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_GLCORE33
#define SOKOL_WIN32_FORCE_MAIN
#endif
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#include "sokol/sokol_gfx.h"
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#include "HandmadeMath.h"
struct mCamera;
struct window;
extern struct shader *spriteShader;
extern struct shader *animSpriteShader;
extern sg_image ddimg;
extern struct sprite *tsprite;
extern int renderMode;
extern HMM_Vec3 dirl_pos;
extern HMM_Mat4 projection;
extern HMM_Mat4 hudproj;
extern float gridScale;
extern float smallGridUnit;
extern float bigGridUnit;
extern float gridSmallThickness;
extern float gridBigThickness;
extern struct rgba gridBigColor;
extern struct rgba gridSmallColor;
extern float gridOpacity;
extern float editorFOV;
extern float shadowLookahead;
extern char objectName[];
extern int debugColorPickBO;
extern struct gameobject *selectedobject;
#include <chipmunk/chipmunk.h>
enum RenderMode {
LIT,
UNLIT,
WIREFRAME,
DIRSHADOWMAP,
OBJECTPICKER
};
void render_init();
void openglRender(struct window *window);
void opengl_rendermode(enum RenderMode r);
void openglInit3d(struct window *window);
void openglRender3d(struct window *window, struct mCamera *camera);
void render_winsize();
void debug_draw_phys(int draw);
void set_cam_body(cpBody *body);
cpVect cam_pos();
float cam_zoom();
void add_zoom(float val);
sg_shader sg_compile_shader(const char *v, const char *f, sg_shader_desc *d);
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void gif_rec_start();
void gif_rec_end(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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struct boundingbox {
float t;
float b;
float r;
float l;
};
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struct rect {
float h, w, x, y;
};
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static struct boundingbox cwh2bb(HMM_Vec2 c, HMM_Vec2 wh) {
struct boundingbox bb = {
.t = c.Y + wh.Y/2,
.b = c.Y - wh.Y/2,
.r = c.X + wh.X/2,
.l = c.X - wh.X/2
};
return bb;
}
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static float *rgba2floats(float *r, struct rgba c)
{
r[0] = c.r / 255.0;
r[1] = c.g / 255.0;
r[2] = c.b / 255.0;
r[3] = c.a / 255.0;
return r;
}
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static sg_blend_state blend_trans = {
.enabled = true,
.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.src_factor_alpha = SG_BLENDFACTOR_SRC_ALPHA,
.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA
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};
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#endif