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/**
* @file pbr.h
* @brief PBR render pass and uniforms
*/
#pragma once
#include "backend_opengl.h"
#include "camera.h"
#include "defines.h"
#include "maths_types.h"
#include "ral_types.h"
#include "render_types.h"
// --- Public API
/** @brief Holds data for the PBR pipeline */
typedef struct PBR_Storage {
GPU_Renderpass* pbr_pass;
GPU_Pipeline* pbr_static_pipeline;
GPU_Pipeline* pbr_skinned_pipeline;
} PBR_Storage;
typedef struct PBRMaterialUniforms {
Material mat;
} PBRMaterialUniforms;
/** @brief */
PUB void PBR_Init(PBR_Storage* storage);
// NOTE: For simplicity's sake we will render this pass directly to the default framebuffer
// internally this defers to `PBR_Execute()`
PUB void PBR_Run(PBR_Storage* storage
// light data
// camera
// geometry
// materials
);
/** @brief Parameters that get passed as a uniform block to the PBR shader */
typedef struct PBR_Params {
Vec3 albedo;
f32 metallic;
f32 roughness;
f32 ambient_occlusion;
} PBR_Params;
/** @brief Textures that will get passed into the PBR shader if they're not `INVALID_TEX_HANDLE` */
typedef struct PBR_Textures {
TextureHandle albedo_map;
TextureHandle normal_map;
bool metal_roughness_combined;
TextureHandle metallic_map;
TextureHandle roughness_map;
TextureHandle ao_map;
} PBR_Textures;
/** @brief Returns a default white matte material */
PUB Material PBRMaterialDefault();
PUB ShaderDataLayout PBRMaterial_GetLayout(void* data);
// --- Internal
GPU_Renderpass* PBR_RPassCreate(); /** @brief Create the PBR Renderpass */
void PBR_PipelinesCreate(PBR_Storage* storage,
GPU_Renderpass* rpass); /** @brief Create PBR Pipelines */
void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_tex,
RenderEnt* entities, size_t entity_count);
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