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