#ifndef OPENGL_RENDER_H #define OPENGL_RENDER_H #if defined __linux__ #define SOKOL_GLCORE33 #elif __EMSCRIPTEN__ #define SOKOL_GLES3 #elif __WIN32 #define SOKOL_GLCORE33 #define SOKOL_WIN32_FORCE_MAIN #elif __APPLE__ // #define SOKOL_METAL #define SOKOL_GLCORE33 #endif #include "sokol/sokol_gfx.h" #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; struct draw_p { float x; float y; }; 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 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); 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); void gif_rec_start(int w, int h, int cpf, int bitdepth); void gif_rec_end(char *path); struct uv_n { unsigned short u; unsigned short v; }; struct st_n { struct uv_n s; struct uv_n t; }; struct rgba { unsigned char r; unsigned char g; unsigned char b; unsigned char a; }; struct boundingbox { float t; float b; float r; float l; }; struct rect { float h, w, x, y; }; 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; } 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; } 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 }; #endif