As part of our shadow mapping initiative, each light in the scene will need an associated depth buffer. For each concrete lightcomponent class, add members for required vulkan objects, create an initDepthMappingResources() function, and integrate it into our existing code.
Keep in mind that different kinds of lights will require different depth buffer formats. We will also need a descriptor set to actually use these buffers in a pipeline.
As part of our shadow mapping initiative, each light in the scene will need an associated depth buffer. For each concrete lightcomponent class, add members for required vulkan objects, create an
initDepthMappingResources()function, and integrate it into our existing code.Keep in mind that different kinds of lights will require different depth buffer formats. We will also need a descriptor set to actually use these buffers in a pipeline.