/* * * 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 #ifndef RSGL_MAX_BATCHES #define RSGL_MAX_BATCHES 2028 #endif #ifndef RSGL_MAX_VERTS #define RSGL_MAX_VERTS 8192 #endif #ifndef RSGL_MALLOC #include #define RSGL_MALLOC malloc #define RSGL_REALLOC realloc #define RSGL_FREE free #endif #ifndef RSGL_SIN #include #define RSGL_SIN sinf #define RSGL_COS cosf #endif #ifndef RSGL_UNUSED #define RSGL_UNUSED(x) (void) (x); #endif #ifndef RSGL_MEMCPY #include #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 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 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 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 */