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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();
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