1717// /
1818// / \image html depth-prepass.png "Rendering the depth buffer after early pass"
1919// /
20+ // / \image html softshadows.png "Soft shadows"
21+ // /
2022// / \}
2123#pragma once
2224
@@ -108,7 +110,8 @@ struct ShadowPassConfig {
108110};
109111
110112// / \ingroup depth_pass
111- // / \brief Class for defining the shadow atlas and rendering it out.
113+ // / \brief Class for defining the shadow maps (as an atlas) and rendering into
114+ // / it.
112115// /
113116// / The user has to take care of setting the "cameras" corresponding to the
114117// / actual lights.
@@ -158,7 +161,7 @@ class ShadowMapPass {
158161};
159162
160163// / \addtogroup depth_pass
161- // / \section depth_testing Depth testing in modern APIs
164+ // / \section depth_testing Remarks on depth testing in modern APIs
162165// /
163166// / SDL GPU is based on modern graphics APIs like Vulkan, which tests depths for
164167// / objects located in the \f$z \in [-1,0]\f$ half-volume of the NDC cube.
@@ -170,12 +173,15 @@ class ShadowMapPass {
170173// / \ingroup depth_pass
171174// / \{
172175// / \brief Render shadow pass, using provided scene bounds.
173- // /
174- // / The scene bounds are in world-space.
176+ // / \param cmdBuf Command buffer
177+ // / \param passInfo Shadow map pass object
178+ // / \param dirLight Array (view) of directional lights
179+ // / \param castables Collection of shadow-casting objects
180+ // / \param worldAABB World-space scene AABB
175181void renderShadowPassFromAABB (CommandBuffer &cmdBuf, ShadowMapPass &passInfo,
176182 std::span<const DirectionalLight> dirLight,
177183 std::span<const OpaqueCastable> castables,
178- const AABB &worldSceneBounds );
184+ const AABB &worldAABB );
179185
180186// / \ingroup depth_pass
181187// / \brief Render shadow pass, using a provided world-space frustum.
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