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-rw-r--r--gfx/include/gfx/util/skyquad.h14
-rw-r--r--gfx/src/util/skyquad.c18
2 files changed, 15 insertions, 17 deletions
diff --git a/gfx/include/gfx/util/skyquad.h b/gfx/include/gfx/util/skyquad.h
index f792a13..923c6e5 100644
--- a/gfx/include/gfx/util/skyquad.h
+++ b/gfx/include/gfx/util/skyquad.h
@@ -1,14 +1,14 @@
1/// A skyquad is like a skybox but with a single quad. 1/// A skyquad is like a skybox but with a single quad.
2#pragma once 2#pragma once
3 3
4typedef struct Gfx Gfx; 4typedef struct RenderBackend RenderBackend;
5typedef struct Scene Scene; 5typedef struct Scene Scene;
6typedef struct SceneNode SceneNode; 6typedef struct SceneNode SceneNode;
7typedef struct SceneObject SceneObject; 7typedef struct SceneObject SceneObject;
8typedef struct Texture Texture; 8typedef struct Texture Texture;
9 9
10/// Create a skyquad. 10/// Create a skyquad.
11SceneObject* gfx_make_skyquad(Gfx*, const Texture*); 11SceneObject* gfx_make_skyquad(RenderBackend*, const Texture*);
12 12
13/// Set up a skyquad in the scene. 13/// Set up a skyquad in the scene.
14/// 14///
@@ -19,4 +19,4 @@ SceneObject* gfx_make_skyquad(Gfx*, const Texture*);
19/// Return the light node under which objects affected by the light can be 19/// Return the light node under which objects affected by the light can be
20/// rooted. 20/// rooted.
21SceneNode* gfx_setup_skyquad( 21SceneNode* gfx_setup_skyquad(
22 Gfx*, SceneNode* root, const Texture* environment_map); 22 RenderBackend*, SceneNode* root, const Texture* environment_map);
diff --git a/gfx/src/util/skyquad.c b/gfx/src/util/skyquad.c
index b59d7b9..d0f1cb0 100644
--- a/gfx/src/util/skyquad.c
+++ b/gfx/src/util/skyquad.c
@@ -15,13 +15,10 @@
15 15
16#include <assert.h> 16#include <assert.h>
17 17
18SceneObject* gfx_make_skyquad(Gfx* gfx, const Texture* texture) { 18SceneObject* gfx_make_skyquad(
19 assert(gfx); 19 RenderBackend* render_backend, const Texture* texture) {
20 assert(texture);
21
22 // TODO: pass RenderBackend directly?
23 RenderBackend* render_backend = gfx_get_render_backend(gfx);
24 assert(render_backend); 20 assert(render_backend);
21 assert(texture);
25 22
26 ShaderProgram* shader = 0; 23 ShaderProgram* shader = 0;
27 Geometry* geometry = 0; 24 Geometry* geometry = 0;
@@ -96,7 +93,7 @@ static SceneNode* make_environment_light(
96 93
97 light = gfx_make_light(&(LightDesc){ 94 light = gfx_make_light(&(LightDesc){
98 .type = EnvironmentLightType, 95 .type = EnvironmentLightType,
99 .light = (EnvironmentLightDesc){.environment_map = environment_light}}); 96 .light = {(EnvironmentLightDesc){.environment_map = environment_light}}});
100 if (!light) { 97 if (!light) {
101 goto cleanup; 98 goto cleanup;
102 } 99 }
@@ -120,8 +117,9 @@ cleanup:
120} 117}
121 118
122SceneNode* gfx_setup_skyquad( 119SceneNode* gfx_setup_skyquad(
123 Gfx* gfx, SceneNode* root, const Texture* environment_map) { 120 RenderBackend* render_backend, SceneNode* root,
124 assert(gfx); 121 const Texture* environment_map) {
122 assert(render_backend);
125 assert(root); 123 assert(root);
126 assert(environment_map); 124 assert(environment_map);
127 125
@@ -130,7 +128,7 @@ SceneNode* gfx_setup_skyquad(
130 SceneNode* light_node = 0; 128 SceneNode* light_node = 0;
131 129
132 // Create the skyquad object. 130 // Create the skyquad object.
133 skyquad_object = gfx_make_skyquad(gfx, environment_map); 131 skyquad_object = gfx_make_skyquad(render_backend, environment_map);
134 if (!skyquad_object) { 132 if (!skyquad_object) {
135 goto cleanup; 133 goto cleanup;
136 } 134 }