80 lines
2.5 KiB
C
80 lines
2.5 KiB
C
#pragma once
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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 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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} glInfo;
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extern glInfo gl_screen; // Local structure set with gl_init etc.
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#define COLOUR(x) glColor4d((x).r, (x).g, (x).b, (x).a)
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// Spritesheet info.
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typedef struct glTexture_ {
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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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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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GLuint texture; // The opengl texture itself.
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uint8_t* trans; // Maps the transparency.
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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.
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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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// Blit the entire image.
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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, 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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