diff options
Diffstat (limited to 'include/RSGL.h')
| -rw-r--r-- | include/RSGL.h | 1925 |
1 files changed, 1925 insertions, 0 deletions
diff --git a/include/RSGL.h b/include/RSGL.h new file mode 100644 index 0000000..3c28e44 --- /dev/null +++ b/include/RSGL.h @@ -0,0 +1,1925 @@ +/* +* +* 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); +} + +void RSGL_renderer_updateSize(RSGL_renderer* renderer, size_t width, size_t height) { + RSGL_projection projection; + projection.p2D.type = RSGL_projectionOrtho2D; + projection.p2D.width = width; + projection.p2D.height = height; + + RSGL_mat4 matrix = RSGL_projection_getMatrix(&projection); + RSGL_renderer_setDefaultPerspectiveMatrix(renderer, matrix); +} + +void RSGL_renderer_setRotate(RSGL_renderer* renderer, RSGL_vec3D rotate){ + renderer->state.rotate = RSGL_VEC3D(rotate.x * DEG2RAD, rotate.y * DEG2RAD, rotate.z * DEG2RAD); +} +void RSGL_renderer_setTexture(RSGL_renderer* renderer, RSGL_texture texture) { + if (texture == 0) + renderer->state.texture = renderer->defaultTexture; + else + renderer->state.texture = texture; + + renderer->state.source = RSGL_RECT(0, 0, 1, 1); +} + +void RSGL_renderer_setTextureSource(RSGL_renderer* renderer, RSGL_texture texture, RSGL_rect rect) { + RSGL_renderer_setTexture(renderer, texture); + renderer->state.source = rect; +} + +void RSGL_renderer_setColor(RSGL_renderer* renderer, RSGL_color color) { + renderer->state.color = color; +} + +void RSGL_renderer_setRenderBuffers(RSGL_renderer* renderer, RSGL_renderBuffers* buffers) { + if (buffers == NULL) + renderer->state.buffers = &renderer->buffers; + else + renderer->state.buffers = buffers; +} + +void RSGL_renderer_setProgram(RSGL_renderer* renderer, RSGL_programInfo* program) { + if (program == NULL) + renderer->state.program = &renderer->defaultProgram; + else + renderer->state.program = program; +} + +void RSGL_renderer_setFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer framebuffer) { + renderer->state.framebuffer = framebuffer; +} + +void RSGL_renderer_setGradient(RSGL_renderer* renderer, float gradient[], size_t len) { + renderer->state.gradient_len = len; + renderer->state.gradient = gradient; +} +void RSGL_renderer_setCenter(RSGL_renderer* renderer, RSGL_vec3D center) { + renderer->state.center = center; +} + +RSGL_mat4 RSGL_renderer_initDrawMatrix(RSGL_renderer* renderer, RSGL_vec3D center) { + RSGL_mat4 matrix = RSGL_mat4_loadIdentity(); + + if (renderer->state.rotate.x || renderer->state.rotate.y || renderer->state.rotate.z) { + if (renderer->state.center.x != -1 && renderer->state.center.y != -1 && renderer->state.center.z != -1) + center = renderer->state.center; + + matrix = RSGL_mat4_translate(matrix.m, center.x, center.y, center.z); + matrix = RSGL_mat4_rotate(matrix.m, renderer->state.rotate.z, 0, 0, 1); + matrix = RSGL_mat4_rotate(matrix.m, renderer->state.rotate.y, 0, 1, 0); + matrix = RSGL_mat4_rotate(matrix.m, renderer->state.rotate.x, 1, 0, 0); + matrix = RSGL_mat4_translate(matrix.m, -center.x, -center.y, -center.z); + } + + return matrix; +} + +void RSGL_renderer_clearArgs(RSGL_renderer* renderer) { + RSGL_MEMSET(&renderer->state, 0, sizeof(renderer->state)); + renderer->state.center = RSGL_VEC3D(-1, -1, -1); + renderer->state.overflow = RSGL_TRUE; +} + +/* +**** +RFont_RSGL integration +**** +*/ + +#ifdef RSGL_RFONT + +#ifndef RFONT_H + +#ifdef RSGL_INT_DEFINED + #ifndef RFONT_INT_DEFINED + #define RFONT_INT_DEFINED + #endif +#endif + +#include "RFont.h" +#endif + +struct RFont_renderer* RFont_RSGL_renderer_init(struct RSGL_renderer* ptr) { + RFont_renderer* renderer = (RFont_renderer*)RFONT_MALLOC(sizeof(RFont_renderer)); + RFont_renderer_initPtr(RFont_RSGL_renderer_proc(), ptr, renderer); + return renderer; +} +void RFont_RSGL_renderer_initPtr(struct RSGL_renderer* ptr, struct RFont_renderer* renderer) { RFont_renderer_initPtr(RFont_RSGL_renderer_proc(), ptr, renderer); } + +void RFont_RSGL_renderer_free(struct RFont_renderer* renderer) { + RFONT_FREE(renderer); +} + +void RFont_RSGL_render_text(RSGL_renderer* renderer, const RFont_render_data* src) { + RSGL_texture save = renderer->state.texture; + RSGL_renderer_setTexture(renderer, src->atlas); + + RSGL_rawVerts data; + data.type = RSGL_TRIANGLES; + data.verts = src->verts; + data.texCoords = src->tcoords; + data.elements = src->elements; + data.elmCount = src->nelements; + data.vert_count = src->nverts; + i32 batch = RSGL_drawRawVerts(renderer, &data); + RSGL_UNUSED(batch); + + RSGL_renderer_setTexture(renderer, save); +} + +RFont_texture RFont_RSGL_createAtlas(RSGL_renderer* renderer, u32 atlasWidth, u32 atlasHeight) { + RSGL_textureBlob blob; + blob.data = NULL; + blob.width = atlasWidth; + blob.height = atlasWidth; + blob.dataType = RSGL_textureDataInt; + blob.dataFormat = RSGL_formatRGBA; //RSGL_formatRGBA; + blob.textureFormat = RSGL_formatRGBA;//RSGL_formatRGBA; + RFont_texture id = RSGL_renderer_createTexture(renderer, &blob); + return id; +} + +void RFont_RSGL_deleteAtlas(RSGL_renderer* renderer, RFont_texture atlas) { + RSGL_renderer_deleteTexture(renderer, atlas); +} + +void RFont_RSGL_bitmapToAtlas(RSGL_renderer* renderer, RFont_texture atlas, u32 atlasWidth, u32 atlasHeight, u32 maxHeight, u8* bitmap, float w, float h, float* x, float* y) { + RSGL_UNUSED(atlasHeight); + if (((*x) + w) >= atlasWidth) { + *x = 0; + *y += (float)maxHeight; + } + + RSGL_textureBlob blob; + blob.width = w; + blob.height = h; + blob.dataType = RSGL_textureDataInt; + blob.dataFormat = RSGL_formatRGBA; + blob.textureFormat = blob.dataFormat; + + u8* newBitmap = (u8*)RSGL_MALLOC(w * h * 4); + + for (size_t indexY = 0; indexY < (size_t)h; indexY++) { + for (size_t indexX = 0; indexX < (size_t)w; indexX++) { + size_t index = ((indexY * (size_t)w * 4) + indexX * 4); + size_t oIndex = ((indexY * (size_t)w) + indexX); + + u8 value = bitmap[oIndex]; + + newBitmap[index + 0] = value; + newBitmap[index + 1] = value; + newBitmap[index + 2] = value; + newBitmap[index + 3] = value; + } + } + + blob.data = newBitmap; + + RSGL_renderer_copyToTexture(renderer, atlas, (size_t)(*x), (size_t)(*y), &blob); + + RSGL_FREE(newBitmap); + + *x += w; +} + +void RFont_RSGL_setFrameBuffer(RSGL_renderer* renderer, u32 width, u32 height) { + RSGL_renderer_updateSize(renderer, width, height); +} + +void RFont_RSGL_setColor(RSGL_renderer* renderer, float r, float g, float b, float a) { + RSGL_renderer_setColor(renderer, RSGL_RGBA(r * 255.0f, g * 255.0f, b * 255.0f, a * 255.0f)); +} + +RFont_renderer_proc RFont_RSGL_renderer_proc(void) { + RFont_renderer_proc proc; + RSGL_MEMSET(&proc, 0, sizeof(proc)); + proc.create_atlas = (RFont_texture (*)(void* ctx, u32 atlasWidth, u32 atlasHeight))RFont_RSGL_createAtlas; + proc.free_atlas = (void (*)(void*, RSGL_texture))RFont_RSGL_deleteAtlas; + proc.bitmap_to_atlas = (void(*)(void*, RFont_texture, u32, u32, u32, u8*, float, float, float*, float*))RFont_RSGL_bitmapToAtlas; + proc.render = (void (*)(void*, const RFont_render_data* data))RFont_RSGL_render_text; + proc.set_framebuffer = (void (*)(void*, u32, u32))RFont_RSGL_setFrameBuffer; + proc.set_color = (void (*)(void*, float, float, float, float))RFont_RSGL_setColor; + return proc; +} + +#endif + +#if !defined(RSGL_NO_HIGHLEVEL) + +/* +**** +RSGL_draw +**** +*/ + +i32 RSGL_drawPoint(RSGL_renderer* renderer, RSGL_vec2D p) { + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, RSGL_VEC3D(p.x, p.y, 0.0f)); + + float points[] = {RSGL_GET_MATRIX_POINT((float)p.x, (float)p.y, 0.0f)}; + float texPoints[] = { renderer->state.source.x, renderer->state.source.y }; + u16 elements[] = { 0 }; + + RSGL_rawVerts data; + data.type = RSGL_POINTS; + data.verts = points; + data.texCoords = texPoints; + data.elements = elements; + data.elmCount = 1; + data.vert_count = 1; + + return RSGL_drawRawVerts(renderer, &data); +} + +i32 RSGL_drawRect(RSGL_renderer* renderer, RSGL_rect r) { + float texPoints[] = { + renderer->state.source.x, renderer->state.source.y, + renderer->state.source.x, renderer->state.source.y + renderer->state.source.h, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h, + }; + + RSGL_vec3D center = (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f}; + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center); + + float points[] = { + RSGL_GET_MATRIX_POINT(r.x, r.y, 0.0f), + RSGL_GET_MATRIX_POINT(r.x, r.y + r.h, 0.0f), + RSGL_GET_MATRIX_POINT(r.x + r.w, r.y, 0.0f), + RSGL_GET_MATRIX_POINT(r.x + r.w, r.y + r.h, 0.0f), + }; + + u16 elements[] = { + 0, 1, 2, + 3, 2, 1 + }; + + RSGL_rawVerts data; + data.type = RSGL_TRIANGLES; + data.verts = points; + data.texCoords = texPoints; + data.elements = elements; + data.elmCount = 6; + data.vert_count = 4; + + return RSGL_drawRawVerts(renderer, &data); +} + +i32 RSGL_drawRoundRect(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding) { + RSGL_drawRect(renderer, RSGL_RECT(r.x + (rounding.x / 2), r.y, r.w - rounding.x, r.h)); + RSGL_drawRect(renderer, RSGL_RECT(r.x, r.y + (rounding.y / 2), r.w, r.h - rounding.y)); + + RSGL_drawArc(renderer, RSGL_RECT(r.x, r.y, rounding.x, rounding.y), (RSGL_vec2D){180, 270}); + RSGL_drawArc(renderer, RSGL_RECT(r.x + (r.w - rounding.x), r.y, rounding.x, rounding.y), (RSGL_vec2D){90, 180}); + RSGL_drawArc(renderer, RSGL_RECT(r.x + (r.w - rounding.x), r.y + (r.h - rounding.y), rounding.x, rounding.y), (RSGL_vec2D){0, 90}); + return RSGL_drawArc(renderer, RSGL_RECT(r.x, r.y + (r.h - rounding.y), rounding.x, rounding.y), (RSGL_vec2D){270, 360}); +} + +i32 RSGL_drawPolygonOutlineEx(RSGL_renderer* renderer, RSGL_rect o, u32 sides, RSGL_vec2D arc); + +i32 RSGL_drawPolygonEx(RSGL_renderer* renderer, RSGL_rect o, u32 sides, RSGL_vec2D arc) { + static float verts[360 * 3]; + static float texcoords[360 * 2]; + static u16 elements[360 * 6]; + + RSGL_vec3D center = (RSGL_vec3D){o.x + (o.w / 2.0f), o.y + (o.h / 2.0f), 0}; + + o = (RSGL_rect){o.x, o.y, o.w / 2, o.h / 2}; + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center); + + float displacement = 360.0f / (float)sides; + float angle = displacement * arc.x; + + size_t vIndex = 0; + size_t tIndex = 0; + size_t iIndex = 0; + + float texCenterX = (0.5 * (renderer->state.source.w)); + float texCenterY = (0.5 * (renderer->state.source.h)); + + RSGL_UNUSED(texCenterX); + RSGL_UNUSED(texCenterY); + + { + RSGL_vec2D p = {center.x, center.y}; + + texcoords[tIndex] = (renderer->state.source.x) + texCenterX; + texcoords[tIndex + 1] = (renderer->state.source.y) + texCenterY; + float temp[3] = { RSGL_GET_MATRIX_POINT(p.x, p.y, 0.0) }; + memcpy(verts + vIndex, temp, 3 * sizeof(float)); + + angle += displacement; + tIndex += 2; + vIndex += 3; + } + + u32 i; + for (i = 0; i < sides + 1; i++) { + RSGL_vec2D p = {RSGL_COS(angle * DEG2RAD), RSGL_SIN(angle * DEG2RAD)}; + + texcoords[tIndex] = ((p.x + 1.0f) * texCenterX) + (renderer->state.source.x) ; + texcoords[tIndex + 1] = ((p.y + 1.0f) * texCenterY) + (renderer->state.source.y); + + float temp[3] = { RSGL_GET_MATRIX_POINT(o.x + o.w + (p.x * o.w), o.y + o.h + (p.y * o.h), 0.0) }; + memcpy(&verts[vIndex], temp, 3 * sizeof(float)); + + elements[iIndex + 0] = i; + + if (i < sides) + elements[iIndex + 1] = i + 1; + else + elements[iIndex + 1] = 1; + + elements[iIndex + 2] = 0; + + angle += displacement; + tIndex += 2; + vIndex += 3; + iIndex += 3; + } + + RSGL_rawVerts data; + data.type = RSGL_TRIANGLES; + data.verts = verts; + data.texCoords = texcoords; + data.elements = elements; + data.elmCount = iIndex; + data.vert_count = (vIndex / 3); + + i32 out = RSGL_drawRawVerts(renderer, &data); + return out; +} + +i32 RSGL_drawPolygon(RSGL_renderer* renderer, RSGL_rect o, u32 sides) { return RSGL_drawPolygonEx(renderer, o, sides, (RSGL_vec2D){0, (float)sides}); } + + +i32 RSGL_drawArc(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc) { + u32 verts = (u32)((float)((2 * M_PI * ((o.w + o.h) / 2.0f)) / 10) + 0.5); + verts %= 360; + + return RSGL_drawPolygonEx(renderer, o, verts, arc); +} + +i32 RSGL_drawOval(RSGL_renderer* renderer, RSGL_rect o) { + float verts = ((2 * M_PI * ((o.w + o.h) / 2.0f)) / 10); + verts = (verts > 360 ? 360 : verts); + + return RSGL_drawPolygonEx(renderer, o, verts, (RSGL_vec2D){0, verts}); +} + +/* + 3D +*/ + +i32 RSGL_drawPoint3D(RSGL_renderer* renderer, RSGL_vec3D p) { + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, p); + + float points[] = {RSGL_GET_MATRIX_POINT((float)p.x, (float)p.y, (float)p.z)}; + float texPoints[] = { renderer->state.source.x, renderer->state.source.y }; + u16 elements[] = { 0, }; + + RSGL_rawVerts data; + data.type = RSGL_POINTS; + data.verts = points; + data.texCoords = texPoints; + data.elements = elements; + data.elmCount = 1; + data.vert_count = 1; + + return RSGL_drawRawVerts(renderer, &data); +} + +i32 RSGL_drawLine3D(RSGL_renderer* renderer, RSGL_vec3D p1, RSGL_vec3D p2, u32 thickness) { + renderer->state.lineWidth = thickness; + + RSGL_vec3D center = {(p1.x + p2.x) / 2.0f, (p1.y + p2.y) / 2.0f, (p1.z + p2.z) / 2.0f}; + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center); + + float points[] = {RSGL_GET_MATRIX_POINT(p1.x, p1.y, p1.z), RSGL_GET_MATRIX_POINT(p2.x, p2.y, p2.z)}; + float texPoints[] = { renderer->state.source.x, renderer->state.source.y, renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h}; + u16 elements[] = { 0, 1 }; + + RSGL_rawVerts data; + data.type = RSGL_LINES; + data.verts = points; + data.texCoords = texPoints; + data.elements = elements; + data.elmCount = 4; + data.vert_count = 2; + + return RSGL_drawRawVerts(renderer, &data); +} + +i32 RSGL_drawTriangle(RSGL_renderer* renderer, RSGL_vec3D t[3]) { + RSGL_vec3D center = {t[2].x, (t[2].y + t[0].y) / 2.0f, t[1].z}; + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center); + + float points[] = { + RSGL_GET_MATRIX_POINT(t[0].x, t[0].y, t[0].z), + RSGL_GET_MATRIX_POINT(t[1].x, t[1].y, t[1].z), + RSGL_GET_MATRIX_POINT(t[2].x, t[2].y, t[2].z) + }; + + float texPoints[] = { + renderer->state.source.x, renderer->state.source.y + renderer->state.source.h, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h, + ((float)(t[2].x - t[0].x)/t[1].x < 1) ? (renderer->state.source.x + (float)(t[2].x - t[0].x) / t[1].x) : renderer->state.source.x, renderer->state.source.y, + }; + + u16 elements[] = { + 0, 1, 2, + }; + + RSGL_rawVerts data; + data.type = RSGL_TRIANGLES; + data.verts = points; + data.texCoords = texPoints; + data.elements = elements; + data.elmCount = 3; + data.vert_count = 3; + + return RSGL_drawRawVerts(renderer, &data); +} + +i32 RSGL_drawCube(RSGL_renderer* renderer, RSGL_cube cube) { + float texPoints[] = { + renderer->state.source.x, renderer->state.source.y, + renderer->state.source.x, renderer->state.source.y + renderer->state.source.h, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h, + + renderer->state.source.x, renderer->state.source.y, + renderer->state.source.x, renderer->state.source.y + renderer->state.source.h, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h, + + renderer->state.source.x, renderer->state.source.y, + renderer->state.source.x, renderer->state.source.y + renderer->state.source.h, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h, + + renderer->state.source.x, renderer->state.source.y, + renderer->state.source.x, renderer->state.source.y + renderer->state.source.h, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h, + + renderer->state.source.x, renderer->state.source.y, + renderer->state.source.x, renderer->state.source.y + renderer->state.source.h, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h, + + renderer->state.source.x, renderer->state.source.y, + renderer->state.source.x, renderer->state.source.y + renderer->state.source.h, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y, + renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h, + }; + + RSGL_vec3D center = { + cube.x + (cube.w / 2.0f), + cube.y + (cube.h / 2.0f), + cube.z + }; + + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center); + + float points[] = { + // Front face + RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z), + RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z), + // Back face + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z + cube.l), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z + cube.l), + RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z + cube.l), + RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z + cube.l), + // Left face + RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z + cube.l), + RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z + cube.l), + RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z), + RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z), + // Right face + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z + cube.l), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z + cube.l), + // Top face + RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z), + RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z + cube.l), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z + cube.l), + // Bottom face + RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z + cube.l), + RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z + cube.l), + RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z), + }; + + u16 elements[] = { + 0, 1, 2, + 3, 2, 1, + + 4, 5, 6, + 7, 6, 5, + + 8, 9, 10, + 11, 10, 9, + + 12, 13, 14, + 15, 14, 13, + + 16, 17, 18, + 19, 18, 17, + + 20, 21, 22, + 23, 21, 22, + }; + + RSGL_rawVerts data; + data.type = RSGL_TRIANGLES; + data.verts = points; + data.texCoords = texPoints; + data.elements = elements; + data.elmCount = sizeof(elements) / sizeof(u16); + data.vert_count = sizeof(points) / sizeof(float) / 3; + + return RSGL_drawRawVerts(renderer, &data); +} + +/* +outlines +*/ + +i32 RSGL_drawLine(RSGL_renderer* renderer, RSGL_vec2D p1, RSGL_vec2D p2, u32 thickness) { + renderer->state.lineWidth = thickness; + + RSGL_vec3D center = {(p1.x + p2.x) / 2.0f, (p1.y + p2.y) / 2.0f, 0.0f}; + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center); + + float points[] = {RSGL_GET_MATRIX_POINT(p1.x, p1.y, 0.0f), RSGL_GET_MATRIX_POINT(p2.x, p2.y, 0.0f)}; + float texPoints[] = { renderer->state.source.x, renderer->state.source.y, renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h}; + + u16 elements[] = { 0, 1 }; + + RSGL_rawVerts data; + data.type = RSGL_LINES; + data.verts = points; + data.texCoords = texPoints; + data.elements = elements; + data.elmCount = 4; + data.vert_count = 2; + + return RSGL_drawRawVerts(renderer, &data); +} + +i32 RSGL_drawTriangleOutline(RSGL_renderer* renderer, RSGL_vec3D t[3], u32 thickness) { + renderer->state.lineWidth = thickness; + RSGL_vec3D center = {t[2].x, (t[2].y + t[0].y) / 2.0f, 0}; + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center); + + float points[] = {RSGL_GET_MATRIX_POINT(t[2].x, t[2].y, t[2].z), + RSGL_GET_MATRIX_POINT(t[0].x, t[0].y,t[0].z), + RSGL_GET_MATRIX_POINT(t[0].x, t[0].y, t[0].z), + RSGL_GET_MATRIX_POINT(t[1].x, t[1].y,t[1].z), + RSGL_GET_MATRIX_POINT(t[1].x, t[1].y, t[1].z), + RSGL_GET_MATRIX_POINT(t[2].x, t[2].y, t[2].z)}; + + float texCoords[18]; + + u16 elements[] = { + 0, 1, 2, + 3, 2, 1 + }; + + RSGL_rawVerts data; + data.type = RSGL_LINES; + data.verts = points; + data.texCoords = texCoords; + data.elements = elements; + data.elmCount = 6; + data.vert_count = 6; + + return RSGL_drawRawVerts(renderer, &data); +} +i32 RSGL_drawRectOutline(RSGL_renderer* renderer, RSGL_rect r, u32 thickness) { + RSGL_renderer_setCenter(renderer, (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f}); + RSGL_drawLine(renderer, (RSGL_vec2D){r.x, r.y}, (RSGL_vec2D){r.x + r.w, r.y}, thickness); + + RSGL_renderer_setCenter(renderer, (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f}); + RSGL_drawLine(renderer, (RSGL_vec2D){r.x, r.y}, (RSGL_vec2D){r.x, r.y + r.h}, thickness); + + RSGL_renderer_setCenter(renderer, (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f}); + RSGL_drawLine(renderer, (RSGL_vec2D){r.x, r.y + r.h}, (RSGL_vec2D){r.x + r.w, r.y + r.h}, thickness); + + RSGL_renderer_setCenter(renderer, (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f}); + return RSGL_drawLine(renderer, (RSGL_vec2D){r.x + r.w, r.y}, (RSGL_vec2D){r.x + r.w, r.y + r.h}, thickness); +} +i32 RSGL_drawRoundRectOutline(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding, u32 thickness) { + RSGL_drawRect(renderer, RSGL_RECT(r.x + (rounding.x/2), r.y, r.w - rounding.x, (int)(thickness + !thickness))); + RSGL_drawRect(renderer, RSGL_RECT(r.x + (rounding.x/2), r.y + r.h, r.w - rounding.x, (int)(thickness + !thickness))); + RSGL_drawRect(renderer, RSGL_RECT(r.x, r.y + (rounding.y/2), (int)(thickness + !thickness), r.h - rounding.y)); + RSGL_drawRect(renderer, RSGL_RECT(r.x + r.w, r.y + (rounding.y/2), (int)(thickness + !thickness), r.h - rounding.y)); + + RSGL_drawArcOutline(renderer, RSGL_RECT(r.x, r.y, rounding.x, rounding.y), (RSGL_vec2D){180, 270}, thickness); + RSGL_drawArcOutline(renderer, RSGL_RECT(r.x + (r.w - rounding.x), r.y, rounding.x, rounding.y), (RSGL_vec2D){90, 180}, thickness); + RSGL_drawArcOutline(renderer, RSGL_RECT(r.x + (r.w - rounding.x), r.y + (r.h - rounding.y) - 1, rounding.x, rounding.y + 2), (RSGL_vec2D){0, 90}, thickness); + return RSGL_drawArcOutline(renderer, RSGL_RECT(r.x + 1, r.y + (r.h - rounding.y) - 1, rounding.x, rounding.y + 2), (RSGL_vec2D){270, 360}, thickness); +} + +i32 RSGL_drawPolygonOutlineEx(RSGL_renderer* renderer, RSGL_rect o, u32 sides, RSGL_vec2D arc) { + static float verts[360 * 2 * 3]; + static float texCoords[360 * 2 * 2]; + + RSGL_vec3D center = (RSGL_vec3D) {o.x + (o.w / 2.0f), o.y + (o.h / 2.0f), 0.0f}; + RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center); + + o = (RSGL_rect){o.x + (o.w / 2), o.y + (o.h / 2), o.w / 2, o.h / 2}; + + float displacement = 360.0f / (float)sides; + float centralAngle = displacement * arc.x; + + i32 i; + u32 j; + size_t index = 0; + + for (i = arc.x; i < arc.y; i++) { + for (j = 0; j < 2; j++) { + float temp[3] = { + RSGL_GET_MATRIX_POINT( + o.x + (RSGL_SIN(DEG2RAD * centralAngle) * o.w), + o.y + (RSGL_COS(DEG2RAD * centralAngle) * o.h), + (0.0) + ) + }; + memcpy(verts + index, temp, sizeof(float) * 3); + + if (!j) centralAngle += displacement; + index += 3; + } + } + + u16 elements[] = { + 0, 1, 2, + 3, 2, 1 + }; + + RSGL_rawVerts data; + data.type = RSGL_LINES; + data.verts = verts; + data.texCoords = texCoords; + data.elements = elements; + data.elmCount = 6; + data.vert_count = 6; + + return RSGL_drawRawVerts(renderer, &data); +} + +i32 RSGL_drawPolygonOutline(RSGL_renderer* renderer, RSGL_rect o, u32 sides, u32 thickness) { + renderer->state.lineWidth = thickness; + return RSGL_drawPolygonOutlineEx(renderer, o, sides, (RSGL_vec2D){0, (float)sides}); +} +i32 RSGL_drawArcOutline(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc, u32 thickness) { + float verts = ((2 * M_PI * ((o.w + o.h) / 2.0f)) / 10); + verts = (verts > 360 ? 360 : verts); + + renderer->state.lineWidth = thickness; + return RSGL_drawPolygonOutlineEx(renderer, o, verts, arc); +} + +i32 RSGL_drawOvalOutline(RSGL_renderer* renderer, RSGL_rect o, u32 thickness) { + float verts = ((2 * M_PI * ((o.w + o.h) / 2.0f)) / 10); + verts = (verts > 360 ? 360 : verts); + + renderer->state.lineWidth = thickness; + return RSGL_drawPolygonOutlineEx(renderer, o, verts, (RSGL_vec2D){0, verts}); +} + +/* +****** +RSGL_view +****** +*/ + +/* Multiply the current matrix by a rotation matrix */ +RSGL_mat4 RSGL_projection_getMatrix(const RSGL_projection* projection) { + RSGL_mat4 matrix = RSGL_mat4_loadIdentity(); + switch (projection->type) { + case RSGL_projectionPerspective3D: + matrix = RSGL_mat4_perspective(matrix.m, projection->p3D.fov, projection->p3D.ratio, projection->p3D.pNear, projection->p3D.pFar); + break; + case RSGL_projectionOrtho3D: { + double top = projection->p3D.fov / 2.0; + double right = top * projection->p3D.ratio; + + matrix = RSGL_mat4_ortho(matrix.m, -right, right, -top, top, projection->p3D.pNear, projection->p3D.pFar); + break; + } + case RSGL_projectionOrtho2D: + matrix = RSGL_mat4_ortho(matrix.m, 0, projection->p2D.width, projection->p2D.height, 0, 0, 1.0); + break; + default: break; + } + + return matrix; +} + + +RSGL_mat4 RSGL_view_getMatrix(const RSGL_view* view) { + RSGL_mat4 matrix = RSGL_mat4_loadIdentity(); + switch (view->type) { + case RSGL_viewType2D: + matrix = RSGL_mat4_translate(matrix.m, -view->view2D.target.x, -view->view2D.target.y, -view->view2D.target.z); + matrix = RSGL_mat4_rotate(matrix.m, view->view2D.rotation, 0, 0, 1); + matrix = RSGL_mat4_scale(matrix.m, view->view2D.zoom, view->view2D.zoom, 1.0f); + matrix = RSGL_mat4_translate(matrix.m, view->view2D.offset.x, view->view2D.offset.y, view->view2D.offset.z); + break; + case RSGL_viewType3D: + matrix = RSGL_mat4_lookAt(matrix.m, view->view3D.pos.x, view->view3D.pos.y, view->view3D.pos.z, view->view3D.target.x, view->view3D.target.y, view->view3D.target.z, + view->view3D.up.x, view->view3D.up.y, view->view3D.up.z); + break; + default: break; + } + + return matrix; +} + +#endif + +/* +****** +RSGL_Matrix +****** +*/ + + +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) { + float matLookAt[16]; + + float length = 0.0f; + float ilength = 0.0f; + + RSGL_vec3D vz = { eyeX - targetX, eyeY - targetY, eyeZ - targetZ }; + + RSGL_vec3D v = vz; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + vz.x *= ilength; + vz.y *= ilength; + vz.z *= ilength; + + RSGL_vec3D vx = { upY*vz.z - upZ*vz.y, upZ*vz.x - upX*vz.z, upX*vz.y - upY*vz.x }; + + v = vx; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + vx.x *= ilength; + vx.y *= ilength; + vx.z *= ilength; + + RSGL_vec3D vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x }; + + matLookAt[0] = vx.x; + matLookAt[1] = vy.x; + matLookAt[2] = vz.x; + matLookAt[3] = 0.0f; + matLookAt[4] = vx.y; + matLookAt[5] = vy.y; + matLookAt[6] = vz.y; + matLookAt[7] = 0.0f; + matLookAt[8] = vx.z; + matLookAt[9] = vy.z; + matLookAt[10] = vz.z; + matLookAt[11] = 0.0f; + matLookAt[12] = -(vx.x*eyeX + vx.y*eyeY + vx.z*eyeZ); + matLookAt[13] = -(vy.x*eyeX + vy.y*eyeY + vy.z*eyeZ); + matLookAt[14] = -(vz.x*eyeX + vz.y*eyeY + vz.z*eyeZ); + matLookAt[15] = 1.0f; + + return RSGL_mat4_multiply(matrix, matLookAt); +} + +RSGL_mat4 RSGL_mat4_ortho(float matrix[16], float left, float right, float bottom, float top, float znear, float zfar) { + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(zfar - znear); + + float matOrtho[16] = { + (2.0f / rl), 0.0f, 0.0f, 0.0f, + 0.0f, (2.0f / tb), 0.0f, 0.00, + 0.0f, 0.0f, (-2.0f / fn), 0.0f, + (-((float)left + (float)right) / rl), -((float)top + (float)bottom)/tb, (-((float)zfar + (float)znear) / fn), 1.0f + }; + + return RSGL_mat4_multiply(matrix, matOrtho); +} + +RSGL_mat4 RSGL_mat4_scale(float matrix[16], float x, float y, float z) { + RSGL_mat4 result; + + for (int i = 0; i < 16; ++i) { + result.m[i] = matrix[i]; + } + + result.m[0] += matrix[0]*x + matrix[4]*y + matrix[8]*z; + result.m[13] += matrix[1]*x + matrix[5]*y + matrix[9]*z; + result.m[10] += matrix[2]*x + matrix[6]*y + matrix[10]*z; + result.m[11] += matrix[2] + matrix[6] + matrix[10]; + + return result; +} + + + +/* Multiply the current matrix by a translation matrix */ +RSGL_mat4 RSGL_mat4_translate(float matrix[16], float x, float y, float z) { + RSGL_mat4 result; + + for (int i = 0; i < 16; ++i) { + result.m[i] = matrix[i]; + } + + result.m[12] += matrix[0]*x + matrix[4]*y + matrix[8]*z; + result.m[13] += matrix[1]*x + matrix[5]*y + matrix[9]*z; + result.m[14] += matrix[2]*x + matrix[6]*y + matrix[10]*z; + + return result; +} + +RSGL_mat4 RSGL_mat4_loadIdentity(void) { + RSGL_mat4 matrix = (RSGL_mat4) { + { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + } + }; + + return matrix; +} + +RSGL_mat4 RSGL_mat4_rotate(float matrix[16], float angle, float x, float y, float z) { + /* Axis vector (x, y, z) normalization */ + float lengthSquared = x * x + y * y + z * z; + if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) { + float inverseLength = 1.0f / sqrtf(lengthSquared); + x *= inverseLength; + y *= inverseLength; + z *= inverseLength; + } + + /* Rotation matrix generation */ + float sinres = RSGL_SIN(angle); + float cosres = RSGL_COS(angle); + float t = 1.0f - cosres; + + float matRotation[16] = { + x * x * t + cosres, y * x * t + z * sinres, z * x * t - y * sinres, 0.0f, + x * y * t - z * sinres, y * y * t + cosres, z * y * t + x * sinres, 0.0f, + x * z * t + y * sinres, y * z * t - x * sinres, z * z * t + cosres, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }; + + return RSGL_mat4_multiply(matRotation, matrix); +} + +RSGL_mat4 RSGL_mat4_perspective(float matrix[16], float fovY, float aspect, float zNear, float zFar) { + fovY = (fovY * DEG2RAD) / 2.0f; + const float f = (RSGL_COS(fovY) / RSGL_SIN(fovY)); + + float perspective[16] = { + (f / aspect), 0.0f, 0.0f, 0.0f, + 0, f, 0.0f, 0.0f, + 0.0f, 0.0f, (zFar + zNear) / (zNear - zFar), -1.0f, + 0.0f, 0.0f, (2.0f * zFar * zNear) / (zNear - zFar), 0.0f + }; + + return RSGL_mat4_multiply(matrix, perspective); +} + +RSGL_vec3D RSGL_mat4_multiplyPoint(RSGL_mat4 matrix, RSGL_vec3D point) { + return (RSGL_vec3D){RSGL_GET_MATRIX_POINT(point.x, point.y, point.z)}; +} + +RSGL_mat4 RSGL_mat4_multiply(float left[16], float right[16]) { + return (RSGL_mat4) { + { + left[0] * right[0] + left[1] * right[4] + left[2] * right[8] + left[3] * right[12], + left[0] * right[1] + left[1] * right[5] + left[2] * right[9] + left[3] * right[13], + left[0] * right[2] + left[1] * right[6] + left[2] * right[10] + left[3] * right[14], + left[0] * right[3] + left[1] * right[7] + left[2] * right[11] + left[3] * right[15], + left[4] * right[0] + left[5] * right[4] + left[6] * right[8] + left[7] * right[12], + left[4] * right[1] + left[5] * right[5] + left[6] * right[9] + left[7] * right[13], + left[4] * right[2] + left[5] * right[6] + left[6] * right[10] + left[7] * right[14], + left[4] * right[3] + left[5] * right[7] + left[6] * right[11] + left[7] * right[15], + left[8] * right[0] + left[9] * right[4] + left[10] * right[8] + left[11] * right[12], + left[8] * right[1] + left[9] * right[5] + left[10] * right[9] + left[11] * right[13], + left[8] * right[2] + left[9] * right[6] + left[10] * right[10] + left[11] * right[14], + left[8] * right[3] + left[9] * right[7] + left[10] * right[11] + left[11] * right[15], + left[12] * right[0] + left[13] * right[4] + left[14] * right[8] + left[15] * right[12], + left[12] * right[1] + left[13] * right[5] + left[14] * right[9] + left[15] * right[13], + left[12] * right[2] + left[13] * right[6] + left[14] * right[10] + left[15] * right[14], + left[12] * right[3] + left[13] * right[7] + left[14] * right[11] + left[15] * right[15] + } + }; +} +#endif /* RSGL_IMPLEMENTATION */ |
