#include "../Core.h"
#include "../Device.h"
#include "../Collision.h"
#include "../math_types.h"
#include <entt/entity/registry.hpp>
#include <SDL3/SDL_gpu.h>
#include <variant>
Go to the source code of this file.
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SDL_GPUGraphicsPipeline * | candlewick::frustum_debug::createFrustumDebugPipeline (const Renderer &renderer) |
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void | candlewick::frustum_debug::renderFrustum (CommandBuffer &cmdBuf, SDL_GPURenderPass *render_pass, const Camera &mainCamera, const Camera &otherCam, const Float4 &color=0x40FF00CC_rgbaf) |
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void | candlewick::frustum_debug::renderAABB (CommandBuffer &cmdBuf, SDL_GPURenderPass *render_pass, const Camera &camera, const AABB &aabb, const Float4 &color=0x00BFFFff_rgbaf) |
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void | candlewick::frustum_debug::renderOBB (CommandBuffer &cmdBuf, SDL_GPURenderPass *render_pass, const Camera &camera, const OBB &obb, const Float4 &color=0x00BFFFff_rgbaf) |
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void | candlewick::frustum_debug::renderFrustum (CommandBuffer &cmdBuf, SDL_GPURenderPass *render_pass, const Mat4f &invProj, const Mat4f &mvp, const Float3 eyePos, const Float4 &color) |
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