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author | omnisci3nce <omniscient.oce@gmail.com> | 2024-07-18 13:38:27 +1000 |
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committer | omnisci3nce <omniscient.oce@gmail.com> | 2024-07-18 13:38:27 +1000 |
commit | c43bee3ec89e0863b4195ca9298a007d3526a6d9 (patch) | |
tree | 15998b606cc1b86d975f200ce09069bafd10d868 /src/new_render/pbr.c | |
parent | b872bd904f31dd90757a02e1bdda5598193c7bcc (diff) |
getting skybox ready
Diffstat (limited to 'src/new_render/pbr.c')
-rw-r--r-- | src/new_render/pbr.c | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/src/new_render/pbr.c b/src/new_render/pbr.c index 6ac5613..f793002 100644 --- a/src/new_render/pbr.c +++ b/src/new_render/pbr.c @@ -59,11 +59,9 @@ GPU_Pipeline* PBR_PipelineCreate(GPU_Renderpass* rpass) { void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_tex, RenderEnt* entities, size_t entity_count) { // 1. set up our pipeline - // 2. upload constant data (camera, lights) - // 3. draw each entity - // - upload material data + // - upload material data -> in the future we will sort & batch by material // - upload model transform // - emit draw call @@ -84,7 +82,8 @@ void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_te Vec3 light_color = vec3(300.0, 300.0, 300.0); Binding_Lights lights_data = { .pointLights = { - // FIXME: fill out soem default lights to use + // FIXME: add lights to our RenderScene structure. for now these are + // hardcoded (pbr_point_light){ .pos = vec3(10, 10, 10), .color = light_color }, (pbr_point_light){ .pos = vec3(-10, 10, 10), .color = light_color }, (pbr_point_light){ .pos = vec3(10, -10, 10), .color = light_color }, |