/** * @brief */ #include "render.h" #include "maths_types.h" #include "shadow.h" struct RendererConfig { char window_name[256]; u32 scr_width, scr_height; Vec3 clear_colour; }; 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; ResourcePools* resource_pools; }; bool Renderer_Init(RendererConfig config, Renderer* renderer) { // set the RAL backend up // create our renderpasses Shadow_Init(&renderer->shadows); return true; }