Files
lity3d/Engine/Rendering/renderer.h
T
shuiyu1123 0669d102ce feat: major engine overhaul - scene demo with lighting, sphere, ground
- Scene Demo: cube + sphere + ground plane with proper lighting
- Audio: XAudio2 dynamic loading + WAV playback
- Physics: expanded collision system
- Renderer: improved pipeline with materials
- UI: extended widget system
- VisualScript: enhanced serializer + block interactions
- ASM: optimized math/memory/profiling routines
- Window: mouse input + scroll support
2026-07-12 08:21:07 +08:00

34 lines
1.2 KiB
C

#pragma once
#include "graphics_device.h"
#include "shader.h"
#include "mesh.h"
#include "texture.h"
#include "camera.h"
#include "material.h"
#include "../include/engine_api.h"
#include "../ASM/math_c_fallback.h"
typedef struct Renderer Renderer;
struct Renderer {
GraphicsDevice* device;
Shader* current_shader;
Mat4 view;
Mat4 projection;
Vec3 light_dir;
Vec4 light_color;
Vec4 ambient_color;
};
Renderer* renderer_create(GraphicsDevice* device);
void renderer_destroy(Renderer* renderer);
void renderer_begin_frame(Renderer* renderer);
void renderer_end_frame(Renderer* renderer);
void renderer_draw_mesh(Renderer* renderer, Mesh* mesh);
void renderer_draw_mesh_with_shader(Renderer* renderer, Mesh* mesh, Shader* shader, const Mat4* world, Texture* tex);
void renderer_draw_mesh_with_material(Renderer* renderer, Mesh* mesh, Material* material, const Mat4* world);
void renderer_set_view(Renderer* renderer, const Mat4* view);
void renderer_set_projection(Renderer* renderer, const Mat4* projection);
void renderer_set_light(Renderer* renderer, Vec3 dir, Vec4 color, Vec4 ambient);
GraphicsDevice* renderer_get_device(Renderer* renderer);
void renderer_resize(Renderer* renderer, int width, int height);