/** * @file renderpasses.h * @author your name (you@domain.com) * @brief Built-in renderpasses to the engine * @version 0.1 * @date 2024-04-28 * * @copyright Copyright (c) 2024 * */ #pragma once #include "maths_types.h" #include "ral.h" #include "render.h" // Shadowmap pass // Blinn-phong pass // Unlit pass // Debug visualisations pass typedef struct render_entity { model* model; transform tf; } render_entity; // Don't need to pass in *anything*. gpu_renderpass* renderpass_blinn_phong_create(); void renderpass_blinn_phong_execute(gpu_renderpass* pass, render_entity* entities, size_t entity_count); gpu_renderpass* renderpass_shadows_create(); void renderpass_shadows_execute(gpu_renderpass* pass, render_entity* entities, size_t entity_count);