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/**
* @file pbr.h
* @brief PBR render pass
*/
#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
typedef struct PBR_Storage {
GPU_Renderpass* pbr_pass;
GPU_Pipeline* pbr_pipeline;
} PBR_Storage; // Stores all necessary data and handles
typedef struct PBRMaterialUniforms {
Material mat;
} PBRMaterialUniforms;
PUB void PBR_Init(PBR_Storage* storage);
// NOTE: For simplicity's sake we will render this pass directly to the default framebuffer
PUB void PBR_Run(PBR_Storage* storage
// light data
// camera
// geometry
// materials
);
typedef struct PBR_Params {
Vec3 albedo;
f32 metallic;
f32 roughness;
f32 ambient_occlusion;
} PBR_Params;
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;
// --- Internal
typedef struct MaterialMap MaterialMap;
Material PBRMaterialDefault();
GPU_Renderpass* PBR_RPassCreate();
GPU_Pipeline* PBR_PipelineCreate(GPU_Renderpass* rpass);
void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_tex,
RenderEnt* entities, size_t entity_count);
ShaderDataLayout PBRMaterial_GetLayout(void* data);
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