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path: root/src/new_render/skybox.h
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/**
 * @brief
 */

#pragma once
#include "camera.h"
#include "defines.h"
#include "ral_types.h"
#include "render_types.h"

typedef struct Skybox {
  Mesh cube;
  TextureHandle texture;
  GPU_Pipeline* pipeline;  // "shader"
} Skybox;

PUB Skybox Skybox_Create(const char** face_paths, int n);  // should always pass n = 6 for now

PUB void Skybox_Draw(Skybox* skybox, Camera camera);

typedef struct SkyboxUniforms {
  TextureHandle cubemap;
} SkyboxUniforms;

static ShaderDataLayout Skybox_GetLayout(void* data) {
  SkyboxUniforms* d = (SkyboxUniforms*)data;  // cold cast
  bool has_data = data != NULL;

  ShaderBinding b1 = {
    .label = "cubeMap",
    .vis = VISIBILITY_FRAGMENT,
    .kind = BINDING_TEXTURE,
  };

  if (has_data) {
    b1.data.texture.handle = d->cubemap;
  }
  return (ShaderDataLayout){ .bindings = { b1 }, .binding_count = 1 };
}

Skybox Skybox_Default();