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/**
* Copyright (C) 2026 andromeda <andromeda@galaxious.de>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
**/
module rsgl;
const int MAX_BATCHES = 2028;
const int MAX_VERTS = 8192;
enum DebugType : char
{
ERROR,
WARNING,
INFO,
}
enum ErrorCode : char
{
NO_ERROR,
ERROR_BACKEND,
ERROR_QUERY_FAIL,
ERROR_SHADER,
INFO_BACKEND,
INFO_SHADER,
WARNING_BACKEND,
}
struct DebugInfo
{
DebugType type;
ErrorCode code;
ZString msg;
}
alias DebugFunc = fn void(DebugInfo*);
enum TextureFormat : int
{
NONE,
RGB,
BGR,
RGBA,
BGRA,
RED,
GRAYSCALE,
GRAYSCALE_ALPHA,
FORMAT_COUNT,
}
enum TextureDataType : int
{
INT,
FLOAT,
}
enum TextureFilter : int
{
NEAREST,
LINEAR,
}
struct TextureBlob
{
void* data;
usz width;
usz height;
TextureDataType data_type;
TextureFormat data_format;
TextureFormat texture_format;
TextureFilter min_filter;
TextureFilter mag_filter;
}
alias Texture = usz;
alias Framebuffer = usz;
struct Rect
{
float x;
float y;
float w;
float h;
}
struct Cube
{
float x;
float y;
float z;
float w;
float l;
float h;
}
struct Vec2D
{
float x;
float y;
}
struct Vec3D
{
float x;
float y;
float z;
}
macro @triangle(#p1, #p2, #p3) => (Vec3D[3]) { #p1, #p2, #p3 };
macro @createTriangle(
#p1x,
#p1y,
#p1z,
#p2x,
#p2y,
#p2z,
#p3x,
#p3y,
#p3z
) => @triangle((Vec3D) { #p1x, #p1y, #p1z }, (Vec3D) { #p2x, #p2y, #p2z }, (Vec3D) { #p3x, #p3y, #p3z });
struct Color
{
char a;
char b;
char g;
char r;
}
macro @rgba(#r, #g, #b, #a) => (Color) { #a, #b, #g, #r };
macro @rgb(#r, #g, #b) => (Color) { 255, #b, #g, #r };
macro @color_to_hex(#color) => (uint)#color & 0xFFFFFF00;
macro @rgb_to_hex(#r, #g, #b) => @color_to_hex(@rgb(#r, #g, #b));
macro @rgba_to_hex(#r, #g, #b, #a) => @color_to_hex(@rgba(#r, #g, #b, #a));
struct Mat4
{
float[16] m;
}
enum ProjectionType : int
{
ORTHO_2D,
ORTHO_3D,
PERSPECTIVE_3D,
}
struct Projection2D
{
ProjectionType type;
uint width;
uint height;
}
struct Projection3D
{
ProjectionType type;
float fov;
float ratio;
float pNear;
float pFar;
}
union Projection
{
ProjectionType type;
Projection2D p2D;
Projection3D p3D;
}
enum DrawType : int
{
TRIANGLES,
POINTS,
LINES,
}
struct RawVerts
{
DrawType type;
float* verts;
float* tex_coords;
ushort* elements;
usz elm_count;
usz vert_count;
}
constdef ShaderType : int
{
NONE = 0,
STANDARD = 1,
COMPUTE = 2,
GEOMETRY = 4,
}
struct ProgramBlob
{
CChar* vertex;
usz vertex_len;
CChar* fragment;
usz fragment_len;
}
struct ProgramInfo
{
usz program;
usz perspective_view;
usz model;
usz vertex_position;
usz vertex_tex_coord;
usz vertex_color;
ShaderType type;
}
struct Batch
{
usz start;
usz len;
usz elm_start;
usz elm_count;
DrawType type;
Texture tex;
float line_width;
Mat4 matrix;
}
struct RenderData
{
float* verts;
float* tex_coords;
float* colors;
ushort* elements;
usz elements_count;
usz len;
Mat4 perspective;
}
enum BufferType : int
{
ARRAY_BUFFER,
ELEMENT_ARRAY_BUFFER,
SHADER_STORAGE_BUFFER,
TEXTURE_BUFFER,
UNIFORM_BUFFER,
}
struct RenderBuffers
{
usz vertex;
usz color;
usz texture;
usz elements;
usz max_verts;
Batch[MAX_BATCHES] batches;
usz batch_count;
}
struct RenderState
{
float* gradient;
Rect source;
Texture texture;
uint gradient_len;
Color color;
Vec3D rotate;
ProgramInfo* program;
RenderBuffers* buffers;
Vec3D center;
float line_width;
Mat4 model_matrix;
Mat4 view_matrix;
Mat4 perspective_matrix;
bool force_batch;
bool overflow;
Framebuffer framebuffer;
}
struct RenderPass
{
ProgramInfo* program;
float* matrix;
RenderBuffers* buffers;
Framebuffer framebuffer;
}
alias RendererProcSize = fn usz();
alias RendererProcDefaultBlob = fn ProgramBlob(void*);
alias RendererProcInitPtr = fn void(void*, void*);
alias RendererProcFreePtr = fn void(void*);
alias RendererProcRender = fn void(void*, RenderPass*);
alias RendererProcClear = fn void(void*, Framebuffer, float, float, float, float);
alias RendererProcViewport = fn void(void*, int, int, int, int);
alias RendererProcSetSurface = fn void(void*, void*);
alias RendererProcCreateTexture = fn Texture(void*, TextureBlob*);
alias RendererProcCopyToTexture = fn void(void*, Texture, usz, usz, TextureBlob*);
alias RendererProcDeleteTexture = fn void(void*, Texture);
alias RendererProcScissorStart = fn void(void*, float, float, float, float, float);
alias RendererProcScissorEnd = fn void(void*);
alias RendererProcCreateProgram = fn ProgramInfo(void*, ProgramBlob*);
alias RendererProcDeleteProgram = fn void(void*, ProgramInfo*);
alias RendererProcFindShaderVariable = fn usz(void*, ProgramInfo*, ZString, usz);
alias RendererProcUpdateShaderVariable = fn void(void*, ProgramInfo*, usz, float*, char);
alias RendererProcCreateComputeProgram = fn ProgramInfo(void*, ZString);
alias RendererProcDispatchComputeProgram = fn void(void*, ProgramInfo*, uint, uint, uint);
alias RendererProcBindComputeTexture = fn void(void*, uint, char);
alias RendererProcCreateBuffer = fn void(void*, BufferType, usz, void*, usz*);
alias RendererProcUpdateBuffer = fn void(void*, BufferType, usz, void*, usz, usz);
alias RendererProcDeleteBuffer = fn void(void*, usz);
alias RendererProcCreateFramebuffer = fn Framebuffer(void*, usz, usz);
alias RendererProcAttachFramebuffer = fn void(void*, Framebuffer, Texture, char, char);
alias RendererProcDeleteFramebuffer = fn void(void*, Framebuffer);
struct RendererProc
{
RendererProcSize size;
RendererProcDefaultBlob default_blob;
RendererProcInitPtr init_ptr;
RendererProcFreePtr free_ptr;
RendererProcRender render;
RendererProcClear clear;
RendererProcViewport viewport;
RendererProcSetSurface set_surface;
RendererProcCreateTexture create_texture;
RendererProcCopyToTexture copy_to_texture;
RendererProcDeleteTexture delete_texture;
RendererProcScissorStart scissor_start;
RendererProcScissorEnd scissor_end;
RendererProcCreateProgram create_program;
RendererProcDeleteProgram delete_program;
RendererProcFindShaderVariable find_shader_variable;
RendererProcUpdateShaderVariable update_shader_variable;
RendererProcCreateComputeProgram create_compute_program;
RendererProcDispatchComputeProgram dispatch_compute_program;
RendererProcBindComputeTexture bind_compute_texture;
RendererProcCreateBuffer create_buffer;
RendererProcUpdateBuffer update_buffer;
RendererProcDeleteBuffer delete_buffer;
RendererProcCreateFramebuffer create_framebuffer;
RendererProcAttachFramebuffer attach_framebuffer;
RendererProcDeleteFramebuffer delete_framebuffer;
}
struct Renderer
{
RenderData data;
RenderState state;
RendererProc proc;
void* user_ptr;
void* ctx;
Texture default_texture;
ProgramInfo default_program;
Mat4 default_perspective_matrix;
float[MAX_VERTS * 3] verts;
float[MAX_VERTS * 2] tex_coords;
float[MAX_VERTS * 4] colors;
ushort[MAX_VERTS * 6] elements;
RenderBuffers buffers;
}
enum ViewType : int
{
NONE,
TWO_D,
THREE_D,
}
struct View2D
{
ViewType type;
Vec3D offset;
Vec3D target;
float rotation;
float zoom;
}
struct View3D
{
ViewType type;
Vec3D pos;
Vec3D target;
Vec3D up;
}
union View
{
ViewType type;
View2D view_2D;
View3D view_3D;
}
extern fn DebugFunc set_debug_func(DebugFunc) @cname("RSGL_setDebugCallback");
extern fn void debug_callback(DebugType, ErrorCode, ZString) @cname("RSGL_debugCallback");
extern fn Mat4 mat4_loadIdentity() @cname("RSGL_mat4_loadIdentity");
extern fn Mat4 Mat4.scale(self, float, float, float) @cname("RSGL_mat4_scale");
extern fn Mat4 Mat4.rotate(self, float, float, float, float) @cname("RSGL_mat4_rotate");
extern fn Mat4 Mat4.translate(self, float, float, float) @cname("RSGL_mat4_translate");
extern fn Mat4 Mat4.perspective(self, float, float, float, float) @cname("RSGL_mat4_perspective");
extern fn Mat4 Mat4.ortho(self, float, float, float, float, float, float) @cname("RSGL_mat4_ortho");
extern fn Mat4 Mat4.look_at(self, float, float, float, float, float, float, float, float, float) @cname("RSGL_mat4_lookAt");
extern fn Mat4 Mat4.multiply(self, Mat4) @cname("RSGL_mat4_multiply");
extern fn Vec3D Mat4.multiply_point(self, Vec3D) @cname("RSGL_mat4_multiplyPoint");
extern fn Mat4 Projection.get_matrix(&self) @cname("RSGL_projection_getMatrix");
extern fn void Renderer.get_render_state(&self, RenderState*) @cname("RSGL_renderer_getRenderState");
extern fn usz Renderer.size(&self) @cname("RSGL_renderer_size");
extern fn void renderer_initPtr(RendererProc*, void*, void*, Renderer*) @cname("RSGL_renderer_initPtr");
extern fn Renderer* renderer_init(RendererProc, void*) @cname("RSGL_renderer_init");
extern fn void Renderer.update_size(&self, usz, usz) @cname("RSGL_renderer_updateSize");
extern fn void Renderer.free_ptr(&self) @cname("RSGL_renderer_freePtr");
extern fn void Renderer.set_surface(&self, void*) @cname("RSGL_renderer_setSurface");
extern fn void Renderer.create_buffer(&self, BufferType, usz, void*, usz*) @cname("RSGL_renderer_createBuffer");
extern fn void Renderer.update_buffer(&self, BufferType, usz, void*, usz, usz) @cname("RSGL_renderer_updateBuffer");
extern fn void Renderer.delete_buffer(&self, usz) @cname("RSGL_renderer_deleteBuffer");
extern fn void Renderer.create_render_buffers(&self, usz, RenderBuffers*) @cname("RSGL_renderer_createRenderBuffers");
extern fn void Renderer.delete_render_buffers(&self, RenderBuffers*) @cname("RSGL_renderer_deleteRenderBuffers");
extern fn void Renderer.render(&self) @cname("RSGL_renderer_render");
extern fn void Renderer.update_render_buffers(&self) @cname("RSGL_renderer_updateRenderbuffers");
extern fn void Renderer.render_buffers(&self) @cname("RSGL_renderer_renderBuffers");
extern fn void Renderer.free(&self) @cname("RSGL_renderer_free");
extern fn void Renderer.set_rotate(&self, Vec3D) @cname("RSGL_renderer_setRotate");
extern fn void Renderer.set_texture(&self, Texture) @cname("RSGL_renderer_setTexture");
extern fn void Renderer.set_texture_source(&self, Texture, Rect) @cname("RSGL_renderer_setTextureSource");
extern fn void Renderer.set_color(&self, Color) @cname("RSGL_renderer_setColor");
extern fn void Renderer.set_program(&self, ProgramInfo*) @cname("RSGL_renderer_setProgram");
extern fn void Renderer.set_framebuffer(&self, Framebuffer) @cname("RSGL_renderer_setFramebuffer");
extern fn void Renderer.set_render_buffers(&self, RenderBuffers*) @cname("RSGL_renderer_setRenderBuffers");
extern fn void Renderer.set_gradent(&self, float*, usz) @cname("RSGL_renderer_setGradient");
extern fn void Renderer.set_center(&self, Vec3D) @cname("RSGL_renderer_setCenter");
extern fn void Renderer.set_overflow(&self, bool) @cname("RSGL_renderer_setOverflow");
extern fn void Renderer.clear_args(&self) @cname("RSGL_renderer_clearArgs");
extern fn Mat4 Renderer.init_draw_matrix(&self, Vec3D) @cname("RSGL_renderer_initDrawMatrix");
extern fn void Renderer.clear(&self, Color) @cname("RSGL_renderer_clear");
extern fn void Renderer.viewport(&self, Rect) @cname("RSGL_renderer_viewport");
extern fn Texture Renderer.create_texture(&self, TextureBlob*) @cname("RSGL_renderer_createTexture");
extern fn void Renderer.copy_to_texture(&self, Texture, usz, usz, TextureBlob*) @cname("RSGL_renderer_copyToTexture");
extern fn void Renderer.delete_texture(&self, Texture) @cname("RSGL_renderer_deleteTexture");
extern fn Framebuffer Renderer.create_framebuffer(&self, usz, usz) @cname("RSGL_renderer_createFramebuffer");
extern fn void Renderer.attach_framebuffer(&self, Framebuffer, Texture, char, char) @cname("RSGL_renderer_attachFramebuffer");
extern fn void Renderer.delete_framebuffer(&self, Framebuffer) @cname("RSGL_renderer_deleteFramebuffer");
extern fn void Renderer.scissor_start(&self, Rect, int) @cname("RSGL_renderer_scissorStart");
extern fn void Renderer.scissor_end(&self) @cname("RSGL_renderer_scissorEnd");
extern fn ProgramBlob Renderer.default_blob(&self) @cname("RSGL_renderer_defaultBlob");
extern fn ProgramInfo Renderer.create_program(&self, ProgramBlob*) @cname("RSGL_renderer_createProgram");
extern fn void Renderer.delete_program(&self, ProgramInfo*) @cname("RSGL_renderer_deleteProgram");
extern fn usz Renderer.find_shader_variable(&self, ProgramInfo*, ZString, usz) @cname("RSGL_renderer_findShaderVariable");
extern fn void Renderer.update_shader_variable(&self, ProgramInfo*, usz, float*, char) @cname("RSGL_renderer_updateShaderVariable");
extern fn void Renderer.force_batch(&self) @cname("RSGL_renderer_forceBatch");
extern fn void Renderer.set_perspective_matrix(&self, Mat4) @cname("RSGL_renderer_setPerspectiveMatrix");
extern fn void Renderer.set_default_perspective_matrix(&self, Mat4) @cname("RSGL_renderer_setDefaultPerspectiveMatrix");
extern fn void Renderer.set_model_matrix(&self, Mat4) @cname("RSGL_renderer_setModelMatrix");
extern fn void Renderer.reset_model_matrix(&self) @cname("RSGL_renderer_resetModelMatrix");
extern fn ProgramInfo Renderer.create_compute_program(&self, ZString) @cname("RSGL_renderer_createComputeProgram");
extern fn void Renderer.dispatch_compute_program(
&self,
ProgramInfo*,
uint,
uint,
uint
) @cname("RSGL_renderer_dispatchComputeProgram");
extern fn void Renderer.bind_compute_texture(&self, uint, char) @cname("RSGL_renderer_bindComputeTexture");
extern fn int Renderer.draw_raw_verts(&self, RawVerts*) @cname("RSGL_drawRawVerts");
module rsgl @feat(HIGHLEVEL);
extern fn int Renderer.draw_point(&self, Vec2D) @cname("RSGL_drawPoint");
extern fn int Renderer.draw_rect(&self, Rect) @cname("RSGL_drawRect");
extern fn int Renderer.draw_round_rect(&self, Rect, Vec2D) @cname("RSGL_drawRoundRect");
extern fn int Renderer.draw_polygon(&self, Rect, uint) @cname("RSGL_drawPolygon");
extern fn int Renderer.draw_arc(&self, Rect, Vec2D) @cname("RSGL_drawArc");
extern fn int Renderer.draw_oval(&self, Rect) @cname("RSGL_drawOval");
extern fn int Renderer.draw_line(&self, Vec2D, Vec2D, uint) @cname("RSGL_drawLine");
extern fn int Renderer.draw_triangle(&self, Vec3D[3]) @cname("RSGL_drawTriangle");
extern fn int Renderer.draw_point_3D(&self, Vec3D) @cname("RSGL_drawPoint3D");
extern fn int Renderer.draw_line_3D(&self, Vec3D, Vec3D, uint) @cname("RSGL_drawLine3D");
extern fn int Renderer.draw_cube(&self, Cube) @cname("RSGL_drawCube");
extern fn int Renderer.draw_triangle_outline(&self, Vec3D[3], uint) @cname("RSGL_drawTriangleOutline");
extern fn int Renderer.draw_rect_outline(&self, Rect, uint) @cname("RSGL_drawRectOutline");
extern fn int Renderer.draw_round_rect_outline(&self, Rect, Vec2D, uint) @cname("RSGL_drawRoundRectOutline");
extern fn int Renderer.draw_polygon_outline(&self, Rect, uint, uint) @cname("RSGL_drawPolygonOutline");
extern fn int Renderer.draw_arc_outline(&self, Rect, Vec2D, uint) @cname("RSGL_drawArcOutline");
extern fn int Renderer.draw_oval_outline(&self, Rect, uint) @cname("RSGL_drawovalOutline");
extern fn Mat4 View.get_matrix(&self) @cname("RSGL_view_getMatrix");
module rsgl::gl @feat(OPENGL);
struct GlRenderer
{
uint vao;
}
extern fn RendererProc renderer_proc() @cname("RSGL_GL_rendererProc");
extern fn usz size() @cname("RSGL_GL_size");
module rsgl::rfont @feat(RFONT);
import rfont;
extern fn rfont::RendererProc renderer_proc() @cname("RFont_RSGL_renderer_proc");
extern fn rfont::Renderer* renderer_init(rsgl::Renderer*) @cname("RFont_RSGL_renderer_init");
extern fn void renderer_initPtr(rsgl::Renderer*, rfont::Renderer*) @cname("RFont_RSGL_renderer_initPtr");
extern fn void renderer_free(rfont::Renderer*) @cname("RFont_RSGL_renderer_free");
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