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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-10-05 12:48:05 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-10-05 12:48:05 +1000
commitdfb6adbcbcc7d50b770b6d5ea82efdd8f8c32e25 (patch)
treea470b91a90716d7ea46fde53ed395449c24583a2 /src/render/immdraw.h
parent54354e32c6498cc7f8839ab4deb1208d37216cc5 (diff)
delete documentation workflow
Diffstat (limited to 'src/render/immdraw.h')
-rw-r--r--src/render/immdraw.h63
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diff --git a/src/render/immdraw.h b/src/render/immdraw.h
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--- a/src/render/immdraw.h
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@@ -1,63 +0,0 @@
-/**
- * @brief Immediate-mode drawing APIs
- */
-
-#pragma once
-#include "defines.h"
-#include "maths_types.h"
-#include "ral_impl.h"
-#include "ral_types.h"
-#include "render_types.h"
-
-typedef struct Immdraw_Storage {
- Mesh plane;
- Mesh cube;
- Mesh sphere;
- Mesh cylinder;
- Mesh cone;
- Mesh bbox;
- GPU_Pipeline* colour_pipeline; /** @brief Pipeline for drawing geometry that has vertex colours */
-} Immdraw_Storage;
-
-typedef struct ImmediateUniforms {
- Mat4 model;
- Vec4 colour;
-} ImmediateUniforms;
-
-// --- Public API
-
-PUB void Immdraw_Init(Immdraw_Storage* storage);
-PUB void Immdraw_Shutdown(Immdraw_Storage* storage);
-
-// These functions cause a pipeline switch and so aren't optimised for performance
-PUB void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe);
-PUB void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe);
-PUB void Immdraw_Cylinder(Transform tf, Vec4 colour, bool wireframe);
-PUB void Immdraw_Cone(Transform tf, Vec4 colour, bool wireframe);
-PUB void Immdraw_Sphere(Transform tf, Vec4 colour, bool wireframe);
-PUB void Immdraw_Bbox(Transform tf, Vec4 colour, bool wireframe);
-
-PUB void Immdraw_TransformGizmo(Transform tf, f32 size);
-
-// --- Internal
-
-void Immdraw_Primitive(Transform tf, PrimitiveTopology topology, f32 size, Vec4 colour,
- bool wireframe, Mesh mesh);
-
-Mesh GenBboxMesh();
-
-static ShaderDataLayout ImmediateUniforms_GetLayout(void* data) {
- ImmediateUniforms* d = (ImmediateUniforms*)data;
- bool has_data = data != NULL;
-
- ShaderBinding b1 = { .label = "ImmUniforms",
- .kind = BINDING_BYTES,
- // .vis = VISIBILITY_VERTEX,
- .data.bytes.size = sizeof(ImmediateUniforms) };
-
- if (has_data) {
- b1.data.bytes.data = d;
- }
-
- return (ShaderDataLayout){ .bindings = { b1 }, .binding_count = 1 };
-}