#pragma once #if defined (_WIN32) #include #else #include #endif #include #include #include "asset.h" #include "camera.h" #include "entity.h" #include "lights.h" #include "util.h" #include "shader_program.h" // NOTE: array of entities rendered with the same shader program struct render_group { // TODO: also needs to be resizable entity* entities; uint entity_count; shader_wrapper shader; // TODO: does it makes sense to have the mesh_type stored on the // render_group? can then easily pass to roDraw() along with the entity // render_objects... // only the mesh object and render object really need to know about the // mesh_type... // //mesh_t mesh_type; }; struct SDL_Handles { SDL_Window *window; SDL_GLContext glContext; SDL_DisplayMode currentDisplayMode; }; struct render_state { glm::vec2 viewport_dims; camera cam; util_RGBA clear_col; SDL_Handles* handles; bool running; // TODO: this really needs to be a resizable array, or linked list, or // ...gasp, std::vector render_group** render_groups; uint render_group_count; // WIP render_asset* asset_list; // NOTE: head pointer of linked list memory_arena* arena; // FIXME: should be a hashmap for textures loaded from assets // ie) pallete textures util_image* textures; // TODO: hide shaders behind a better abstraction than 'shader_wrapper' default_shader_program* default_shader; simple_shader_program* simple_shader; light_group* lights; }; render_state* renInit(const char* title = "Tangerine", glm::vec2 viewport_dims = glm::vec2(1280, 720), Uint32 SDL_init_flags = 0); void renShutdown(render_state* rs); render_group* renAllocateGroup(uint entity_count, shader_wrapper shader); // NOTE: callback function signature to use with renDoRenderLoop() typedef void (*frame_callback_fn) (render_state*); // NOTE: There are 2 callbacks to use here, cb_func_pre is called before // the call to renRenderFrame(), cb_fun_post is called after // NOTE: if you use cb_func_pre, you will have to use SDL_PollEvent() manually // and at minimum set rs->running = false on SDL_QUIT event void renDoRenderLoop(render_state* rs, uint framerate = 60, frame_callback_fn cb_func_pre = nullptr, frame_callback_fn cb_func_post = nullptr); void renRenderFrame(render_state* rs); bool renAddLight(render_state* rs, glm::vec3 pos = glm::vec3(0, 0, 0), glm::vec3 color = glm::vec3(1, 1, 1), float intensity = 1.0); glm::vec2 renGetWindowDims(render_state* rs);