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Diffstat (limited to 'archive/src/render/pbr.h')
-rw-r--r-- | archive/src/render/pbr.h | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/archive/src/render/pbr.h b/archive/src/render/pbr.h new file mode 100644 index 0000000..5a21533 --- /dev/null +++ b/archive/src/render/pbr.h @@ -0,0 +1,70 @@ +/** + * @file pbr.h + * @brief PBR render pass and uniforms + */ + +#pragma once +#include "backend_opengl.h" +#include "camera.h" +#include "defines.h" +#include "maths_types.h" +#include "ral_types.h" +#include "render_types.h" + +// --- Public API + +/** @brief Holds data for the PBR pipeline */ +typedef struct PBR_Storage { + GPU_Renderpass* pbr_pass; + GPU_Pipeline* pbr_static_pipeline; + GPU_Pipeline* pbr_skinned_pipeline; +} 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 + // geometry + // materials +); + +/** @brief Parameters that get passed as a uniform block to the PBR shader */ +typedef struct PBR_Params { + Vec3 albedo; + f32 metallic; + f32 roughness; + 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; + bool metal_roughness_combined; + TextureHandle metallic_map; + TextureHandle roughness_map; + 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(); /** @brief Create the PBR Renderpass */ + +void PBR_PipelinesCreate(PBR_Storage* storage, + GPU_Renderpass* rpass); /** @brief Create PBR Pipelines */ + +void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_tex, + RenderEnt* entities, size_t entity_count); |