#ifndef OPENGL_RENDER_H #define OPENGL_RENDER_H #include "render.h" struct mCamera; struct window; extern struct shader *spriteShader; extern struct shader *animSpriteShader; extern struct sprite *tsprite; extern int renderMode; extern float gridScale; extern float smallGridUnit; extern float bigGridUnit; extern float gridSmallThickness; extern float gridBigThickness; extern float gridBigColor[]; extern float gridSmallColor[]; extern float gridOpacity; extern float editorFOV; extern float shadowLookahead; extern char objectName[]; extern GLuint debugColorPickBO; extern struct gameobject *selectedobject; #include enum RenderMode { LIT, UNLIT, WIREFRAME, DIRSHADOWMAP, OBJECTPICKER }; void openglInit(); 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 debug_draw_phys(int draw); void BindUniformBlock(GLuint shaderID, const char *bufferName, GLuint bufferBind); void set_cam_body(cpBody *body); cpVect cam_pos(); float cam_zoom(); void add_zoom(float val); #endif