71 lines
2.2 KiB
C
71 lines
2.2 KiB
C
#ifndef RENDERING_H
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#define RENDERING_H
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#include "util.h"
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#include "macros/option.h"
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#include "camera.h"
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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typedef struct push_sprite_args {
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char *path;
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t_frect rect;
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m_option_list(
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t_fvec2, texture_origin,
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t_color, color,
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float, rotation,
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bool, flip_x,
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bool, flip_y,
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bool, stretch )
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} t_push_sprite_args;
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/* pushes a sprite onto the sprite render queue */
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/* 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 */
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void push_sprite(t_push_sprite_args args);
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#define m_sprite(...) (push_sprite((t_push_sprite_args){__VA_ARGS__}))
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/* pushes a filled rectangle onto the rectangle render queue */
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void push_rectangle(t_frect rect, t_color color);
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/* pushes a filled circle onto the circle render queue */
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void push_circle(t_fvec2 position, float radius, t_color color);
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/* pushes a textured 3d triangle onto the render queue */
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/* vertices are in absolute coordinates, relative to world origin */
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/* texture coordinates are in pixels */
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void unfurl_triangle(const char *path,
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t_fvec3 v0,
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t_fvec3 v1,
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t_fvec3 v2,
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t_shvec2 uv0,
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t_shvec2 uv1,
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t_shvec2 uv2);
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/* pushes a colored textured 3d triangle onto the render queue */
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// void unfurl_colored_triangle(const char *path,
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// t_fvec3 v0,
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// t_fvec3 v1,
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// t_fvec3 v2,
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// t_shvec2 uv0,
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// t_shvec2 uv1,
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// t_shvec2 uv2,
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// t_color c0,
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// t_color c1,
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// t_color c2);
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// TODO:
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// http://www.lighthouse3d.com/opengl/billboarding/index.php?billCheat2
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// void unfurl_billboard(const char *path,
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// t_fvec3 position,
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// t_fvec2 scaling,
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// t_frect uvs);
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/* 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
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