townengine/townengine/rendering.h

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#ifndef RENDERING_H
#define RENDERING_H
#include "util.h"
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#include "macros/option.h"
#include "camera.h"
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#include <SDL2/SDL.h>
#include <stdbool.h>
typedef struct push_sprite_args {
char *path;
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t_frect rect;
m_option_list(
t_fvec2, texture_origin,
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t_color, color,
float, rotation,
bool, flip_x,
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bool, flip_y,
bool, scale )
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} t_push_sprite_args;
/* pushes a sprite onto the sprite render queue */
/* this is a simplified version of push_sprite_ex for the most common case. */
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/* it assumes you want no color modulation, no rotation, no flip */
void push_sprite(t_push_sprite_args args);
#define m_sprite(...) (push_sprite((t_push_sprite_args){__VA_ARGS__}))
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/* pushes a filled rectangle onto the rectangle render queue */
void push_rectangle(t_frect rect, t_color color);
/* pushes a filled circle onto the circle render queue */
void push_circle(t_fvec2 position, float radius, t_color color);
/* pushes a textured 3d triangle onto the render queue */
/* vertices are in absolute coordinates, relative to world origin */
/* texture coordinates are in pixels */
void unfurl_triangle(const char *path,
t_fvec3 v0,
t_fvec3 v1,
t_fvec3 v2,
t_shvec2 uv0,
t_shvec2 uv1,
t_shvec2 uv2);
/* pushes a colored textured 3d triangle onto the render queue */
// void unfurl_colored_triangle(const char *path,
// t_fvec3 v0,
// t_fvec3 v1,
// t_fvec3 v2,
// t_shvec2 uv0,
// t_shvec2 uv1,
// t_shvec2 uv2,
// t_color c0,
// t_color c1,
// t_color c2);
// TODO:
// http://www.lighthouse3d.com/opengl/billboarding/index.php?billCheat2
// void unfurl_billboard(const char *path,
// t_fvec3 position,
// t_fvec2 scaling,
// t_frect uvs);
/* pushes a camera state to be used for all future unfurl_* commands */
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void set_camera(const t_camera *camera);
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#endif