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/**
* @file renderpasses.h
* @author your name (you@domain.com)
* @brief Built-in renderpasses to the engine
* @version 0.1
* @date 2024-04-28
*
* @copyright Copyright (c) 2024
*
*/
#pragma once
#include "ral.h"
#include "render_types.h"
// Shadowmap pass
// Blinn-phong pass
// Unlit pass
// Debug visualisations pass
// Don't need to pass in *anything*.
gpu_renderpass* renderpass_blinn_phong_create();
void renderpass_blinn_phong_execute(gpu_renderpass* pass, render_entity* entities,
size_t entity_count);
typedef struct ren_shadowmaps {
u32 width;
u32 height;
gpu_renderpass* rpass;
gpu_pipeline* static_pipeline;
} ren_shadowmaps;
void ren_shadowmaps_init(ren_shadowmaps* storage);
gpu_renderpass* shadowmaps_renderpass_create();
gpu_pipeline* shadowmaps_pipeline_create(gpu_renderpass* rpass);
void renderpass_shadowmap_execute(gpu_renderpass* pass, render_entity* entities, size_t entity_count);
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