147 lines
2.7 KiB
C
147 lines
2.7 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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#define SOKOL_WIN32_FORCE_MAIN
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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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#define RGBA_MAX 255
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struct mCamera;
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struct window;
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extern struct shader *spriteShader;
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extern struct shader *animSpriteShader;
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extern sg_image ddimg;
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extern struct sprite *tsprite;
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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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struct draw_p {
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float x;
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float y;
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};
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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 struct rgba gridBigColor;
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extern struct rgba 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 char objectName[];
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extern int debugColorPickBO;
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extern struct gameobject *selectedobject;
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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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void openglRender(struct window *window);
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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, struct mCamera *camera);
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void render_winsize();
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void debug_draw_phys(int draw);
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void set_cam_body(cpBody *body);
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cpVect cam_pos();
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float cam_zoom();
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void add_zoom(float val);
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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(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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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 h, w, x, y;
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};
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static struct boundingbox cwh2bb(HMM_Vec2 c, HMM_Vec2 wh) {
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struct boundingbox bb = {
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.t = c.Y + wh.Y/2,
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.b = c.Y - wh.Y/2,
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.r = c.X + wh.X/2,
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.l = c.X - wh.X/2
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};
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return bb;
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}
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static float *rgba2floats(float *r, struct rgba c)
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{
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r[0] = (float)c.r / RGBA_MAX;
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r[1] = (float)c.g / RGBA_MAX;
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r[2] = (float)c.b / RGBA_MAX;
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r[3] = (float)c.a / RGBA_MAX;
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return r;
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}
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static sg_blend_state blend_trans = {
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.enabled = true,
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.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
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.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.src_factor_alpha = SG_BLENDFACTOR_SRC_ALPHA,
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.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA
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};
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#endif
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