From 71bca57087f5746aaafba07ccce5b6bbc270b8c1 Mon Sep 17 00:00:00 2001 From: onelin Date: Thu, 18 Dec 2025 23:21:48 +0100 Subject: Move pipeline reset to rendering/window Also set the damn memory to zero Who could've guessed that you should zero your initialized memory when you're making assumptions later that uninitizalied members are zero. --- src/include/daw/rendering.h | 3 +++ src/include/daw/window.h | 4 ++++ 2 files changed, 7 insertions(+) (limited to 'src/include') diff --git a/src/include/daw/rendering.h b/src/include/daw/rendering.h index 321cfd0..640f104 100644 --- a/src/include/daw/rendering.h +++ b/src/include/daw/rendering.h @@ -400,6 +400,9 @@ void r_init_renderstack( void r_clear_buffer(void *restrict context, RenderTargets *restrict t, u32 framebuffer_idx); //static void r_create_renderbuffers(GladGLContext* restrict ctx, u32* restrict renderbuffer_array, u32* restrict renderbuffer_types, ivec2* restrict renderbuffer_sizes, usize num_targets); +// Callbacks used for framebuffers in rendertargets +void framebuffer_size_callback_default(ivec3* dst,ivec2 src); +void camera_reset_callback_default(Camera* dst, void* state, ivec2 src); #ifdef __cplusplus } diff --git a/src/include/daw/window.h b/src/include/daw/window.h index 3fe432d..99f6b6c 100644 --- a/src/include/daw/window.h +++ b/src/include/daw/window.h @@ -106,6 +106,10 @@ void window_reset_drawing(void); void render(Window* w); void draw_model(Window *restrict w, u32 framebuffer_idx, RenderObject* o, vec4 pos); +void r_reset_pipeline(Window* w); +RenderObject init_default_renderobject(Window* w, Shader s); +Shader init_default_shader(void); + void window_init_renderstack(Window *restrict w, usize num_fbuf, usize num_buf, FramebufferParameters *restrict fb_params, -- cgit v1.3