Lephisto/src/opengl.h

80 lines
2.5 KiB
C

#pragma once
#include <SDL.h>
#include <SDL_opengl.h>
#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 RGBMASK 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 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.
} glInfo;
extern glInfo gl_screen; // Local structure set with gl_init etc.
#define COLOUR(x) glColor4d((x).r, (x).g, (x).b, (x).a)
// Spritesheet info.
typedef struct glTexture_ {
double w, h; // Real size of the image (excluding POT buffer.
double rw, rh; // Size of POT surface.
double sx, sy; // Number of sprites on x and y axes.
double sw, sh; // Size of each sprite.
GLuint texture; // The opengl texture itself.
uint8_t* trans; // Maps the transparency.
} glTexture;
// gl_texute loading/freeing.
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.
void gl_blitSprite(const glTexture* sprite, const double bx, const double by,
const int sx, const int sy, const glColour* c);
// Blit the entire image.
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.
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);