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RSGL.h
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1925 lines (1551 loc) · 68.9 KB
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/*
*
* Copyright (c) 2021-25 ColleagueRiley ColleagueRiley@gmail.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*
*
*/
/*
define args
(MAKE SURE RSGL_IMPLEMENTATION is in exactly one header or you use -DRSGL_IMPLEMENTATION)
#define RSGL_IMPLEMENTATION - makes it so source code is included with header
#define RSGL_RFONT - do include functions to help with integrating RFont and RSGL
#define RSGL_MAX_BATCHES [number of batches] - set max number of batches to be allocated
#define RSGL_MAX_VERTS [number of verts] - set max number of verts to be allocated (global, not per batch)
*/
#include <stdint.h>
#ifndef RSGL_MAX_BATCHES
#define RSGL_MAX_BATCHES 2028
#endif
#ifndef RSGL_MAX_VERTS
#define RSGL_MAX_VERTS 8192
#endif
#ifndef RSGL_MALLOC
#include <stdlib.h>
#define RSGL_MALLOC malloc
#define RSGL_REALLOC realloc
#define RSGL_FREE free
#endif
#ifndef RSGL_SIN
#include <math.h>
#define RSGL_SIN sinf
#define RSGL_COS cosf
#endif
#ifndef RSGL_UNUSED
#define RSGL_UNUSED(x) (void) (x);
#endif
#ifndef RSGL_MEMCPY
#include <string.h>
#define RSGL_MEMCPY(dest, src, count) memcpy(dest, src, count)
#define RSGL_MEMSET(ptr, value, num) memset(ptr, value, num)
#endif
#ifndef RSGL_H
#define RSGL_H
#ifndef RSGLDEF
#ifdef __APPLE__
#define RSGLDEF extern inline
#else
#define RSGLDEF inline
#endif
#endif
#ifndef RSGL_INT_DEFINED
#define RSGL_INT_DEFINED
#if defined(_MSC_VER) || defined(__SYMBIAN32__)
typedef unsigned char u8;
typedef signed char i8;
typedef unsigned short u16;
typedef signed short i16;
typedef unsigned int u32;
typedef signed int i32;
typedef unsigned long long u64;
typedef signed long long i64;
#else
#include <stdint.h>
typedef uint8_t u8;
typedef int8_t i8;
typedef uint16_t u16;
typedef int16_t i16;
typedef uint32_t u32;
typedef int32_t i32;
typedef uint64_t u64;
typedef int64_t i64;
#endif
#endif
#ifndef RSGL_BOOL_DEFINED
#define RSGL_BOOL_DEFINED
#include <stdbool.h>
typedef bool RSGL_bool;
#endif
#define RSGL_TRUE (RSGL_bool)1
#define RSGL_FALSE (RSGL_bool)0
typedef enum RSGL_textureFormat {
RSGL_formatNone = 0,
RSGL_formatRGB, /*!< 8-bit RGB (3 channels) */
RSGL_formatBGR, /*!< 8-bit BGR (3 channels) */
RSGL_formatRGBA, /*!< 8-bit RGBA (4 channels) */
RSGL_formatBGRA, /*!< 8-bit BGRA (4 channels) */
RSGL_formatRed, /*!< 8-bit RED (1 channel) */
RSGL_formatGrayscale, /*!< 8-bit grayscale (1 channel) */
RSGL_formatGrayscaleAlpha, /*!< 8-bit grayscale alpha (1 channel) */
RSGL_formatCount
} RSGL_textureFormat;
typedef enum RSGL_textureDataType {
RSGL_textureDataInt = 0,
RSGL_textureDataFloat
} RSGL_textureDataType;
typedef enum RSGL_textureFilter {
RSGL_filterNearest = 0,
RSGL_filterLinear
} RSGL_textureFilter;
typedef struct RSGL_textureBlob {
void* data; /* input data */
size_t width; /* width of the texture */
size_t height; /* height of the texture */
RSGL_textureDataType dataType;
RSGL_textureFormat dataFormat; /* format of the input data */
RSGL_textureFormat textureFormat; /* final format for the texture */
RSGL_textureFilter minFilter; /* filter used when rendering a surface smaller than the base texture */
RSGL_textureFilter magFilter; /* filter used when rendering a surface bigger than the base texture */
} RSGL_textureBlob;
#ifndef RSGL_texture
#define RSGL_texture size_t
#endif
#ifndef RSGL_framebuffer
#define RSGL_framebuffer size_t
#endif
/*
*******
RSGL shapes
*******
*/
#ifndef RSGL_rect
typedef struct RSGL_rect { float x, y, w, h; } RSGL_rect;
#endif
#define RSGL_RECT(x, y, w, h) (RSGL_rect){(float)x, (float)y, (float)w, (float)h}
#ifndef RSGL_cube
typedef struct RSGL_cube { float x, y, z, w, h, l; } RSGL_cube;
#endif
#define RSGL_CUBE(x, y, z, w, h, l) (RSGL_cube){(float)x, (float)y, (float)z, (float)w, (float)h, (float)l}
#ifndef RSGL_vec2D
typedef struct RSGL_vec2D { float x, y; } RSGL_vec2D;
#endif
#define RSGL_VEC2D(x, y) (RSGL_vec2D){(float)x, (float)y}
#ifndef RSGL_vec3D
typedef struct RSGL_vec3D { float x, y, z; } RSGL_vec3D;
#endif
#define RSGL_VEC3D(x, y, z) (RSGL_vec3D){(float)x, (float)y, (float)z}
#define RSGL_TRIANGLE(p1, p2, p3) (RSGL_vec3D[3]){p1, p2, p3}
#define RSGL_createTriangle(p1x, p1y, p1z, p2x, p2y, p2z, p3x, p3y, p3z) RSGL_TRIANGLE3D(RSGL_VEC3D(p1x, p1y, p1z), RSGL_VEC3D(p2x, p2y, p2z), RSGL_VEC3D(p3x, p3y, p3z))
/*
the color stucture is in
ABGR by default for performance reasons
(converting color to hex for example)
*/
#ifndef RSGL_color
typedef struct RSGL_color {
u8 a, b, g, r;
} RSGL_color;
#endif
#define RSGL_RGBA(r, g, b, a) ((RSGL_color){(u8)(a), (u8)(b), (u8)(g), (u8)(r)})
#define RSGL_RGB(r, g, b) ((RSGL_color){255, (u8)(b), (u8)(g), (u8)(r)})
#define RSGL_COLOR_TO_HEX(color) ((u32)(color) & 0xFFFFFF00)
#define RSGL_RGB_TO_HEX(r, g, b, a) (RSGL_COLOR_TO_HEX(RSGL_RGBA(r, g, b, a)))
#define RSGL_RGBA_TO_HEX(r, g, b) (RSGL_COLOR_TO_HEX(RSGL_RGB(r, g, b, a)))
/*
*********************
RSGL matrix math
*********************
*/
#ifndef RSGL_mat4
typedef struct RSGL_mat4 {
float m[16];
} RSGL_mat4;
#endif
RSGLDEF RSGL_mat4 RSGL_mat4_loadIdentity(void);
RSGLDEF RSGL_mat4 RSGL_mat4_scale(float matrix[16], float x, float y, float z);
RSGLDEF RSGL_mat4 RSGL_mat4_rotate(float matrix[16], float angle, float x, float y, float z);
RSGLDEF RSGL_mat4 RSGL_mat4_translate(float matrix[16], float x, float y, float z);
RSGLDEF RSGL_mat4 RSGL_mat4_perspective(float matrix[16], float fovY, float aspect, float zNear, float zFar);
RSGLDEF RSGL_mat4 RSGL_mat4_ortho(float matrix[16], float left, float right, float bottom, float top, float znear, float zfar);
RSGLDEF RSGL_mat4 RSGL_mat4_lookAt(float matrix[16], float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ);
RSGLDEF RSGL_mat4 RSGL_mat4_multiply(float left[16], float right[16]);
RSGLDEF RSGL_vec3D RSGL_mat4_multiplyPoint(RSGL_mat4 matrix, RSGL_vec3D point);
/*
*******
RSGL_perspective
*******
*/
typedef enum RSGL_projectionType {
RSGL_projectionOrtho2D = 0,
RSGL_projectionOrtho3D,
RSGL_projectionPerspective3D,
} RSGL_projectionType;
typedef struct RSGL_projection2D {
RSGL_projectionType type;
u32 width;
u32 height;
} RSGL_projection2D;
typedef struct RSGL_projection3D {
RSGL_projectionType type;
float fov;
float ratio;
float pNear;
float pFar;
} RSGL_projection3D;
typedef union RSGL_projection {
RSGL_projectionType type;
RSGL_projection2D p2D;
RSGL_projection3D p3D;
} RSGL_projection;
RSGLDEF RSGL_mat4 RSGL_projection_getMatrix(const RSGL_projection* projection);
/*
*********************
RSGL renderer
*********************
*/
/* used internally for RSGL_deleteProgram */
typedef enum RSGL_shaderType {
RSGL_shaderTypeNone = 0,
RSGL_shaderTypeStandard = 1, /* standard vertex+fragment shader */
RSGL_shaderTypeCompute = 2,
RSGL_shaderTypeGeometry = 4, /* unimplemented as of now */
} RSGL_shaderType;
/* shader program and blob */
typedef struct RSGL_programBlob {
const char* vertex;
size_t vertexLen;
const char* fragment;
size_t fragmentLen;
} RSGL_programBlob;
typedef struct RSGL_programInfo {
size_t program;
size_t perspectiveView;
size_t model;
size_t vertexPosition;
size_t vertexTexCoord;
size_t vertexColor;
RSGL_shaderType type;
} RSGL_programInfo;
typedef struct RSGL_BATCH {
size_t start, len; /* when batch starts and it's length */
size_t elmStart, elmCount; /* when element batch starts and it's length */
u32 type;
RSGL_texture tex;
float lineWidth;
RSGL_mat4 matrix;
} RSGL_BATCH; /* batch data type for rendering */
typedef struct RSGL_renderData {
float* verts;
float* texCoords;
float* colors;
u16* elements;
size_t elements_count;
size_t len; /* number of verts */
RSGL_mat4 perspective; /* perspective matrix */
} RSGL_renderData;
typedef enum RSGL_bufferType {
RSGL_arrayBuffer = 0,
RSGL_elementArrayBuffer,
RSGL_shaderStorageBuffer,
RSGL_textureBuffer,
RSGL_uniformBuffer
} RSGL_bufferType;
typedef struct RSGL_renderBuffers {
size_t vertex, color, texture, elements;
size_t maxVerts;
RSGL_BATCH batches[RSGL_MAX_BATCHES];
size_t batchCount;
} RSGL_renderBuffers;
typedef struct RSGL_renderState {
float* gradient; /* does not allocate any memory */
RSGL_rect source;
RSGL_texture texture;
u32 gradient_len;
RSGL_color color;
RSGL_vec3D rotate;
RSGL_programInfo* program;
RSGL_renderBuffers* buffers;
RSGL_vec3D center;
float lineWidth;
RSGL_mat4 modelMatrix;
RSGL_mat4 viewMatrix;
RSGL_mat4 perspectiveMatrix;
RSGL_bool forceBatch;
RSGL_bool overflow;
RSGL_framebuffer framebuffer;
} RSGL_renderState;
typedef struct RSGL_renderPass {
RSGL_programInfo* program;
float* matrix;
RSGL_renderBuffers* buffers;
RSGL_framebuffer framebuffer;
} RSGL_renderPass;
typedef struct RSGL_rendererProc {
size_t (*size)(void); /* get the size of the renderer's internal struct */
RSGL_programBlob (*defaultBlob)(void* ctx);
void (*initPtr)(void* ctx, void* proc); /* init render backend */
void (*freePtr)(void* ctx); /* free render backend */
void (*render)(void* ctx, const RSGL_renderPass* pass);
void (*clear)(void* ctx, RSGL_framebuffer framebuffer, float r, float g, float b, float a);
void (*viewport)(void* ctx, i32 x, i32 y, i32 w, i32 h);
void (*setSurface)(void* ctx, void* surface);
RSGL_texture (*createTexture)(void* ctx, const RSGL_textureBlob* blob);
void (*copyToTexture)(void* ctx, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob);
void (*deleteTexture)(void* ctx, RSGL_texture tex);
void (*scissorStart)(void* ctx, float x, float y, float w, float h, float renderer_height);
void (*scissorEnd)(void* ctx);
RSGL_programInfo (*createProgram)(void* ctx, RSGL_programBlob* blob);
void (*deleteProgram)(void* ctx, const RSGL_programInfo* program);
size_t (*findShaderVariable)(void*, const RSGL_programInfo*, const char*, size_t);
void (*updateShaderVariable)(void*, const RSGL_programInfo*, size_t, const float[], u8);
RSGL_programInfo (*createComputeProgram)(void* ctx, const char* CShaderCode);
void (*dispatchComputeProgram)(void* ctx, const RSGL_programInfo* program, u32 groups_x, u32 groups_y, u32 groups_z);
void (*bindComputeTexture)(void* ctx, u32 texture, u8 format);
void (*createBuffer)(void* ctx, RSGL_bufferType type, size_t size, const void* data, size_t* buffer);
void (*updateBuffer)(void* ctx, RSGL_bufferType type, size_t buffer, void* data, size_t start, size_t len);
void (*deleteBuffer)(void* ctx, size_t buffer);
RSGL_framebuffer (*createFramebuffer)(void* ctx, size_t width, size_t height);
void (*attachFramebuffer)(void* ctx, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel);
void (*deleteFramebuffer)(void* ctx, RSGL_framebuffer fbo);
} RSGL_rendererProc;
typedef struct RSGL_renderer {
RSGL_renderData data;
RSGL_renderState state;
RSGL_rendererProc proc;
void* userPtr;
void* ctx; /* pointer for the renderer backend to store any internal data it wants/needs */
RSGL_texture defaultTexture;
RSGL_programInfo defaultProgram;
RSGL_mat4 defaultPerspectiveMatrix;
float verts[RSGL_MAX_VERTS * 3];
float texCoords[RSGL_MAX_VERTS * 2];
float colors[RSGL_MAX_VERTS * 4];
u16 elements[RSGL_MAX_VERTS * 6];
RSGL_renderBuffers buffers;
} RSGL_renderer;
RSGLDEF void RSGL_renderer_getRenderState(RSGL_renderer* renderer, RSGL_renderState* state);
RSGLDEF size_t RSGL_renderer_size(RSGL_renderer* renderer);
RSGLDEF void RSGL_renderer_initPtr(RSGL_rendererProc proc,
void* loader, /* opengl prozc address ex. wglProcAddress */
void* ptr, /* pointer to allocate backend data */
RSGL_renderer* renderer
);
RSGLDEF RSGL_renderer* RSGL_renderer_init(RSGL_rendererProc proc, void* loader);
RSGLDEF void RSGL_renderer_updateSize(RSGL_renderer* renderer, size_t width, size_t height);
RSGLDEF void RSGL_renderer_freePtr(RSGL_renderer* renderer);
RSGLDEF void RSGL_renderer_setSurface(RSGL_renderer* renderer, void* surface);
RSGLDEF void RSGL_renderer_createBuffer(RSGL_renderer* renderer, RSGL_bufferType type, size_t size, const void* data, size_t* buffer);
RSGLDEF void RSGL_renderer_updateBuffer(RSGL_renderer* renderer, RSGL_bufferType type, size_t buffer, void* data, size_t start, size_t len);
RSGLDEF void RSGL_renderer_deleteBuffer(RSGL_renderer* renderer, size_t buffer);
RSGLDEF void RSGL_renderer_createRenderBuffers(RSGL_renderer* renderer, size_t size, RSGL_renderBuffers* buffers);
RSGLDEF void RSGL_renderer_deleteRenderBuffers(RSGL_renderer* renderer, RSGL_renderBuffers* buffers);
RSGLDEF void RSGL_renderer_render(RSGL_renderer* renderer); /* draw current batch */
RSGLDEF void RSGL_renderer_updateRenderBuffers(RSGL_renderer* renderer);
RSGLDEF void RSGL_renderer_renderBuffers(RSGL_renderer* renderer);
RSGLDEF void RSGL_renderer_free(RSGL_renderer* renderer);
RSGLDEF void RSGL_renderer_setRotate(RSGL_renderer* renderer, RSGL_vec3D rotate); /* apply rotation to drawing */
RSGLDEF void RSGL_renderer_setTexture(RSGL_renderer* renderer, RSGL_texture texture); /* apply texture to drawing */
RSGLDEF void RSGL_renderer_setTextureSource(RSGL_renderer* renderer, RSGL_texture texture, RSGL_rect rect); /* apply texture to drawing (limited to the given rect) */
RSGLDEF void RSGL_renderer_setColor(RSGL_renderer* renderer, RSGL_color color); /* apply color to drawing */
RSGLDEF void RSGL_renderer_setProgram(RSGL_renderer* renderer, RSGL_programInfo* program); /* use shader program for drawing */
RSGLDEF void RSGL_renderer_setFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer framebuffer);
RSGLDEF void RSGL_renderer_setRenderBuffers(RSGL_renderer* renderer, RSGL_renderBuffers* buffers);
RSGLDEF void RSGL_renderer_setGradient(RSGL_renderer* renderer,
float* gradient, /* array of gradients */
size_t len /* length of array */
); /* apply gradient to drawing, based on color list*/
RSGLDEF void RSGL_renderer_setCenter(RSGL_renderer* renderer, RSGL_vec3D center); /* the center of the drawing (or shape), this is used for rotation */
RSGLDEF void RSGL_renderer_setOverflow(RSGL_renderer* renderer, RSGL_bool overflow);
/* args clear after a draw function by default, this toggles that */
RSGLDEF void RSGL_renderer_clearArgs(RSGL_renderer* renderer); /* clears the args */
RSGLDEF RSGL_mat4 RSGL_renderer_initDrawMatrix(RSGL_renderer* renderer, RSGL_vec3D center);
/* renders the current batches */
RSGLDEF void RSGL_renderer_clear(RSGL_renderer* renderer, RSGL_color color);
RSGLDEF void RSGL_renderer_viewport(RSGL_renderer* renderer, RSGL_rect rect);
/* create a texture based on a given bitmap, this must be freed later using RSGL_deleteTexture or opengl*/
RSGLDEF RSGL_texture RSGL_renderer_createTexture(RSGL_renderer* renderer, const RSGL_textureBlob* blob);
/* updates an existing texture wiht a new bitmap */
RSGLDEF void RSGL_renderer_copyToTexture(RSGL_renderer* renderer, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob);
/* delete a texture */
RSGLDEF void RSGL_renderer_deleteTexture(RSGL_renderer* renderer, RSGL_texture tex);
RSGLDEF RSGL_framebuffer RSGL_renderer_createFramebuffer(RSGL_renderer* renderer, size_t width, size_t height);
RSGLDEF void RSGL_renderer_attachFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel);
RSGLDEF void RSGL_renderer_deleteFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer fbo);
/* starts scissoring */
RSGLDEF void RSGL_renderer_scissorStart(RSGL_renderer* renderer, RSGL_rect scissor, i32 height);
/* stops scissoring */
RSGLDEF void RSGL_renderer_scissorEnd(RSGL_renderer* renderer);
/* custom shader program */
RSGLDEF RSGL_programBlob RSGL_renderer_defaultBlob(RSGL_renderer* ctx);
RSGLDEF RSGL_programInfo RSGL_renderer_createProgram(RSGL_renderer* renderer, RSGL_programBlob* blob);
RSGLDEF void RSGL_renderer_deleteProgram(RSGL_renderer* renderer, const RSGL_programInfo* program);
RSGLDEF size_t RSGL_renderer_findShaderVariable(RSGL_renderer* renderer, const RSGL_programInfo* program, const char* var, size_t len);
RSGLDEF void RSGL_renderer_updateShaderVariable(RSGL_renderer* renderer, const RSGL_programInfo* program, size_t var, const float value[], u8 len);
RSGLDEF void RSGL_renderer_forceBatch(RSGL_renderer* renderer);
RSGLDEF void RSGL_renderer_setPerspectiveMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix);
RSGLDEF void RSGL_renderer_setDefaultPerspectiveMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix);
RSGLDEF void RSGL_renderer_setModelMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix);
RSGLDEF void RSGL_renderer_resetModelMatrix(RSGL_renderer* renderer);
RSGLDEF RSGL_programInfo RSGL_renderer_createComputeProgram(RSGL_renderer* renderer, const char *CShaderCode);
RSGLDEF void RSGL_renderer_dispatchComputeProgram(RSGL_renderer* renderer, const RSGL_programInfo* program, u32 groups_x, u32 groups_y, u32 groups_z);
RSGLDEF void RSGL_renderer_bindComputeTexture(RSGL_renderer* renderer, u32 texture, u8 format);
/*
*******
RSGL_draw low level
*******
RSGL_drawRawVerts is a function used internally by RSGL, but you can use it yourself
RSGL_drawRawVerts batches a given set of points based on th data to be rendered
*/
typedef enum RSGL_drawType {
RSGL_TRIANGLES = 0,
RSGL_POINTS = 1,
RSGL_LINES = 2
} RSGL_drawType;
typedef struct RSGL_rawVerts {
RSGL_drawType type;
float* verts;
float* texCoords;
u16* elements;
size_t elmCount;
size_t vert_count;
} RSGL_rawVerts;
RSGLDEF i32 RSGL_drawRawVerts(RSGL_renderer* renderer, const RSGL_rawVerts* data);
/*
******
* Rfont_RSGL RFont integration *
******
* */
#ifdef RSGL_RFONT
RSGLDEF struct RFont_renderer_proc RFont_RSGL_renderer_proc(void);
RSGLDEF struct RFont_renderer* RFont_RSGL_renderer_init(struct RSGL_renderer* ptr);
RSGLDEF void RFont_RSGL_renderer_initPtr(struct RSGL_renderer* ptr, struct RFont_renderer* renderer);
RSGLDEF void RFont_RSGL_renderer_free(struct RFont_renderer* renderer);
#endif
#endif /* ndef RSGL_H */
/*
*******
RSGL high level API
*******
*/
#if !defined(RSGL_NO_HIGHLEVEL) && !defined(RSGL_HIGHLEVEL_H)
/*
*******
RSGL_draw primitives
*******
*/
/* 2D shape drawing */
/* in the function names, F means float */
RSGLDEF i32 RSGL_drawPoint(RSGL_renderer* renderer, RSGL_vec2D p);
RSGLDEF i32 RSGL_drawRect(RSGL_renderer* renderer, RSGL_rect r);
RSGLDEF i32 RSGL_drawRoundRect(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding);
RSGLDEF i32 RSGL_drawPolygon(RSGL_renderer* renderer, RSGL_rect r, u32 sides);
RSGLDEF i32 RSGL_drawArc(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc);
RSGLDEF i32 RSGL_drawOval(RSGL_renderer* renderer, RSGL_rect o);
RSGLDEF i32 RSGL_drawLine(RSGL_renderer* renderer, RSGL_vec2D p1, RSGL_vec2D p2, u32 thickness);
/* 3D objects */
RSGLDEF i32 RSGL_drawTriangle(RSGL_renderer* renderer, RSGL_vec3D[3]);
RSGLDEF i32 RSGL_drawPoint3D(RSGL_renderer* renderer, RSGL_vec3D p);
RSGLDEF i32 RSGL_drawLine3D(RSGL_renderer* renderer, RSGL_vec3D p1, RSGL_vec3D p2, u32 thickness);
RSGLDEF i32 RSGL_drawCube(RSGL_renderer* renderer, RSGL_cube cube);
/* 2D outlines */
/* thickness means the thickness of the line */
RSGLDEF i32 RSGL_drawTriangleOutline(RSGL_renderer* renderer, RSGL_vec3D triangle[3], u32 thickness);
RSGLDEF i32 RSGL_drawRectOutline(RSGL_renderer* renderer, RSGL_rect r, u32 thickness);
RSGLDEF i32 RSGL_drawRectOutline(RSGL_renderer* renderer, RSGL_rect r, u32 thickness);
RSGLDEF i32 RSGL_drawRoundRectOutline(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding, u32 thickness);
RSGLDEF i32 RSGL_drawRoundRectOutline(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding, u32 thickness);
RSGLDEF i32 RSGL_drawPolygonOutline(RSGL_renderer* renderer, RSGL_rect r, u32 sides, u32 thickness);
RSGLDEF i32 RSGL_drawPolygonOutline(RSGL_renderer* renderer, RSGL_rect r, u32 sides, u32 thickness);
RSGLDEF i32 RSGL_drawArcOutline(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc, u32 thickness);
RSGLDEF i32 RSGL_drawArcOutline(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc, u32 thickness);
RSGLDEF i32 RSGL_drawOvalOutline(RSGL_renderer* renderer, RSGL_rect o, u32 thickness);
/*
*******
RSGL_view
*******
*/
typedef enum RSGL_viewType {
RSGL_viewTypeNone = 0,
RSGL_viewType2D,
RSGL_viewType3D,
} RSGL_viewType;
typedef struct RSGL_view2D {
RSGL_viewType type;
RSGL_vec3D offset;
RSGL_vec3D target;
float rotation;
float zoom;
} RSGL_view2D;
/* RSGL translation */
typedef struct RSGL_view3D {
RSGL_viewType type;
RSGL_vec3D pos;
RSGL_vec3D target;
RSGL_vec3D up;
} RSGL_view3D;
typedef union RSGL_view {
RSGL_viewType type;
RSGL_view2D view2D;
RSGL_view3D view3D;
} RSGL_view;
RSGLDEF RSGL_mat4 RSGL_view_getMatrix(const RSGL_view* view);
#endif /* ndef RSGL_HIGHLEVEL_H && ndef RSGL_NO_HIGHLEVEL */
#ifdef RSGL_IMPLEMENTATION
#ifndef M_PI
#define M_PI 3.14159265358979323846f
#endif
#ifndef DEG2RAD
#define DEG2RAD (float)(M_PI / 180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (float)(180.0f / M_PI)
#endif
#define RSGL_GET_MATRIX_X(x, y, z) (float)(matrix.m[0] * x + matrix.m[4] * y + matrix.m[8] * z + matrix.m[12])
#define RSGL_GET_MATRIX_Y(x, y, z) (float)(matrix.m[1] * x + matrix.m[5] * y + matrix.m[9] * z + matrix.m[13])
#define RSGL_GET_MATRIX_Z(x, y, z) (float)(matrix.m[2] * x + matrix.m[6] * y + matrix.m[10] * z + matrix.m[14])
#define RSGL_GET_MATRIX_W(x, y, z) (float)(matrix.m[2] * x + matrix.m[7] * y + matrix.m[11] * z + matrix.m[15])
#define RSGL_GET_MATRIX_POINT(x, y, z) \
RSGL_GET_MATRIX_X((x), (y), (z)) / RSGL_GET_MATRIX_W((x), (y), (z)), \
RSGL_GET_MATRIX_Y((x), (y), (z)) / RSGL_GET_MATRIX_W((x), (y), (z)), \
RSGL_GET_MATRIX_Z((x), (y), (z)) / RSGL_GET_MATRIX_W((x), (y), (z))
#define RSGL_GET_MATRIX_POINTW(x, y, z) \
RSGL_GET_MATRIX_X(x, y, z), \
RSGL_GET_MATRIX_Y(x, y, z), \
RSGL_GET_MATRIX_Z(x, y, z), \
RSGL_GET_MATRIX_W(x, y, z) \
void RSGL_renderer_forceBatch(RSGL_renderer* renderer) {
renderer->state.forceBatch = RSGL_TRUE;
}
void RSGL_renderer_setPerspectiveMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix) {
renderer->state.perspectiveMatrix = matrix;
}
void RSGL_renderer_setDefaultPerspectiveMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix) {
renderer->defaultPerspectiveMatrix = matrix;
}
void RSGL_renderer_setViewMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix) {
renderer->state.viewMatrix = matrix;
}
void RSGL_renderer_resetViewMatrix(RSGL_renderer* renderer) {
RSGL_renderer_setViewMatrix(renderer, RSGL_mat4_loadIdentity());
}
void RSGL_renderer_setModelMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix) {
renderer->state.modelMatrix = matrix;
renderer->state.forceBatch = RSGL_TRUE;
}
void RSGL_renderer_resetModelMatrix(RSGL_renderer* renderer) {
RSGL_renderer_setModelMatrix(renderer, RSGL_mat4_loadIdentity());
}
void RSGL_renderer_getRenderState(RSGL_renderer* renderer, RSGL_renderState* state) {
if (state) *state = renderer->state;
}
void RSGL_renderer_setOverflow(RSGL_renderer* renderer, RSGL_bool overflow) {
renderer->state.overflow = overflow;
}
#include <stdio.h>
i32 RSGL_drawRawVerts(RSGL_renderer* renderer, const RSGL_rawVerts* data) {
if ((renderer->state.buffers->batchCount + 1 >= RSGL_MAX_BATCHES || renderer->data.len + data->vert_count >= renderer->state.buffers->maxVerts) && renderer->state.overflow) {
RSGL_renderer_render(renderer);
}
RSGL_BATCH* batch = NULL;
RSGL_color c = renderer->state.color;
if (
renderer->state.buffers->batchCount == 0 ||
renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1].tex != renderer->state.texture ||
renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1].lineWidth != renderer->state.lineWidth ||
renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1].type != data->type ||
renderer->state.forceBatch
) {
renderer->state.forceBatch = RSGL_FALSE;
renderer->state.buffers->batchCount += 1;
batch = &renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1];
batch->start = renderer->data.len;
batch->len = 0;
batch->elmStart = renderer->data.elements_count;
batch->elmCount = 0;
batch->type = data->type;
batch->tex = renderer->state.texture;
batch->lineWidth = renderer->state.lineWidth;
batch->matrix = renderer->state.modelMatrix;
} else {
batch = &renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1];
}
if (batch == NULL) {
return -1;
}
batch->elmCount += data->elmCount;
batch->len += data->vert_count;
RSGL_MEMCPY(&renderer->data.verts[renderer->data.len * 3], data->verts, data->vert_count * sizeof(float) * 3);
RSGL_MEMCPY(&renderer->data.texCoords[renderer->data.len * 2], data->texCoords, data->vert_count * sizeof(float) * 2);
size_t i;
for (i = 0; i < data->elmCount; i++) {
size_t index = renderer->data.elements_count + i;
u16 elm = data->elements[i] + (u16)renderer->data.len;
renderer->data.elements[index] = elm;
}
renderer->data.elements_count += data->elmCount;
float color[4] = {c.r / 255.0f, c.g / 255.0f, c.b / 255.0f, c.a / 255.0f};
if (renderer->state.gradient_len && renderer->state.gradient && (i64)(data->vert_count - 1) > 0) {
RSGL_MEMCPY(&renderer->data.colors[renderer->data.len * 4], color, sizeof(float) * 4);
RSGL_MEMCPY(&renderer->data.colors[renderer->data.len * 4 + 4], renderer->state.gradient, (data->vert_count - 1) * sizeof(float) * 4);
}
else {
size_t i;
for (i = 0; i < data->vert_count * 4; i += 4)
RSGL_MEMCPY(&renderer->data.colors[(renderer->data.len * 4) + i], color, sizeof(float) * 4);
}
renderer->data.len += data->vert_count;
return renderer->state.buffers->batchCount - 1;
}
/*
*********************
RSGL_GRAPHICS_CONTEXT
*********************
*/
void RSGL_renderer_setSurface(RSGL_renderer* renderer, void* surface) {
renderer->proc.setSurface(renderer->ctx, surface);
}
void RSGL_renderer_createBuffer(RSGL_renderer* renderer, RSGL_bufferType type, size_t size, const void* data, size_t* buffer) {
if (renderer->proc.createBuffer) {
renderer->proc.createBuffer(renderer->ctx, type, size, data, buffer);
}
}
void RSGL_renderer_deleteRenderBuffers(RSGL_renderer* renderer, RSGL_renderBuffers* buffers) {
RSGL_renderer_deleteBuffer(renderer, buffers->elements);
RSGL_renderer_deleteBuffer(renderer, buffers->vertex);
RSGL_renderer_deleteBuffer(renderer, buffers->color);
RSGL_renderer_deleteBuffer(renderer, buffers->texture);
}
void RSGL_renderer_createRenderBuffers(RSGL_renderer* renderer, size_t size, RSGL_renderBuffers* buffers) {
buffers->maxVerts = size;
renderer->proc.createBuffer(renderer->ctx, RSGL_arrayBuffer, size * 3 * sizeof(float), NULL, &buffers->vertex);
renderer->proc.createBuffer(renderer->ctx, RSGL_arrayBuffer, size * 4 * sizeof(float), NULL, &buffers->color);
renderer->proc.createBuffer(renderer->ctx, RSGL_arrayBuffer, size * 2 * sizeof(float), NULL, &buffers->texture);
renderer->proc.createBuffer(renderer->ctx, RSGL_elementArrayBuffer, size * 6 * sizeof(u16), NULL, &buffers->elements);
}
void RSGL_renderer_updateBuffer(RSGL_renderer* renderer, RSGL_bufferType type, size_t buffer, void* data, size_t start, size_t len) {
if (renderer->proc.updateBuffer)
renderer->proc.updateBuffer(renderer->ctx, type, buffer, data, start, len);
}
void RSGL_renderer_deleteBuffer(RSGL_renderer* renderer, size_t buffer) {
if (renderer->proc.deleteBuffer)
renderer->proc.deleteBuffer(renderer->ctx, buffer);
}
void RSGL_renderer_updateRenderBuffers(RSGL_renderer* renderer) {
RSGL_renderer_updateBuffer(renderer, RSGL_arrayBuffer, renderer->state.buffers->vertex, renderer->data.verts, 0, renderer->data.len * 3 * sizeof(float));
RSGL_renderer_updateBuffer(renderer, RSGL_arrayBuffer, renderer->state.buffers->color, renderer->data.colors, 0, renderer->data.len * 4 * sizeof(float));
RSGL_renderer_updateBuffer(renderer, RSGL_arrayBuffer, renderer->state.buffers->texture, renderer->data.texCoords, 0, renderer->data.len * 2 * sizeof(float));
RSGL_renderer_updateBuffer(renderer, RSGL_elementArrayBuffer, renderer->state.buffers->elements, renderer->data.elements, 0, renderer->data.elements_count * sizeof(u16));
}
void RSGL_renderer_renderBuffers(RSGL_renderer* renderer) {
RSGL_mat4 matrix = RSGL_mat4_multiply(renderer->defaultPerspectiveMatrix.m, renderer->state.perspectiveMatrix.m);
matrix = RSGL_mat4_multiply(matrix.m, renderer->state.viewMatrix.m);
RSGL_renderPass pass;
pass.program = renderer->state.program;
pass.matrix = matrix.m;
pass.buffers = renderer->state.buffers;
pass.framebuffer = renderer->state.framebuffer;
if (renderer->proc.render)
renderer->proc.render(renderer->ctx, &pass);
renderer->data.len = 0;
renderer->data.elements_count = 0;
}
void RSGL_renderer_render(RSGL_renderer* renderer) {
if (renderer->data.len && renderer->state.buffers->batchCount) {
RSGL_renderer_updateRenderBuffers(renderer);
}
RSGL_renderer_renderBuffers(renderer);
renderer->state.buffers->batchCount = 0;
}
size_t RSGL_renderer_size(RSGL_renderer* renderer) {
if (renderer->proc.size) return renderer->proc.size();
return 0;
}
void RSGL_renderer_initPtr(RSGL_rendererProc proc, void* loader, void* data, RSGL_renderer* renderer) {
renderer->ctx = data;
renderer->proc = proc;
RSGL_renderer_clearArgs(renderer);
renderer->state.color = RSGL_RGBA(0, 0, 0, 255);
renderer->state.modelMatrix = RSGL_mat4_loadIdentity();
renderer->data.verts = renderer->verts;
renderer->data.texCoords = renderer->texCoords;
renderer->data.elements = renderer->elements;
renderer->data.colors = renderer->colors;
renderer->data.len = 0;
renderer->data.elements_count = 0;
if (renderer->proc.initPtr)
renderer->proc.initPtr(renderer->ctx, loader);
RSGL_renderer_setFramebuffer(renderer, 0);
RSGL_programBlob pBlob = RSGL_renderer_defaultBlob(renderer);
renderer->defaultProgram = RSGL_renderer_createProgram(renderer, &pBlob);
RSGL_renderer_setProgram(renderer, &renderer->defaultProgram);
u8 white[4] = {255, 255, 255, 255};
RSGL_textureBlob blob;
blob.data = white;
blob.width = 1;
blob.height = 1;
blob.dataType = RSGL_textureDataInt;
blob.dataFormat = RSGL_formatRGBA;
blob.textureFormat = RSGL_formatRGBA;
renderer->defaultTexture = RSGL_renderer_createTexture(renderer, &blob);
RSGL_renderer_setTexture(renderer, renderer->defaultTexture);
RSGL_renderer_createRenderBuffers(renderer, RSGL_MAX_VERTS, &renderer->buffers);
renderer->buffers.batchCount = 0;
renderer->state.buffers = &renderer->buffers;
RSGL_renderer_setModelMatrix(renderer, RSGL_mat4_loadIdentity());
RSGL_renderer_resetViewMatrix(renderer);
RSGL_renderer_setPerspectiveMatrix(renderer, RSGL_mat4_loadIdentity());
}
RSGL_renderer* RSGL_renderer_init(RSGL_rendererProc proc, void* loader) {
RSGL_renderer* renderer = (RSGL_renderer*)RSGL_MALLOC(sizeof(RSGL_renderer));
void* data = RSGL_MALLOC(proc.size());
RSGL_renderer_initPtr(proc, loader, data, renderer);
return renderer;
}
void RSGL_renderer_freePtr(RSGL_renderer* renderer) {
RSGL_renderer_deleteRenderBuffers(renderer, &renderer->buffers);
if (renderer->proc.freePtr)
renderer->proc.freePtr(renderer->ctx);
renderer->state.buffers->batchCount = 0;
renderer->data.len = 0;
renderer->data.elements_count = 0;
}
void RSGL_renderer_free(RSGL_renderer* renderer) {
RSGL_renderer_freePtr(renderer);
if (renderer->ctx)
RSGL_FREE(renderer->ctx);
RSGL_FREE(renderer);
}
void RSGL_renderer_clear(RSGL_renderer* renderer, RSGL_color color) {
if (renderer->proc.clear)
renderer->proc.clear(renderer->ctx, renderer->state.framebuffer, ((float)color.r) / 255.0f, ((float)color.g) / 255.0f, ((float)color.b) / 255.0f, ((float)color.a) / 255.0f);
}
void RSGL_renderer_viewport(RSGL_renderer* renderer, RSGL_rect rect) { renderer->proc.viewport(renderer->ctx, rect.x, rect.y, rect.w, rect.h); }
RSGL_texture RSGL_renderer_createTexture(RSGL_renderer* renderer, const RSGL_textureBlob* blob) {
RSGL_texture tex = 0;
if (renderer->proc.createTexture) tex = renderer->proc.createTexture(renderer->ctx, blob);
return tex;
}
void RSGL_renderer_copyToTexture(RSGL_renderer* renderer, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob) {
return renderer->proc.copyToTexture(renderer->ctx, texture, x, y, blob);
}
void RSGL_renderer_deleteTexture(RSGL_renderer* renderer, RSGL_texture tex) { renderer->proc.deleteTexture(renderer->ctx, tex); }
void RSGL_renderer_scissorStart(RSGL_renderer* renderer, RSGL_rect scissor, i32 height) {
renderer->proc.scissorStart(renderer->ctx, scissor.x, scissor.y, scissor.w, scissor.h, height);
}
RSGL_framebuffer RSGL_renderer_createFramebuffer(RSGL_renderer* renderer, size_t width, size_t height) {
RSGL_framebuffer framebuffer = 0;
if (renderer->proc.createFramebuffer) {
framebuffer = renderer->proc.createFramebuffer(renderer->ctx, width, height);
}
return framebuffer;
}
void RSGL_renderer_attachFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel) {
if (renderer->proc.attachFramebuffer)
renderer->proc.attachFramebuffer(renderer->ctx, fbo, tex, attachType, mipLevel);
}
void RSGL_renderer_deleteFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer fbo) {
if (renderer->proc.deleteFramebuffer)
renderer->proc.deleteFramebuffer(renderer->ctx, fbo);
}
void RSGL_renderer_scissorEnd(RSGL_renderer* renderer) {
renderer->proc.scissorEnd(renderer->ctx);
}
RSGL_programBlob RSGL_renderer_defaultBlob(RSGL_renderer* renderer) {
RSGL_programBlob blob;
RSGL_MEMSET(&blob, 0, sizeof(blob));
if (renderer->proc.defaultBlob) {
blob = renderer->proc.defaultBlob(renderer);
}
return blob;
}
RSGL_programInfo RSGL_renderer_createProgram(RSGL_renderer* renderer, RSGL_programBlob* blob) {
RSGL_programInfo info;
RSGL_MEMSET(&info, 0, sizeof(info));
if (blob->fragment == NULL || blob->vertex == NULL) {
RSGL_programBlob pBlob = RSGL_renderer_defaultBlob(renderer);
renderer->defaultProgram = RSGL_renderer_createProgram(renderer, &pBlob);
if (blob->vertex == NULL) {
blob->vertex = pBlob.vertex;
blob->vertexLen = pBlob.vertexLen;
}
if (blob->fragment == NULL) {
blob->fragment = pBlob.fragment;
blob->fragmentLen = pBlob.fragmentLen;
}
}
if (renderer->proc.createProgram) {
info = renderer->proc.createProgram(renderer->ctx, blob);
}
return info;
}
void RSGL_renderer_deleteProgram(RSGL_renderer* renderer, const RSGL_programInfo* program) { return renderer->proc.deleteProgram(renderer->ctx, program); }
size_t RSGL_renderer_findShaderVariable(RSGL_renderer* renderer, const RSGL_programInfo* program, const char* var, size_t len) {
return renderer->proc.findShaderVariable(renderer->ctx, program, var, len);
}
void RSGL_renderer_updateShaderVariable(RSGL_renderer* renderer, const RSGL_programInfo* program, size_t var, const float value[], u8 len) {
if (renderer->proc.updateShaderVariable) {
renderer->proc.updateShaderVariable(renderer->ctx, program, var, value, len);
}
}
RSGL_programInfo RSGL_renderer_createComputeProgram(RSGL_renderer* renderer, const char* CShaderCode) {
return renderer->proc.createComputeProgram(renderer->ctx, CShaderCode);
}
void RSGL_renderer_dispatchComputeProgram(RSGL_renderer* renderer, const RSGL_programInfo* program, u32 groups_x, u32 groups_y, u32 groups_z) {
renderer->proc.dispatchComputeProgram(renderer->ctx, program, groups_x, groups_y, groups_z);
}
void RSGL_renderer_bindComputeTexture(RSGL_renderer* renderer, u32 texture, u8 format) {
renderer->proc.bindComputeTexture(renderer->ctx, texture, format);
}