// // Created by kj16609 on 2/28/25. // #include "ShadowRenderer.hpp" #include "FrameInfo.hpp" namespace fgl::engine { CommandBuffer& ShadowRenderer::setupSystem( const FrameInfo& info ) {} void ShadowRenderer::pass( FrameInfo& info ) { // Render any shadowmaps attach to the camera auto& command_buffer { setupSystem( info ) }; //TODO: Implement object culling for shadowmaps // if ( draw_commands.empty() ) return; m_pipeline->bind( command_buffer ); } ShadowRenderer::ShadowRenderer() { PipelineBuilder builder { 0 }; builder.setVertexShader( Shader::loadVertex( "shaders/shadowmap.slang" ) ); m_pipeline = builder.create(); m_pipeline->setDebugName( "Shadow map pipeline" ); } } // namespace fgl::engine