prosperon/source/engine/render.h

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#ifndef OPENGL_RENDER_H
#define OPENGL_RENDER_H
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#if defined __linux__
#define SOKOL_GLCORE33
#elif __EMSCRIPTEN__
#define SOKOL_GLES3
#elif __WIN32
#define SOKOL_D3D11
#elif __APPLE__
#define SOKOL_METAL
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#endif
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#include "sokol/sokol_gfx.h"
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#include "HandmadeMath.h"
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#include "gameobject.h"
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#define RGBA_MAX 255
#include "window.h"
extern struct rgba color_white;
extern struct rgba color_black;
extern struct rgba color_clear;
extern int renderMode;
extern HMM_Vec3 dirl_pos;
extern HMM_Mat4 projection;
extern HMM_Mat4 hudproj;
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extern HMM_Mat4 useproj;
struct camera3d {
};
typedef struct camera3d camera3d;
struct draw_p {
float x;
float y;
};
#include <chipmunk/chipmunk.h>
enum RenderMode {
LIT,
UNLIT,
WIREFRAME,
DIRSHADOWMAP,
OBJECTPICKER
};
void render_init();
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extern HMM_Vec2 campos;
extern float camzoom;
void openglRender(struct window *window, gameobject *cam, float zoom);
void opengl_rendermode(enum RenderMode r);
void openglInit3d(struct window *window);
void openglRender3d(struct window *window, camera3d *camera);
void capture_screen(int x, int y, int w, int h, const char *path);
HMM_Vec2 world2screen(HMM_Vec2 pos);
HMM_Vec2 screen2world(HMM_Vec2 pos);
sg_shader sg_compile_shader(const char *v, const char *f, sg_shader_desc *d);
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void gif_rec_start(int w, int h, int cpf, int bitdepth);
void gif_rec_end(const char *path);
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struct uv_n {
unsigned short u;
unsigned short v;
};
struct st_n {
struct uv_n s;
struct uv_n t;
};
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struct rgba {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
};
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typedef struct rgba rgba;
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static inline rgba vec2rgba(HMM_Vec4 v) {
return (rgba){v.e[0]*255,v.e[1]*255,v.e[2]*255,v.e[3]*255};
}
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struct boundingbox {
float t;
float b;
float r;
float l;
};
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struct rect {
float x,y,w,h;
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};
typedef struct rect rect;
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struct boundingbox cwh2bb(HMM_Vec2 c, HMM_Vec2 wh);
float *rgba2floats(float *r, struct rgba c);
extern sg_blend_state blend_trans;
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static inline float lerp(float f, float a, float b)
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{
return a * (1.0-f)+(b*f);
}
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#endif