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68 lines
1.4 KiB
68 lines
1.4 KiB
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#pragma once |
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#include <GL/gl3w.h> |
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#include "entity.h" |
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//#include "hexgame.h" |
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#include "util.h" |
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struct Entity; |
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// TODO: can these structs be used as opaque pointers? |
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struct gl_buffer |
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{ |
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GLuint buffer_id = 0; |
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size_t buffer_len = 0; // NOTE: number of elements in buffer |
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GLfloat* buffer = nullptr; |
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}; |
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struct gl_index_buffer |
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{ |
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GLuint buffer_id = 0; |
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size_t buffer_len = 0; |
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uint* buffer = nullptr; |
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}; |
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struct render_object |
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{ |
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gl_buffer vertex_buffer; |
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gl_buffer normal_buffer; |
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gl_buffer color_buffer; |
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gl_index_buffer index_buffer; |
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}; |
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struct rg_shader_program |
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{ |
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GLuint program_id = 0; |
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GLuint model_matrix_id = 0; |
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GLuint view_matrix_id = 0; |
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GLuint projection_matrix_id = 0; |
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GLuint normal_matrix_id = 0; |
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GLuint vertex_array_id = 0; |
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}; |
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struct render_group |
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{ |
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uint num_objects = 0; |
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render_object** render_objects = nullptr; |
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rg_shader_program shader; |
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bool use_normals = false; |
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bool draw_indexed = false; |
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GLenum draw_mode = GL_TRIANGLES; |
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}; |
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bool rgInitShaderProgram(rg_shader_program& sp, const char * vertex_code, const char * frag_code); |
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bool rgInitEntity(Entity* e); |
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// TODO: fix this function to use just buffers instead of hexes |
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//void rgFillColorBuffer(GLfloat buf[], int len, std::vector<hex_info>* hexes); |
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void rgDraw(render_group* rg, glm::mat4 model_matrix, |
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glm::mat4 view_matrix, glm::mat4 projection_matrix, |
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glm::vec3 light_position, GLuint light_id, bool update_vertex_data = false); |
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void rgFree(render_group* rg); |
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