/** * @file render.h * @author your name (you@domain.com) * @brief Renderer frontend * @version 0.1 * @date 2024-03-21 * * @copyright Copyright (c) 2024 * */ #pragma once #include "ral_types.h" #include "render_types.h" bool renderer_init(renderer* ren); void renderer_shutdown(renderer* ren); void render_frame_begin(renderer* ren); void render_frame_update_globals(renderer* ren); void render_frame_end(renderer* ren); void render_frame_draw(renderer* ren); // ! TEMP typedef struct camera camera; void gfx_backend_draw_frame(renderer* ren, camera* camera, mat4 model, texture* tex); typedef struct render_ctx { mat4 view; mat4 projection; } render_ctx; // frontend -- these can be called from say a loop in an example, or via FFI texture_handle texture_create(const char* debug_name, texture_desc description, const u8* data); // Frontend Resources // TODO: void texture_data_upload(texture_handle texture); void texture_data_upload(texture* tex); texture texture_data_load(const char* path, bool invert_y); buffer_handle buffer_create(const char* debug_name, u64 size); bool buffer_destroy(buffer_handle buffer); sampler_handle sampler_create(); void shader_hot_reload(const char* filepath); // models and meshes are implemented **in terms of the above** /** * @brief Creates buffers and returns a struct that holds handles to our resources * * @param geometry * @param free_on_upload frees the CPU-side vertex/index data stored in geometry_data when we successfully upload that data to the GPU-side buffer * @return mesh */ mesh mesh_create(geometry_data* geometry, bool free_on_upload); void draw_mesh(mesh* mesh, mat4* model); //, mat4* view, mat4* proj); // TODO: material model_handle model_load(const char* debug_name, const char* filepath); void geo_free_data(geometry_data* geo); void geo_set_vertex_colours(geometry_data* geo, vec4 colour); vertex_description static_3d_vertex_description();