+ -
+
Skybox Skybox_Create(const char** face_paths, int n)
-
-
void GPU_CmdEncoder_Destroy(GPU_CmdEncoder* encoder)
+ void Skybox_Draw(Skybox* skybox, Camera camera)
-
-
void GPU_CmdEncoder_Begin(GPU_CmdEncoder* encoder)
+ void SetCamera(Camera camera)
-
-
void GPU_CmdEncoder_Finish(GPU_CmdEncoder* encoder)
+ void SetMainLight(DirectionalLight light)
-
-
void GPU_CmdEncoder_BeginRender(GPU_CmdEncoder* encoder, GPU_Renderpass* renderpass)
+ void PBR_Init(PBR_Storage* storage)
-
-
void GPU_CmdEncoder_EndRender(GPU_CmdEncoder* encoder)
+ Material PBRMaterialDefault()
-
-
void GPU_QueueSubmit(GPU_CmdBuffer* cmd_buffer)
+ ShaderDataLayout PBRMaterial_GetLayout(void* data)
-
-
BufferHandle GPU_BufferCreate(u64 size, GPU_BufferType buf_type, GPU_BufferFlags flags, const void* data)
+ void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_height)
-
-
void GPU_BufferDestroy(BufferHandle handle)
+ void Shadow_Run(RenderEnt* entities, size_t entity_count)
-
-
void GPU_BufferUpload(BufferHandle buffer, size_t n_bytes, const void* data)
+ void Shadow_DrawDebugQuad()
-
-
TextureHandle GPU_TextureCreate(TextureDesc desc, bool create_view, const void* data)
+ TextureHandle Shadow_GetShadowMapTexture(Shadow_Storage* storage)
-
-
void GPU_TextureDestroy(TextureHandle handle)
+ void Immdraw_Init(Immdraw_Storage* storage)
-
-
void GPU_TextureUpload(TextureHandle handle, size_t n_bytes, const void* data)
+ void Immdraw_Shutdown(Immdraw_Storage* storage)
-
-
void GPU_EncodeBindPipeline(GPU_CmdEncoder* encoder, GPU_Pipeline* pipeline)
+ void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe)
-
-
void GPU_EncodeBindShaderData(GPU_CmdEncoder* encoder, u32 group, ShaderData data)
+ void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe)
-
-
void GPU_EncodeSetVertexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf)
+ void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe)
-
-
void GPU_EncodeSetIndexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf)
+ void Immdraw_TransformGizmo(Transform tf, f32 size)
-
-
void GPU_EncodeDraw(GPU_CmdEncoder* encoder, u64 count)
+ void EncodeDrawModel(Handle model, Mat4 transform)
-
-
void GPU_EncodeDrawIndexed(GPU_CmdEncoder* encoder, u64 index_count)
+ void EncodeDrawMesh(Mesh* mesh, Material* material, Mat4 affine)
-
-
bool GPU_Backend_BeginFrame()
+ void Renderer_Shutdown(Renderer* renderer)
-
-
void GPU_Backend_EndFrame()
+ size_t Renderer_GetMemReqs()
-
+
-
-
void EncodeDrawModel(Handle model, Mat4 transform)
+ void Render_FrameBegin(Renderer* renderer)
-
-
void EncodeDrawMesh(Mesh* mesh, Material* material, Mat4 affine)
+ void Render_FrameEnd(Renderer* renderer)
-
-
void Immdraw_Init(Immdraw_Storage* storage)
+ void Render_RenderEntities(RenderEnt* entities, size_t entity_count)
-
-
void Immdraw_Shutdown(Immdraw_Storage* storage)
+ TextureData TextureDataLoad(const char* path, bool invert_y)
-
-
void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe)
+ void TextureUpload(TextureHandle handle, size_t n_bytes, const void* data)
-
-
void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe)
+ TextureHandle TextureLoadFromFile(const char* path)
-
-
void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe)
+ ModelHandle ModelLoad(const char* debug_name, const char* filepath)
-
-
void Immdraw_TransformGizmo(Transform tf, f32 size)
+ Mesh Mesh_Create(Geometry* geometry, bool free_on_upload)
-
-
void PBR_Init(PBR_Storage* storage)
+ void Mesh_Delete(Mesh* mesh)
-
-
bool Renderer_Init(RendererConfig config, Renderer* renderer)
+ void DrawMesh(Mesh* mesh, Material* material, Mat4 model)
-
-
void Renderer_Shutdown(Renderer* renderer)
+ void Render_DrawTerrain()
+
+
+ -
+
Vec3 vec3_normalise(Vec3 a)
-
-
size_t Renderer_GetMemReqs()
+ Vec3 vec3_create(f32 x, f32 y, f32 z)
-
-
void Render_FrameBegin(Renderer* renderer)
+ Vec3 vec3_add(Vec3 a, Vec3 b)
-
-
void Render_FrameEnd(Renderer* renderer)
+ Vec3 vec3_sub(Vec3 a, Vec3 b)
-
-
void Render_RenderEntities(RenderEnt* entities, size_t entity_count)
+ Vec3 vec3_mult(Vec3 a, f32 s)
-
-
TextureHandle TextureUpload()
+ Vec3 vec3_div(Vec3 a, f32 s)
-
-
ModelHandle ModelLoad(const char* debug_name, const char* filepath)
+ f32 vec3_len_squared(Vec3 a)
-
-
Mesh Mesh_Create(Geometry* geometry, bool free_on_upload)
+ f32 vec3_len(Vec3 a)
-
-
void Mesh_Delete(Mesh* mesh)
+ Vec3 vec3_negate(Vec3 a)
-
-
void DrawMesh(Mesh* mesh, Material* material, Mat4 model)
+ Vec3 vec3_normalise(Vec3 a)
-
-
void Render_DrawTerrain()
+ f32 vec3_dot(Vec3 a, Vec3 b)
-
-
void SetCamera(Camera camera)
+ Vec3 vec3_cross(Vec3 a, Vec3 b)
+
+
+ -
+
void GPU_Renderpass_Destroy(GPU_Renderpass* pass)
-
-
void SetPointLight(PointLight light)
+ void GraphicsPipeline_Destroy(GPU_Pipeline* pipeline)
-
-
void Shadow_Init(Shadow_Storage* storage, u32x2 shadowmap_extents)
+ GPU_CmdEncoder GPU_CmdEncoder_Create()
-
-
void Shadow_Run(Shadow_Storage* storage, RenderEnt* entities, size_t entity_count)
+ void GPU_CmdEncoder_Destroy(GPU_CmdEncoder* encoder)
-
-
Handle Shadow_GetShadowMapTexture(Shadow_Storage* storage)
+ void GPU_CmdEncoder_Begin(GPU_CmdEncoder* encoder)
-
-
void CubeMapData_Load(const char** face_paths, int n)
+ void GPU_CmdEncoder_Finish(GPU_CmdEncoder* encoder)
-
-
void CubeMapData_Free(CubeMapData* cubemap)
+ void GPU_CmdEncoder_BeginRender(GPU_CmdEncoder* encoder, GPU_Renderpass* renderpass)
-
-
TextureHandle CubeMapData_Upload(CubeMapData* cubemap)
+ void GPU_CmdEncoder_EndRender(GPU_CmdEncoder* encoder)
-
-
Skybox Skybox_Create(const char** face_paths, int n)
+ void GPU_QueueSubmit(GPU_CmdBuffer* cmd_buffer)
-
-
void Skybox_Draw(Skybox* skybox)
+ void GPU_BufferDestroy(BufferHandle handle)
-
+
+ -
+
void GPU_BufferUpload(BufferHandle buffer, size_t n_bytes, const void* data)
+
+
+ -
+
TextureHandle GPU_TextureCreate(TextureDesc desc, bool create_view, const void* data)
+
+
+ -
+
void GPU_TextureDestroy(TextureHandle handle)
+
+
-
-
static inline Vec3 vec3_create(f32 x, f32 y, f32 z)
+ void GPU_TextureUpload(TextureHandle handle, size_t n_bytes, const void* data)
+
+
+ -
+
void GPU_EncodeBindPipeline(GPU_CmdEncoder* encoder, GPU_Pipeline* pipeline)
+
+
+ -
+
void GPU_EncodeBindShaderData(GPU_CmdEncoder* encoder, u32 group, ShaderData data)
+
+
+ -
+
void GPU_EncodeSetVertexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf)
+
+
+ -
+
void GPU_EncodeSetIndexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf)
+
+
+ -
+
void GPU_EncodeDraw(GPU_CmdEncoder* encoder, u64 count)
+
+
+ -
+
void GPU_EncodeDrawIndexed(GPU_CmdEncoder* encoder, u64 index_count)
+
+
+ -
+
bool GPU_Backend_BeginFrame()
+
+
+ -
+
void GPU_Backend_EndFrame()