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-rw-r--r--src/new_render/pbr.c7
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 },