#pragma once #include #include #include #include "colour.h" #include "physics.h" /* Recommended for compatibility bullshit. */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN # define RMASK 0xff000000 # define GMASK 0x00ff0000 # define BMASK 0x0000ff00 # define AMASK 0x000000ff #else # define RMASK 0x000000ff # define GMASK 0x0000ff00 # define BMASK 0x00ff0000 # define AMASK 0xff000000 #endif #define RGBAMASK RMASK,GMASK,BMASK,AMASK /* Info about opengl screen. */ #define OPENGL_FULLSCREEN (1<<0) #define OPENGL_DOUBLEBUF (1<<1) #define OPENGL_AA_POINT (1<<2) #define OPENGL_AA_LINE (1<<3) #define OPENGL_AA_POLYGON (1<<4) #define OPENGL_FRAG_SHADER (1<<5) #define OPENGL_VERT_SHADER (1<<6) #define gl_has(f) (gl_screen.flags & (f)) /* Check for the flag. */ typedef struct glInfo_ { int w, h; /* Window dimensions. */ int depth; /* Depth in bpp. */ int r, g, b, a; /* Framebuffer values in bits. */ int flags; /* Store different properties. */ int tex_max; /* Max texture size. */ int multitex_max; /* Max multitexture levels. */ } glInfo; extern glInfo gl_screen; /* Local structure set with gl_init etc. */ #define SCREEN_W gl_screen.w #define SCREEN_H gl_screen.h #define COLOUR(x) glColor4d((x).r, (x).g, (x).b, (x).a) #define ACOLOUR(x,a) glColor4d((x).r, (x).g, (x).b, a) /* Spritesheet info. */ typedef struct glTexture_ { char* name; /**< Name of graphic. */ /* Dimensions */ double w, h; /**< Real size of the image (excluding POT buffer). */ double rw, rh; /**< Size of POT surface. */ /* Sprites */ double sx, sy; /**< Number of sprites on x and y axes. */ double sw, sh; /**< Size of each sprite. */ /* Data */ GLuint texture; /**< The opengl texture itself. */ uint8_t* trans; /**< Maps the transparency. */ /* Properies */ uint8_t flags; /**< Flags used for texture properties. */ } glTexture; /* glTextyre loading/freeing. */ SDL_Surface* gl_prepareSurface(SDL_Surface* surface); /* Only preps it. */ glTexture* gl_loadImage(SDL_Surface* surface); /* Frees the surface. */ glTexture* gl_newImage(const char* path); glTexture* gl_newSprite(const char* path, const int sx, const int sy); void gl_freeTexture(glTexture* texture); /* Rendering. */ /* Blits a sprite, relative pos. */ void gl_blitSprite(const glTexture* sprite, const double bx, const double by, const int sx, const int sy, const glColour* c); /* Blit a sprite, absolute position. */ void gl_blitStaticSprite(const glTexture* sprite, const double bx, const double by, const int sx, const int sy, const glColour* c); /* Blit a texture scaled, absolure pos. */ void gl_blitScale(const glTexture* texture, const double bx, const double by, const double bw, const double bh, const glColour* c); /* Blit the entire image, absolute pos. */ void gl_blitStatic(const glTexture* texture, const double bx, const double by, const glColour* c); /* Bind the camera to a vector. */ void gl_bindCamera(const Vec2* pos); /* Circle drawing. */ void gl_drawCircle(const double x, const double y, const double r); void gl_drawCircleInRect(const double x, const double y, const double r, const double rc, const double ry, const double rw, const double rh); /* Initialize/cleanup. */ int gl_init(void); void gl_exit(void); /* Misc. */ void gl_defViewport(void); int gl_pot(int n); int gl_isTrans(const glTexture* t, const int x, const int y); void gl_getSpriteFromDir(int* x, int* y, const glTexture* t, const double dir); void gl_screenshot(const char* filename); int SDL_savePNG(SDL_Surface* surface, const char* file); /*#if DEBUG == 1 */ void gl_checkErr(void); /*#else */ /*#define gl_checkErr() */ /*#endif */