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-rw-r--r--src/renderer/archive/render_backend.h39
1 files changed, 39 insertions, 0 deletions
diff --git a/src/renderer/archive/render_backend.h b/src/renderer/archive/render_backend.h
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+++ b/src/renderer/archive/render_backend.h
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+/**
+ * @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