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author3gg <3gg@shellblade.net>2025-10-24 14:56:42 -0700
committer3gg <3gg@shellblade.net>2025-10-24 14:56:42 -0700
commitb1c29c40fdc618ab250292f85d8132474fb8843e (patch)
treed5f0f661fba44576db77c7e50758704187b62dd6 /include
parent2ab39850197036f16148a02babf528bc12c07ea5 (diff)
Fix Pong demo, add notes and TODOs
Diffstat (limited to 'include')
-rw-r--r--include/gfx/llr/llr.h6
-rw-r--r--include/gfx/llr/material.h1
2 files changed, 7 insertions, 0 deletions
diff --git a/include/gfx/llr/llr.h b/include/gfx/llr/llr.h
index 098374d..f84b3fb 100644
--- a/include/gfx/llr/llr.h
+++ b/include/gfx/llr/llr.h
@@ -14,6 +14,9 @@ typedef struct Skeleton Skeleton;
14 14
15typedef struct LLR LLR; 15typedef struct LLR LLR;
16 16
17// -----------------------------------------------------------------------------
18// Low-level rendering.
19
17/// Set the shader to be used for subsequent draw calls. 20/// Set the shader to be used for subsequent draw calls.
18/// The shader is not yet activated at this point. 21/// The shader is not yet activated at this point.
19void gfx_llr_set_shader(LLR*, ShaderProgram*); 22void gfx_llr_set_shader(LLR*, ShaderProgram*);
@@ -44,6 +47,9 @@ void gfx_llr_set_material(LLR*, const Material*);
44/// Set the camera. 47/// Set the camera.
45void gfx_llr_set_camera(LLR*, const Camera*); 48void gfx_llr_set_camera(LLR*, const Camera*);
46 49
50/// Set the projection matrix.
51void gfx_llr_set_projection_matrix(LLR* renderer, const mat4* projection);
52
47/// Set the aspect ratio. 53/// Set the aspect ratio.
48void gfx_llr_set_aspect(LLR*, float aspect); 54void gfx_llr_set_aspect(LLR*, float aspect);
49 55
diff --git a/include/gfx/llr/material.h b/include/gfx/llr/material.h
index bca664e..9ebf9b3 100644
--- a/include/gfx/llr/material.h
+++ b/include/gfx/llr/material.h
@@ -7,6 +7,7 @@ typedef struct Material Material;
7 7
8/// Describes a material. 8/// Describes a material.
9/// 9///
10/// TODO: It doesn't hold the shader program anymore...It's in the Mesh.
10/// A material holds a shader program and a set of shader-specific uniform 11/// A material holds a shader program and a set of shader-specific uniform
11/// variables. Two materials can share the same shader, but shader parameters 12/// variables. Two materials can share the same shader, but shader parameters
12/// generally give two materials a different appearance. 13/// generally give two materials a different appearance.