewick::effects::ScreenSpaceShadowPass::pipeline = nullptr

Render pipeline.

◆ targetTexture

SDL_GPUTexture* candlewick::effects::ScreenSpaceShadowPass::targetTexture = nullptr

Target texture to render the shadow to.


The documentation for this struct was generated from the following file: