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core/DepthAndShadowPass : update doc
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doc/softshadows.png

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src/candlewick/core/DepthAndShadowPass.h

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@@ -17,6 +17,8 @@
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///
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/// \image html depth-prepass.png "Rendering the depth buffer after early pass"
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///
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/// \image html softshadows.png "Soft shadows"
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///
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/// \}
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#pragma once
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@@ -108,7 +110,8 @@ struct ShadowPassConfig {
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};
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/// \ingroup depth_pass
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/// \brief Class for defining the shadow atlas and rendering it out.
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/// \brief Class for defining the shadow maps (as an atlas) and rendering into
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/// it.
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///
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/// The user has to take care of setting the "cameras" corresponding to the
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/// actual lights.
@@ -158,7 +161,7 @@ class ShadowMapPass {
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};
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/// \addtogroup depth_pass
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/// \section depth_testing Depth testing in modern APIs
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/// \section depth_testing Remarks on depth testing in modern APIs
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///
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/// SDL GPU is based on modern graphics APIs like Vulkan, which tests depths for
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/// objects located in the \f$z \in [-1,0]\f$ half-volume of the NDC cube.
@@ -170,12 +173,15 @@ class ShadowMapPass {
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/// \ingroup depth_pass
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/// \{
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/// \brief Render shadow pass, using provided scene bounds.
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///
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/// The scene bounds are in world-space.
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/// \param cmdBuf Command buffer
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/// \param passInfo Shadow map pass object
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/// \param dirLight Array (view) of directional lights
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/// \param castables Collection of shadow-casting objects
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/// \param worldAABB World-space scene AABB
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void renderShadowPassFromAABB(CommandBuffer &cmdBuf, ShadowMapPass &passInfo,
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std::span<const DirectionalLight> dirLight,
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std::span<const OpaqueCastable> castables,
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const AABB &worldSceneBounds);
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const AABB &worldAABB);
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/// \ingroup depth_pass
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/// \brief Render shadow pass, using a provided world-space frustum.

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