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