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/**
* @file render.h
* @author your name (you@domain.com)
* @brief Renderer frontend
* @version 0.1
* @date 2024-03-21
*
* @copyright Copyright (c) 2024
*
*/
#pragma once
#include "ral_types.h"
#include "render_types.h"
bool renderer_init(renderer* ren);
void renderer_shutdown(renderer* ren);
void render_frame_begin(renderer* ren);
void render_frame_update_globals(renderer* ren);
void render_frame_end(renderer* ren);
void render_frame_draw(renderer* ren);
// ! TEMP
typedef struct camera camera;
void gfx_backend_draw_frame(renderer* ren, camera* camera, mat4 model, texture* tex);
// frontend -- these can be called from say a loop in an example, or via FFI
texture_handle texture_create(const char* debug_name, texture_desc description, const u8* data);
// Frontend Resources
// TODO: void texture_data_upload(texture_handle texture);
void texture_data_upload(texture* tex);
texture texture_data_load(const char* path, bool invert_y);
buffer_handle buffer_create(const char* debug_name, u64 size);
bool buffer_destroy(buffer_handle buffer);
sampler_handle sampler_create();
void shader_hot_reload(const char* filepath);
// models and meshes are implemented **in terms of the above**
mesh mesh_create(geometry_data* geometry);
model_handle model_load(const char* debug_name, const char* filepath);
void geo_set_vertex_colours(geometry_data* geo, vec4 colour);
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