/** * @brief */ #include "render.h" #include "maths_types.h" #include "pbr.h" #include "ral_common.h" #include "render_scene.h" #include "shadows.h" struct Renderer { struct GLFWwindow* window; RendererConfig config; GPU_Device device; GPU_Swapchain swapchain; GPU_Renderpass* default_renderpass; bool frame_aborted; RenderScene scene; PBR_Storage* pbr; Shadow_Storage* shadows; // Terrain_Storage terrain; // Text_Storage text; struct ResourcePools* resource_pools; }; bool Renderer_Init(RendererConfig config, Renderer* renderer) { // set the RAL backend up // create our renderpasses Shadow_Init(renderer->shadows); return true; }