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