#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 count; uint max_size; shader_wrapper shader; }; struct rg_info { render_group* groups; uint count; uint max_size; }; render_group* rgAlloc(rg_info* rgi, uint num_entites, shader_wrapper shader); entity* rgAppend(render_group* rg, model_assets* assets, memory_arena* arena, const char* model_path); struct SDL_Handles { SDL_Window *window; SDL_GLContext glContext; SDL_DisplayMode currentDisplayMode; }; #define DEFAULT_RG_COUNT 256 struct render_state { glm::vec2 viewport_dims; camera* cam; util_RGBA clear_col; SDL_Handles* handles; bool running; rg_info* render_groups; // WIP model_assets* assets; 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; }; #define DEFAULT_ASSET_SIZE 256 render_state* renInit(const char* title = "Tangerine", glm::vec2 viewport_dims = glm::vec2(1280, 720), Uint32 SDL_init_flags = 0, size_t arena_size = DEFAULT_ARENA_SIZE, uint asset_size = DEFAULT_ASSET_SIZE); void renShutdown(render_state* rs); // 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);