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/**
* @file renderpasses.c
* @author your name (you@domain.com)
* @brief
* @version 0.1
* @date 2024-06-22
*
* @copyright Copyright (c) 2024
*
*/
#include "renderpasses.h"
#include "maths_types.h"
#include "ral.h"
#include "ral_types.h"
#define SHADOW_WIDTH 1000
#define SHADOW_HEIGHT 1000
gpu_renderpass* shadowmaps_renderpass_create() {
// Create depthmap texture
u32x2 extents = u32x2(SHADOW_WIDTH, SHADOW_HEIGHT);
texture_desc depthmap_desc = {
.extents = extents,
.format = CEL_TEXTURE_FORMAT_DEPTH_DEFAULT,
.tex_type = CEL_TEXTURE_TYPE_2D
};
texture_handle depthmap = gpu_texture_create(depthmap_desc, false, NULL);
gpu_renderpass_desc shadows_desc = {
.default_framebuffer = false,
.has_color_target = false,
.has_depth_stencil = true,
.depth_stencil = depthmap
};
return gpu_renderpass_create(&shadows_desc);
}
gpu_pipeline* shadowmaps_pipeline_create() {
// struct graphics_pipeline_desc desc = {
// .
// };
// gpu_graphics_pipeline_create(struct graphics_pipeline_desc description)
}
void renderpass_shadowmap_execute(gpu_renderpass* pass, render_entity* entities, size_t entity_count) {
}
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