173 lines
3.8 KiB
C
173 lines
3.8 KiB
C
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/*
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* Interface between game and graphics module
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*/
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// TOP
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#ifndef CD_RENDER_TARGET_H
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#define CD_RENDER_TARGET_H
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#define Render_Get_Functions_Sig(n) void n(Render_Target *target)
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typedef Render_Get_Functions_Sig(Render_Get_Functions);
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#define Render_Execute_Sig(n) void n(Render_Target *target, struct Asset_Bank *bank)
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typedef Render_Execute_Sig(Render_Execute_Function);
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#define Init_Sig(n) void n(void *render_vars)
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typedef Init_Sig(Init_Function);
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#define Display_Sig(n) void n(void *render_vars)
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typedef Display_Sig(Display_Function);
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#define Set_Screen_Sig(n) void n(i32 w, i32 h, i32 out_w, i32 out_h)
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typedef Set_Screen_Sig(Set_Screen_Function);
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struct Asset_Bank_Setup{
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struct Asset_Bank *bank;
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Partition *asset_part;
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System_API *system;
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};
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#define Bank_Get_Functions_Sig(n) void n(Asset_Bank *bank)
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typedef Bank_Get_Functions_Sig(Bank_Get_Functions);
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#define Bank_Begin_Setup_Sig(n) Asset_Bank_Setup n(struct Asset_Bank *bank, Partition *trans_part, System_API *system)
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typedef Bank_Begin_Setup_Sig(Begin_Setup_Function);
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#define Bank_End_Setup_Sig(n) void n(Asset_Bank_Setup *setup)
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typedef Bank_End_Setup_Sig(End_Setup_Function);
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#define Bank_Bind_Font_Sig(n) void n(Asset_Bank_Setup *setup, char *file_name, i32 font_id)
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typedef Bank_Bind_Font_Sig(Bind_Font_Function);
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#define Bank_Bind_BMP_Sig(n) void n(Asset_Bank_Setup *setup, char *file_name, i32 image_id)
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typedef Bank_Bind_BMP_Sig(Bind_BMP_Function);
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#define Bank_Replace_BMP_Sig(n) void n(System_API *system, struct Asset_Bank *bank, Partition *part, char *file_name, i32 image_id)
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typedef Bank_Replace_BMP_Sig(Replace_BMP_Function);
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struct Font{
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stbtt_bakedchar chardata[128];
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f32 advance[128];
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f32 pull_up;
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i32 texture_w, texture_h;
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u32 texture_id;
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i32 id;
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};
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struct Image{
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f32 tex_x, tex_y;
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f32 width, height;
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u32 texture_id;
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i32 id;
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};
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struct Layer
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{
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f32 resolution; // 1 = 'default', 2 = 2*default, etc.
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u32 fbo_id;
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u32 color_tex, normal_tex, depth_tex; // more? -1 means not-assigned
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i32 id;
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};
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struct Asset_Bank{
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// Asset management
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Begin_Setup_Function *begin_setup;
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End_Setup_Function *end_setup;
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Bind_Font_Function *bind_font;
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Bind_BMP_Function *bind_bmp;
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Replace_BMP_Function *replace_bmp;
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// TODO(allen): Turn fonts into just a set of bitmaps.
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Font *fonts;
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i32 font_max_id;
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// TODO(allen): Allow for growth in the images array durring development.
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Image *images;
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i32 image_max_id;
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};
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struct Render_Target{
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// Immediate execution render commands
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Init_Function *init;
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Display_Function *display;
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Set_Screen_Function *set_screen;
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Partition push_part;
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vec2 dim;
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Transform me_to_pixel_transform;
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Transform transform;
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Render_Execute_Function *execute;
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void *memory;
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i32 memory_size;
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};
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enum Render_Command_Type{
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render_null,
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render_dbg_rectangle,
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render_dbg_parallelagram,
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render_glyph, // TODO(allen): render_string would be more awesome
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render_image,
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// NOTE(allen): game specific stuff
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render_lane,
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render_obstacle,
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};
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struct Render_Command_Header{
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Render_Command_Type type;
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i32 size;
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};
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struct Render_Dbg_Rectangle{
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f32_rect rect;
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vec4 color;
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};
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struct Render_Dbg_Parallelagram{
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Transform transform;
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vec4 color;
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};
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struct Render_Glyph{
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vec4 color;
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vec2 pos;
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i32 font_id;
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char c;
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// NOTE(allen): pad out to multiples of 8
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char filler[3];
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};
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struct Render_Image{
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Transform transform;
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i32 image_id;
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char filler[4];
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};
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struct Render_Lane{
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i32 lane_index;
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f32 y_position;
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};
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struct Render_Obstacle{
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u32 type;
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u32 seed;
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f32 x;
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i32 lane;
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char filler[4];
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};
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#define NextHeader(h) (Render_Command_Header*)((char*)h + h->size)
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#endif
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// BOTTOM
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