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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-10 23:35:36 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-10 23:35:36 +1000
commit7bd1560cf2b49018a842fb42cda2c17b347957aa (patch)
treeedffefe296db5106023822f6fdf90bdcf6e5e18d
parentee1b7fd3bc66501b252ce9e3e5ba89ac9aa54632 (diff)
comment PBR functions
-rw-r--r--src/render/pbr.h17
1 files changed, 12 insertions, 5 deletions
diff --git a/src/render/pbr.h b/src/render/pbr.h
index cbdc577..d7b660b 100644
--- a/src/render/pbr.h
+++ b/src/render/pbr.h
@@ -1,6 +1,6 @@
/**
* @file pbr.h
- * @brief PBR render pass
+ * @brief PBR render pass and uniforms
*/
#pragma once
@@ -12,19 +12,22 @@
#include "render_types.h"
// --- Public API
+
+/** @brief Holds data for the PBR pipeline */
typedef struct PBR_Storage {
GPU_Renderpass* pbr_pass;
GPU_Pipeline* pbr_pipeline;
-
-} PBR_Storage; // Stores all necessary data and handles
+} PBR_Storage;
typedef struct PBRMaterialUniforms {
Material mat;
} PBRMaterialUniforms;
+/** @brief */
PUB void PBR_Init(PBR_Storage* storage);
// NOTE: For simplicity's sake we will render this pass directly to the default framebuffer
+// internally this defers to `PBR_Execute()`
PUB void PBR_Run(PBR_Storage* storage
// light data
// camera
@@ -32,6 +35,7 @@ PUB void PBR_Run(PBR_Storage* storage
// materials
);
+/** @brief Parameters that get passed as a uniform block to the PBR shader */
typedef struct PBR_Params {
Vec3 albedo;
f32 metallic;
@@ -39,6 +43,7 @@ typedef struct PBR_Params {
f32 ambient_occlusion;
} PBR_Params;
+/** @brief Textures that will get passed into the PBR shader if they're not `INVALID_TEX_HANDLE` */
typedef struct PBR_Textures {
TextureHandle albedo_map;
TextureHandle normal_map;
@@ -48,14 +53,16 @@ typedef struct PBR_Textures {
TextureHandle ao_map;
} PBR_Textures;
+/** @brief Returns a default white matte material */
PUB Material PBRMaterialDefault();
+
PUB ShaderDataLayout PBRMaterial_GetLayout(void* data);
// --- Internal
-GPU_Renderpass* PBR_RPassCreate();
+GPU_Renderpass* PBR_RPassCreate(); /** @brief Create the PBR Renderpass */
-GPU_Pipeline* PBR_PipelineCreate(GPU_Renderpass* rpass);
+GPU_Pipeline* PBR_PipelineCreate(GPU_Renderpass* rpass); /** @brief Create the PBR Pipeline */
void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_tex,
RenderEnt* entities, size_t entity_count);