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/**
 * @brief Immediate-mode drawing APIs
 */

#pragma once
#include "defines.h"
#include "maths_types.h"
#include "ral_impl.h"
#include "ral_types.h"
#include "render_types.h"

typedef struct Immdraw_Storage {
  Mesh plane;
  Mesh cube;
  Mesh sphere;
  GPU_Pipeline* colour_pipeline; /** @brief Pipeline for drawing geometry that has vertex colours */
} Immdraw_Storage;

typedef struct ImmediateUniforms {
    Mat4 model;
    Vec4 colour;
} ImmediateUniforms;

// --- Public API

PUB void Immdraw_Init(Immdraw_Storage* storage);
PUB void Immdraw_Shutdown(Immdraw_Storage* storage);

// These functions cause a pipeline switch and so aren't optimised for performance
PUB void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe);
PUB void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe);
PUB void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe);

PUB void Immdraw_TransformGizmo(Transform tf, f32 size);

// --- Internal

static ShaderDataLayout ImmediateUniforms_GetLayout(void* data) {
    ImmediateUniforms* d = (ImmediateUniforms*)data;
    bool has_data = data != NULL;

    ShaderBinding b1 = {
        .label = "ImmUniforms",
        .kind = BINDING_BYTES,
        // .vis = VISIBILITY_VERTEX,
        .data.bytes.size = sizeof(ImmediateUniforms)
    };

    if (has_data) {
        b1.data.bytes.data = d;
    }

    return (ShaderDataLayout) {.bindings = { b1 }, .binding_count = 1};
}