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/**
* @brief
*/
#include "render.h"
#include "maths_types.h"
#include "pbr.h"
#include "ral_common.h"
#include "render_scene.h"
#include "shadows.h"
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;
struct ResourcePools* resource_pools;
};
bool Renderer_Init(RendererConfig config, Renderer* renderer) {
// set the RAL backend up
// create our renderpasses
Shadow_Init(renderer->shadows);
return true;
}
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