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65 lines
938 B
65 lines
938 B
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#pragma once |
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#if defined (_WIN32) |
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#include <SDL.h> |
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#else |
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#include <SDL2/SDL.h> |
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#endif |
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#include <GL/glew.h> |
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#include <glm/glm.hpp> |
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#include "camera.h" |
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#include "entity.h" |
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#include "util.h" |
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#include "shader_program.h" |
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struct SDL_Handles |
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{ |
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SDL_Window *window; |
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SDL_GLContext glContext; |
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SDL_DisplayMode currentDisplayMode; |
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}; |
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struct point_light |
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{ |
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uint light_ID; |
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glm::vec3 position; |
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glm::vec3 color; |
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float intensity; |
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}; |
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/* |
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// NOTE: array of entities rendered with the same shader program |
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struct render_group |
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{ |
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entity* entities; |
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uint entity_count; |
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shader_program shader; |
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}; |
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*/ |
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struct render_state |
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{ |
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v2i viewport_dims; |
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bool is_debug_draw; |
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SDL_Handles handles; |
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camera cam; |
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util_RGBA clear_col; |
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//render_group* render_groups; |
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//uint render_group_count; |
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point_light* lights; |
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uint num_lights; |
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uint max_lights; |
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}; |
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render_state* renInit(); |
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void renShutdown(render_state* rs); |
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void renRenderFrame(render_state* rs); |
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