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portersky 5ec8cfc735 feat: add gfx pipeline abstraction with render targets
Add cbt/gfx layer (pipeline + render_target) inspired by Sokol but
C++-friendly with RAII and pipeline_desc. Supports building full
graphics pipelines (VS/IA/raster/PS/OM), render-to-texture (FBO),
and post-processing steps (scene -> RT -> fullscreen quad with
sampler + vignette).

- Depth/state/viewport/texture cleanup for reliable scene switching.
- Updated cube/sphere to demonstrate (sphere uses RT+post).
- Vulkan backend easy via PIMPL in impl (same public API).
- Fixed depth test, viewport restore, and state leakage on switch.

Followed coding conventions (snake_case, trailing returns, east const,
include order, no ; after ns/class, etc.).
2026-05-06 00:43:00 +02:00

28 lines
462 B
C++

#pragma once
#include <chrono>
#include "glm/glm.hpp"
#include "cbt/scene.hpp"
#include "cbt/gfx.hpp"
namespace cbt::scenes {
class cube final : public scene {
public:
cube();
auto init() -> bool override;
auto update(float delta_time) -> void override;
auto render(int width, int height) -> void override;
private:
gfx::pipeline m_pipeline;
std::chrono::steady_clock::time_point m_start;
auto build_pipeline() -> bool;
};
}