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Diffstat (limited to 'src/renderer/renderpasses.c')
-rw-r--r--src/renderer/renderpasses.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/renderer/renderpasses.c b/src/renderer/renderpasses.c
index 5193a1c..b93d487 100644
--- a/src/renderer/renderpasses.c
+++ b/src/renderer/renderpasses.c
@@ -25,26 +25,26 @@ shader_data_layout debug_quad_layout(void* data) {
shader_binding b1 = { .label = "depthMap",
.type = SHADER_BINDING_TEXTURE,
- .stores_data = has_data};
+ .stores_data = has_data };
if (has_data) {
b1.data.texture.handle = d->depthMap;
}
- return (shader_data_layout){ .name = "debug quad uniforms", .bindings = { b1 }, .bindings_count = 1 };
+ return (
+ shader_data_layout){ .name = "debug quad uniforms", .bindings = { b1 }, .bindings_count = 1 };
}
gpu_pipeline* debug_quad_pipeline_create() {
- gpu_renderpass_desc rpass_desc = {.default_framebuffer = true };
+ gpu_renderpass_desc rpass_desc = { .default_framebuffer = true };
gpu_renderpass* rpass = gpu_renderpass_create(&rpass_desc);
- shader_data shader_layout = {.data = NULL, .shader_data_get_layout = debug_quad_layout};
- struct graphics_pipeline_desc desc = {
- .debug_name = "Shadow maps debug quad",
- .vertex_desc = static_3d_vertex_description(),
- .data_layouts = { shader_layout },
- .data_layouts_count = 1,
- .vs = shader_quick_load("assets/shaders/debug_quad.vert"),
- .fs = shader_quick_load("assets/shaders/debug_quad.frag"),
- .renderpass = rpass,
- };
+ shader_data shader_layout = { .data = NULL, .shader_data_get_layout = debug_quad_layout };
+ struct graphics_pipeline_desc desc = { .debug_name = "Shadow maps debug quad",
+ .vertex_desc = static_3d_vertex_description(),
+ .data_layouts = { shader_layout },
+ .data_layouts_count = 1,
+ .vs = shader_quick_load("assets/shaders/debug_quad.vert"),
+ .fs = shader_quick_load("assets/shaders/debug_quad.frag"),
+ .renderpass = rpass,
+ .wireframe = false };
return gpu_graphics_pipeline_create(desc);
}
@@ -137,4 +137,4 @@ gpu_pipeline* shadowmaps_pipeline_create(gpu_renderpass* rpass) {
}
void renderpass_shadowmap_execute(gpu_renderpass* pass, render_entity* entities,
- size_t entity_count) {} \ No newline at end of file
+ size_t entity_count) {}