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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-06-27 22:26:52 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-06-27 22:26:52 +1000
commitd5f22a65ab12b289d80b035e45e6f1e9460b82d1 (patch)
treedde5033b0198ffd0b5997b1589b7b9c00662de9f /src/renderer/archive/render_backend.h
parent564a656b1e0bf2d2cec0f35898a860ace384f616 (diff)
remove archived render code
Diffstat (limited to 'src/renderer/archive/render_backend.h')
-rw-r--r--src/renderer/archive/render_backend.h39
1 files changed, 0 insertions, 39 deletions
diff --git a/src/renderer/archive/render_backend.h b/src/renderer/archive/render_backend.h
deleted file mode 100644
index 6df9c81..0000000
--- a/src/renderer/archive/render_backend.h
+++ /dev/null
@@ -1,39 +0,0 @@
-/**
- * @brief Renderer backend
- */
-#pragma once
-
-#include "camera.h"
-#include "maths_types.h"
-#include "render_types.h"
-
-/// --- Lifecycle
-
-/** @brief Initialise the graphics API backend */
-bool gfx_backend_init(renderer* ren);
-void gfx_backend_shutdown(renderer* ren);
-
-void gfx_backend_draw_frame(renderer* ren, camera* camera, mat4 model, texture* tex);
-void gfx_backend_update_global_state(mat4 projection, mat4 view, vec3 view_pos, vec4 ambient_colour,
- i32 mode);
-
-void clear_screen(vec3 colour);
-
-void texture_data_upload(texture* tex);
-void bind_texture(shader s, texture* tex, u32 slot);
-void bind_mesh_vertex_buffer(void* backend, mesh* mesh);
-// void draw_primitives(cel_primitive_topology primitive, u32 start_index, u32 count);
-
-shader shader_create_separate(const char* vert_shader, const char* frag_shader);
-void set_shader(shader s);
-
-// --- Uniforms
-
-/** @brief upload a vec3 of f32 to a uniform */
-void uniform_vec3f(u32 program_id, const char* uniform_name, vec3* value);
-/** @brief upload a single f32 to a uniform */
-void uniform_f32(u32 program_id, const char* uniform_name, f32 value);
-/** @brief upload a integer to a uniform */
-void uniform_i32(u32 program_id, const char* uniform_name, i32 value);
-/** @brief upload a mat4 of f32 to a uniform */
-void uniform_mat4f(u32 program_id, const char* uniform_name, mat4* value); \ No newline at end of file