candlewick 0.6.0
A tiny cross-platform renderer based on SDL3
Loading...
Searching...
No Matches
candlewick::frustum_debug Namespace Reference

Functions

SDL_GPUGraphicsPipeline * createFrustumDebugPipeline (const RenderContext &renderer)
 
void renderFrustum (CommandBuffer &cmdBuf, SDL_GPURenderPass *render_pass, const Camera &mainCamera, const Camera &otherCam, const Float4 &color=0x40FF00CC_rgbaf)
 
void renderAABB (CommandBuffer &cmdBuf, SDL_GPURenderPass *render_pass, const Camera &camera, const AABB &aabb, const Float4 &color=0x00BFFFff_rgbaf)
 
void renderOBB (CommandBuffer &cmdBuf, SDL_GPURenderPass *render_pass, const Camera &camera, const coal::OBB &obb, const Float4 &color=0x00BFFFff_rgbaf)
 
void renderFrustum (CommandBuffer &cmdBuf, SDL_GPURenderPass *render_pass, const Mat4f &invProj, const Mat4f &mvp, const Float3 eyePos, const Float4 &color)
 

Function Documentation

◆ createFrustumDebugPipeline()

SDL_GPUGraphicsPipeline * candlewick::frustum_debug::createFrustumDebugPipeline ( const RenderContext & renderer)

◆ renderAABB()

void candlewick::frustum_debug::renderAABB ( CommandBuffer & cmdBuf,
SDL_GPURenderPass * render_pass,
const Camera & camera,
const AABB & aabb,
const Float4 & color = 0x00BFFFff_rgbaf )

◆ renderFrustum() [1/2]

void candlewick::frustum_debug::renderFrustum ( CommandBuffer & cmdBuf,
SDL_GPURenderPass * render_pass,
const Camera & mainCamera,
const Camera & otherCam,
const Float4 & color = 0x40FF00CC_rgbaf )

◆ renderFrustum() [2/2]

void candlewick::frustum_debug::renderFrustum ( CommandBuffer & cmdBuf,
SDL_GPURenderPass * render_pass,
const Mat4f & invProj,
const Mat4f & mvp,
const Float3 eyePos,
const Float4 & color )

◆ renderOBB()

void candlewick::frustum_debug::renderOBB ( CommandBuffer & cmdBuf,
SDL_GPURenderPass * render_pass,
const Camera & camera,
const coal::OBB & obb,
const Float4 & color = 0x00BFFFff_rgbaf )