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-rw-r--r--src/new_render/pbr.h61
1 files changed, 0 insertions, 61 deletions
diff --git a/src/new_render/pbr.h b/src/new_render/pbr.h
deleted file mode 100644
index cbdc577..0000000
--- a/src/new_render/pbr.h
+++ /dev/null
@@ -1,61 +0,0 @@
-/**
- * @file pbr.h
- * @brief PBR render pass
- */
-
-#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
-typedef struct PBR_Storage {
- GPU_Renderpass* pbr_pass;
- GPU_Pipeline* pbr_pipeline;
-
-} PBR_Storage; // Stores all necessary data and handles
-
-typedef struct PBRMaterialUniforms {
- Material mat;
-} PBRMaterialUniforms;
-
-PUB void PBR_Init(PBR_Storage* storage);
-
-// NOTE: For simplicity's sake we will render this pass directly to the default framebuffer
-PUB void PBR_Run(PBR_Storage* storage
- // light data
- // camera
- // geometry
- // materials
-);
-
-typedef struct PBR_Params {
- Vec3 albedo;
- f32 metallic;
- f32 roughness;
- f32 ambient_occlusion;
-} PBR_Params;
-
-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;
-
-PUB Material PBRMaterialDefault();
-PUB ShaderDataLayout PBRMaterial_GetLayout(void* data);
-
-// --- Internal
-
-GPU_Renderpass* PBR_RPassCreate();
-
-GPU_Pipeline* PBR_PipelineCreate(GPU_Renderpass* rpass);
-
-void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_tex,
- RenderEnt* entities, size_t entity_count);