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/**
* @brief
*/
#include "render.h"
#include "maths_types.h"
#include "shadow.h"
struct RendererConfig {
char window_name[256];
u32 scr_width, scr_height;
Vec3 clear_colour;
};
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;
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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