Lephisto/src/opengl.h
2013-12-25 00:35:51 +00:00

140 lines
4.7 KiB
C

#pragma once
#include <stdint.h>
#include <SDL/SDL.h>
#include <SDL/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 RGBAMASK RMASK,GMASK,BMASK,AMASK
/* Info about opengl screen. */
#define OPENGL_FULLSCREEN (1<<0) /**< Fullscreen. */
#define OPENGL_DOUBLEBUF (1<<1) /**< Doublebuffer. */
#define OPENGL_AA_POINT (1<<2) /**< Antialiasing points. */
#define OPENGL_AA_LINE (1<<3) /**< Antialiasing lines. */
#define OPENGL_AA_POLYGON (1<<4) /**< Antialiasing polygons. */
#define OPENGL_VSYNC (1<<5) /**< Sync to monitor vertical refresh rate. */
#define OPENGL_FRAG_SHADER (1<<6) /**< Fragment shaders. */
#define OPENGL_VERT_SHADER (1<<7) /**< Vertex shaders. */
#define gl_has(f) (gl_screen.flags & (f)) /**< Check for the flag. */
/**
* @struct glInfo
*
* @brief Store data about the current opengl environment.
*/
typedef struct glInfo_ {
int w; /**< Window width. */
int h; /**< Window height. */
int depth; /**< Depth in bpp. */
int r; /**< Amount of red bits. */
int g; /**< Amount of green bits. */
int b; /**< Amount of blue bits. */
int a; /**< Amount of alpha 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 /**< Screen width. */
#define SCREEN_H gl_screen.h /**< Screen height. */
#define COLOUR(x) glColor4d((x).r, (x).g, (x).b, (x).a) /**< Change colour. */
#define ACOLOUR(x,a) glColor4d((x).r, (x).g, (x).b, a) /**< Change colour and override alpha. */
/**
* @struct glTexture
*
* @brief Abstraction for rendering spritesheets.
*
* The basic unit all the graphic rendering works with.
*/
typedef struct glTexture_ {
char* name; /**< Name of graphic. */
/* Dimensions */
double w; /**< Real width of the image. */
double h; /**< Real height of the image. */
double rw; /**< Padded POT width of the image. */
double rh; /**< Padded POT height of the image. */
/* Sprites */
double sx; /**< Number of sprites on the x axis. */
double sy; /**< Number of sprites on the y axis. */
double sw; /**< Width of the sprite. */
double sh; /**< Height of the sprite. */
/* Data */
GLuint texture; /**< The opengl texture itself. */
uint8_t* trans; /**< Maps the transparency. */
/* Properties */
uint8_t flags; /**< Flags used for texture properties. */
} glTexture;
/* glTexture 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 */