2021-11-30 21:29:18 -06:00
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#ifndef OPENGL_RENDER_H
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#define OPENGL_RENDER_H
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#include "render.h"
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struct mCamera;
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struct mSDLWindow;
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extern struct mShader *spriteShader;
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extern struct mShader *animSpriteShader;
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extern struct mSprite *tsprite;
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extern int renderMode;
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extern float editorClose;
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extern float editorFar;
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extern float gridScale;
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extern float smallGridUnit;
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extern float bigGridUnit;
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extern float gridSmallThickness;
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extern float gridBigThickness;
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extern float gridBigColor[];
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extern float gridSmallColor[];
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extern float gridOpacity;
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extern float editorFOV;
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extern float shadowLookahead;
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extern float plane_size;
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extern float near_plane;
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extern float far_plane;
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extern char objectName[];
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2022-02-06 10:14:57 -06:00
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extern GLuint debugColorPickBO;
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2021-11-30 21:29:18 -06:00
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extern struct mGameObject *selectedobject;
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enum RenderMode {
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LIT,
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UNLIT,
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WIREFRAME,
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DIRSHADOWMAP,
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OBJECTPICKER
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};
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2022-02-01 14:50:25 -06:00
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void openglInit();
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2022-08-07 01:43:45 -05:00
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void openglRender(struct mSDLWindow *window);
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2021-11-30 21:29:18 -06:00
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void openglInit3d(struct mSDLWindow *window);
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void openglRender3d(struct mSDLWindow *window, struct mCamera *camera);
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void BindUniformBlock(GLuint shaderID, const char *bufferName,
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GLuint bufferBind);
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#endif
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