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/*
*
* Copyright (C) 2026 andromeda
*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
*
*/

module rsgl;
import rfont;

macro @rect(#x,#y,#w,#h) {return (Rect){#x,#y,#w,#h};}
macro @cube(#x,#y,#z,#w,#l,#h) {return (Cube){#x,#y,#z,#w,#l,#h};}
macro @vec2D(#x,#y) {return (Vec2D){#x,#y};}
macro @vec3D(#x,#y,#z) {return (Vec3D){#x,#y,#z};}
macro @triangle(#p1,#p2,#p3) {return (Vec3D[3]){#p1,#p2,#p3};}
macro @createTriangle(#p1x,#p1y,#p1z,#p2x,#p2y,#p2z,#p3x,#p3y,#p3z) {return @triangle(@vec3D(#p1x,#p1y,#p1z),@vec3D(#p2x,#p2y,#p2z),@vec3D(#p3x,#p3y,#p3z));}
macro @rgba(#r,#g,#b,#a) {return (Color){#a,#b,#g,#r};}
macro @rgb(#r,#g,#b) {return (Color){255,#b,#g,#r};}
macro @colorToHex(#color) {return (uint)#color & 0xFFFFFF00;}
macro @rgbToHex(#r,#g,#b) {return @colorToHex(@rgb(#r,#g,#b));}
macro @rgbaToHex(#r,#g,#b,#a) {return @colorToHex(@rgba(#r,#g,#b,#a));}

const int MAX_BATCHES = 2028;
const int MAX_VERTS   = 8192;

constdef TextureFormat
{
  NONE = 0,
  RGB,
  BGR,
  RGBA,
  BGRA,
  RED,
  GRAYSCALE,
  GRAYSCALE_ALPHA,
  FORMAT_COUNT,
}

constdef TextureDataType
{
  INT = 0,
  FLOAT,
}

constdef TextureFilter
{
  NEAREST = 0,
  LINEAR,
}

struct TextureBlob
{
  void*           data;
  usz             width;
  usz             height;
  TextureDataType dataType;
  TextureFormat   dataFormat;
  TextureFormat   textureFormat;
  TextureFilter   minFilter;
  TextureFilter   magFilter;
}

alias Texture     = usz;
alias Framebuffer = usz;

struct Rect
{
  float x;
  float y;
  float w;
  float h;
}

struct Cube
{
  float x;
  float y;
  float z;
  float w;
  float l;
  float h;
}

struct Vec2D
{
  float x;
  float y;
}

struct Vec3D
{
  float x;
  float y;
  float z;
}

struct Color
{
  char a;
  char b;
  char g;
  char r;
}

alias Mat4 = float[16];

extern fn Mat4  mat4_loadIdentity()                                                              @cname("RSGL_mat4_loadIdentity");
extern fn Mat4  mat4_scale(Mat4, float, float, float)                                            @cname("RSGL_mat4_scale");
extern fn Mat4  mat4_rotate(Mat4, float, float, float, float)                                    @cname("RSGL_mat4_rotate");
extern fn Mat4  mat4_translate(Mat4, float, float, float)                                        @cname("RSGL_mat4_translate");
extern fn Mat4  mat4_perspective(Mat4, float, float, float, float)                               @cname("RSGL_mat4_perspective");
extern fn Mat4  mat4_ortho(Mat4, float, float, float, float, float, float)                       @cname("RSGL_mat4_ortho");
extern fn Mat4  mat4_lookAt(Mat4, float, float, float, float, float, float, float, float, float) @cname("RSGL_mat4_lookAt");
extern fn Mat4  mat4_multiply(Mat4, Mat4)                                                        @cname("RSGL_mat4_multiply");
extern fn Vec3D mat4_multiplyPoint(Mat4, Vec3D)                                                  @cname("RSGL_mat4_multiplyPoint");

constdef ProjectionType
{
  ORTHO_2D = 0,
  ORTHO_3D,
  PERSPECTIVE_3D,
}

struct Projection2D
{
  ProjectionType type;
  uint           width;
  uint           height;
}

struct Projection3D
{
  ProjectionType type;
  float          fov;
  float          ratio;
  float          pNear;
  float          pFar;
}

union Projection
{
  ProjectionType type;
  Projection2D   p2D;
  Projection3D   p3D;
}

extern fn Mat4 projection_getMatrix(Projection*) @cname("RSGL_projection_getMatrix");

constdef ShaderType
{
  NONE     = 0,
  STANDARD = 1,
  COMPUTE  = 2,
  GEOMETRY = 4,
}

struct ProgramBlob
{
  ZString vertex;
  usz vertexLen;
  ZString fragment;
  usz fragmentLen;
}

struct ProgramInfo
{
  usz        program;
  usz        perspectiveView;
  usz        model;
  usz        vertexPosition;
  usz        vertexTexCoord;
  usz        vertexColor;
  ShaderType type;
}

struct Batch
{
  usz     start;
  usz     len;
  usz     elmStart;
  usz     elmCount;
  uint    type;
  Texture tex;
  float   lineWidth;
  Mat4    matrix;
}

struct RenderData
{
  float* verts;
  float* texCoords;
  float* colors;
  ushort* elements;
  usz     elements_count;
  usz     len;
  Mat4    perspective;
}

constdef BufferType
{
  ARRAY_BUFFER = 0,
  ELEMENT_ARRAY_BUFFER,
  SHADER_STORAGE_BUFFER,
  TEXTURE_BUFFER,
  UNIFORM_BUFFER,
}

struct RenderBuffers
{
  usz                vertex;
  usz                color;
  usz                texture;
  usz                elements;
  usz                maxVerts;
  Batch[MAX_BATCHES] batches;
  usz                batchCount;
}

struct RenderState
{
  float*  gradient;
  Rect    source;
  Texture texture;
  uint    gradient_len;
  Color   color;
  Vec3D   rotate;
  ProgramInfo*   program;
  RenderBuffers* buffers;
  Vec3D          center;
  float          lineWidth;
  Mat4           modelMatrix;
  Mat4           viewMatrix;
  Mat4           perspectiveMatrix;
  bool           forceBatch;
  bool           overflow;
  Framebuffer    framebuffer;
}

struct RenderPass
{
  ProgramInfo*   program;
  float*         matrix;
  RenderBuffers* buffers;
  Framebuffer    framebuffer;
}

alias RendererProc_size                   = fn usz         ();
alias RendererProc_defaultBlob            = fn ProgramBlob (void*);
alias RendererProc_initPtr                = fn void        (void*, void*);
alias RendererProc_freePtr                = fn void        (void*);
alias RendererProc_render                 = fn void        (void*, RenderPass*);
alias RendererProc_clear                  = fn void        (void*, Framebuffer, float, float, float, float);
alias RendererProc_viewport               = fn void        (void*, int, int, int, int);
alias RendererProc_setSurface             = fn void        (void*, void*);
alias RendererProc_createTexture          = fn Texture     (void*, TextureBlob*);
alias RendererProc_copyToTexture          = fn void        (void*, Texture, usz, usz, TextureBlob*);
alias RendererProc_deleteTexture          = fn void        (void*, Texture);
alias RendererProc_scissorStart           = fn void        (void*, float, float, float, float, float);
alias RendererProc_scissorEnd             = fn void        (void*);
alias RendererProc_createProgram          = fn ProgramInfo (void*, ProgramBlob*);
alias RendererProc_deleteProgram          = fn void        (void*, ProgramInfo*);
alias RendererProc_findShaderVariable     = fn usz         (void*, ProgramInfo*, ZString, usz);
alias RendererProc_updateShaderVariable   = fn void        (void*, ProgramInfo*, usz, float*, char);
alias RendererProc_createComputeProgram   = fn ProgramInfo (void*, ZString);
alias RendererProc_dispatchComputeProgram = fn void        (void*, ProgramInfo*, uint, uint, uint);
alias RendererProc_bindComputeTexture     = fn void        (void*, uint, char);
alias RendererProc_createBuffer           = fn void        (void*, BufferType, usz, void*, usz*);
alias RendererProc_updateBuffer           = fn void        (void*, BufferType, usz, void*, usz, usz);
alias RendererProc_deleteBuffer           = fn void        (void*, usz);
alias RendererProc_createFramebuffer      = fn Framebuffer (void*, usz, usz);
alias RendererProc_attachFramebuffer      = fn void        (void*, Framebuffer, Texture, char, char);
alias RendererProc_deleteFramebuffer      = fn void        (void*, Framebuffer);

struct RendererProc
{
  RendererProc_size                   size;
  RendererProc_defaultBlob            defaultBlob;
  RendererProc_initPtr                initPtr;
  RendererProc_freePtr                freePtr;
  RendererProc_render                 render;
  RendererProc_clear                  clear;
  RendererProc_viewport               viewport;
  RendererProc_setSurface             setSurface;
  RendererProc_createTexture          createTexture;
  RendererProc_copyToTexture          copyToTexture;
  RendererProc_deleteTexture          deleteTexture;
  RendererProc_scissorStart           scissorStart;
  RendererProc_scissorEnd             scissorEnd;
  RendererProc_createProgram          createProgram;
  RendererProc_deleteProgram          deleteProgram;
  RendererProc_findShaderVariable     findShaderVariable;
  RendererProc_updateShaderVariable   updateShaderVariable;
  RendererProc_createComputeProgram   createComputeProgram;
  RendererProc_dispatchComputeProgram dispatchComputeProgram;
  RendererProc_bindComputeTexture     bindComputeTexture;
  RendererProc_createBuffer           createBuffer;
  RendererProc_updateBuffer           updateBuffer;
  RendererProc_deleteBuffer           deleteBuffer;
  RendererProc_createFramebuffer      createFramebuffer;
  RendererProc_attachFramebuffer      attachFramebuffer;
  RendererProc_deleteFramebuffer      deleteFramebuffer;
}

struct Renderer
{
  RenderData          data;
  RenderState         state;
  RendererProc        proc;
  void*               userPtr;
  void*               ctx;
  Texture             defaultTexture;
  ProgramInfo         defaultProgram;
  Mat4                defaultPerspectiveMatrix;
  float[MAX_VERTS*3]  verts;
  float[MAX_VERTS*2]  texCoords;
  float[MAX_VERTS*4]  colors;
  ushort[MAX_VERTS*6] elements;
  RenderBuffers       buffers;
}

extern fn void        renderer_getRenderState(Renderer*, RenderState*)                           @cname("RSGL_renderer_getRenderState");
extern fn usz         renderer_size(Renderer*)                                                   @cname("RSGL_renderer_size");
extern fn void        renderer_initPtr(RendererProc*, void*, void*, Renderer*)                   @cname("RSGL_renderer_initPtr");
extern fn Renderer*   renderer_init(RendererProc, void*)                                         @cname("RSGL_renderer_init");
extern fn void        renderer_updateSize(Renderer*, usz, usz)                                   @cname("RSGL_renderer_updateSize");
extern fn void        renderer_freePtr(Renderer*)                                                @cname("RSGL_renderer_freePtr");
extern fn void        renderer_setSurface(Renderer*, void*)                                      @cname("RSGL_renderer_setSurface");
extern fn void        renderer_createBuffer(Renderer*, BufferType, usz, void*, usz*)             @cname("RSGL_renderer_createBuffer");
extern fn void        renderer_updateBuffer(Renderer*, BufferType, usz, void*, usz, usz)         @cname("RSGL_renderer_updateBuffer");
extern fn void        renderer_deleteBuffer(Renderer*, usz)                                      @cname("RSGL_renderer_deleteBuffer");
extern fn void        renderer_createRenderBuffers(Renderer*, usz, RenderBuffers*)               @cname("RSGL_renderer_createRenderBuffers");
extern fn void        renderer_deleteRenderBuffers(Renderer*, RenderBuffers*)                    @cname("RSGL_renderer_deleteRenderBuffers");
extern fn void        renderer_render(Renderer*)                                                 @cname("RSGL_renderer_render");
extern fn void        renderer_updateRenderBuffers(Renderer*)                                    @cname("RSGL_renderer_updateRenderbuffers");
extern fn void        renderer_renderBuffers(Renderer*)                                          @cname("RSGL_renderer_renderBuffers");
extern fn void        renderer_free(Renderer*)                                                   @cname("RSGL_renderer_free");
extern fn void        renderer_setRotate(Renderer*, Vec3D)                                       @cname("RSGL_renderer_setRotate");
extern fn void        renderer_setTexture(Renderer*, Texture)                                    @cname("RSGL_renderer_setTexture");
extern fn void        renderer_setTextureSource(Renderer*, Texture, Rect)                        @cname("RSGL_renderer_setTextureSource");
extern fn void        renderer_setColor(Renderer*, Color)                                        @cname("RSGL_renderer_setColor");
extern fn void        renderer_setProgram(Renderer*, ProgramInfo*)                               @cname("RSGL_renderer_setProgram");
extern fn void        renderer_setFramebuffer(Renderer*, Framebuffer)                            @cname("RSGL_renderer_setFramebuffer");
extern fn void        renderer_setRenderBuffers(Renderer*, RenderBuffers*)                       @cname("RSGL_renderer_setRenderBuffers");
extern fn void        renderer_setGradient(Renderer*, float*, usz)                               @cname("RSGL_renderer_setGradient");
extern fn void        renderer_setCenter(Renderer*, Vec3D)                                       @cname("RSGL_renderer_setCenter");
extern fn void        renderer_setOverflow(Renderer*, bool)                                      @cname("RSGL_renderer_setOverflow");
extern fn void        renderer_clearArgs(Renderer*)                                              @cname("RSGL_renderer_clearArgs");
extern fn Mat4        renderer_initDrawMatrix(Renderer*, Vec3D)                                  @cname("RSGL_renderer_initDrawMatrix");
extern fn void        renderer_clear(Renderer*, Color)                                           @cname("RSGL_renderer_clear");
extern fn void        renderer_viewport(Renderer*, Rect)                                         @cname("RSGL_renderer_viewport");
extern fn Texture     renderer_createTexture(Renderer*, TextureBlob*)                            @cname("RSGL_renderer_createTexture");
extern fn void        renderer_copyToTexture(Renderer*, Texture, usz, usz, TextureBlob*)         @cname("RSGL_renderer_copyToTexture");
extern fn void        renderer_deleteTexture(Renderer*, Texture)                                 @cname("RSGL_renderer_deleteTexture");
extern fn Framebuffer renderer_createFramebuffer(Renderer*, usz, usz)                            @cname("RSGL_renderer_createFramebuffer");
extern fn void        renderer_attachFramebuffer(Renderer*, Framebuffer, Texture, char, char)    @cname("RSGL_renderer_attachFramebuffer");
extern fn void        renderer_deleteFramebuffer(Renderer*, Framebuffer)                         @cname("RSGL_renderer_deleteFramebuffer");
extern fn void        renderer_scissorStart(Renderer*, Rect, int)                                @cname("RSGL_renderer_scissorStart");
extern fn void        renderer_scissorEnd(Renderer*)                                             @cname("RSGL_renderer_scissorEnd");
extern fn ProgramBlob renderer_defaultBlob(Renderer*)                                            @cname("RSGL_renderer_defaultBlob");
extern fn ProgramInfo renderer_createProgram(Renderer*, ProgramBlob*)                            @cname("RSGL_renderer_createProgram");
extern fn void        renderer_deleteProgram(Renderer*, ProgramInfo*)                            @cname("RSGL_renderer_deleteProgram");
extern fn usz         renderer_findShaderVariable(Renderer*, ProgramInfo*, ZString, usz)         @cname("RSGL_renderer_findShaderVariable");
extern fn void        renderer_updateShaderVariable(Renderer*, ProgramInfo*, usz, float*, char)  @cname("RSGL_renderer_updateShaderVariable");
extern fn void        renderer_forceBatch(Renderer*)                                             @cname("RSGL_renderer_forceBatch");
extern fn void        renderer_setPerspectiveMatrix(Renderer*, Mat4)                             @cname("RSGL_renderer_setPerspectiveMatrix");
extern fn void        renderer_setDefaultPerspectiveMatrix(Renderer*, Mat4)                      @cname("RSGL_renderer_setDefaultPerspectiveMatrix");
extern fn void        renderer_setModelMatrix(Renderer*, Mat4)                                   @cname("RSGL_renderer_setModelMatrix");
extern fn void        renderer_resetModelMatrix(Renderer*)                                       @cname("RSGL_renderer_resetModelMatrix");
extern fn ProgramInfo renderer_createComputeProgram(Renderer*, ZString)                          @cname("RSGL_renderer_createComputeProgram");
extern fn void        renderer_dispatchComputeProgram(Renderer*, ProgramInfo*, uint, uint, uint) @cname("RSGL_renderer_dispatchComputeProgram");
extern fn void        renderer_bindComputeTexture(Renderer*, uint, char)                         @cname("RSGL_renderer_bindComputeTexture");

constdef DrawType
{
  TRIANGLES = 0,
  POINTS    = 1,
  LINES     = 2,
}

struct RawVerts
{
  DrawType type;
  float*   verts;
  float*   texCoords;
  ushort*  elements;
  usz      elmCount;
  usz      vert_count;
}

extern fn int drawRawVerts(Renderer*, RawVerts*) @cname("RSGL_drawRawVerts");

extern fn rfont::Renderer_proc rfont_renderer_proc()                               @cname("RFont_RSGL_renderer_proc")    @if($feature(RFONT));
extern fn rfont::Renderer*     rfont_renderer_init(Renderer*)                      @cname("RFont_RSGL_renderer_init")    @if($feature(RFONT));
extern fn void                 rfont_renderer_initPtr(Renderer*, rfont::Renderer*) @cname("RFont_RSGL_renderer_initPtr") @if($feature(RFONT));
extern fn void                 rfont_renderer_free(rfont::Renderer*)               @cname("RFont_RSGL_renderer_free")    @if($feature(RFONT));

extern fn int drawPoint(Renderer*, Vec2D)                        @cname("RSGL_drawPoint")            @if($feature(HIGHLEVEL));
extern fn int drawRect(Renderer*, Rect)                          @cname("RSGL_drawRect")             @if($feature(HIGHLEVEL));
extern fn int drawRoundRect(Renderer*, Rect, Vec2D)              @cname("RSGL_drawRoundRect")        @if($feature(HIGHLEVEL));
extern fn int drawPolygon(Renderer*, Rect, uint)                 @cname("RSGL_drawPolygon")          @if($feature(HIGHLEVEL));
extern fn int drawArc(Renderer*, Rect, Vec2D)                    @cname("RSGL_drawArc")              @if($feature(HIGHLEVEL));
extern fn int drawOval(Renderer*, Rect)                          @cname("RSGL_drawOval")             @if($feature(HIGHLEVEL));
extern fn int drawLine(Renderer*, Vec2D, Vec2D, uint)            @cname("RSGL_drawLine")             @if($feature(HIGHLEVEL));
extern fn int drawTriangle(Renderer*, Vec3D[3])                  @cname("RSGL_drawTriangle")         @if($feature(HIGHLEVEL));
extern fn int drawPoint3D(Renderer*, Vec3D)                      @cname("RSGL_drawPoint3D")          @if($feature(HIGHLEVEL));
extern fn int drawLine3D(Renderer*, Vec3D, Vec3D, uint)          @cname("RSGL_drawLine3D")           @if($feature(HIGHLEVEL));
extern fn int drawCube(Renderer*, Cube)                          @cname("RSGL_drawCube")             @if($feature(HIGHLEVEL));
extern fn int drawTriangleOutline(Renderer*, Vec3D[3], uint)     @cname("RSGL_drawTriangleOutline")  @if($feature(HIGHLEVEL));
extern fn int drawRectOutline(Renderer*, Rect, uint)             @cname("RSGL_drawRectOutline")      @if($feature(HIGHLEVEL));
extern fn int drawRoundRectOutline(Renderer*, Rect, Vec2D, uint) @cname("RSGL_drawRoundRectOutline") @if($feature(HIGHLEVEL));
extern fn int drawPolygonOutline(Renderer*, Rect, uint, uint)    @cname("RSGL_drawPolygonOutline")   @if($feature(HIGHLEVEL));
extern fn int drawArcOutline(Renderer*, Rect, Vec2D, uint)       @cname("RSGL_drawArcOutline")       @if($feature(HIGHLEVEL));
extern fn int drawOvalOutline(Renderer*, Rect, uint)             @cname("RSGL_drawovalOutline")      @if($feature(HIGHLEVEL));

constdef ViewType @if($feature(HIGHLEVEL))
{
  NONE = 0,
  TWO_D,
  THREE_D,
}

struct View2D @if($feature(HIGHLEVEL))
{
  ViewType type;
  Vec3D    offset;
  Vec3D    target;
  float    rotation;
  float    zoom;
}

struct View3D @if($feature(HIGHLEVEL))
{
  ViewType type;
  Vec3D    pos;
  Vec3D    target;
  Vec3D    up;
}

union View @if($feature(HIGHLEVEL))
{
  ViewType type;
  View2D   view2D;
  View3D   view3D;
}

extern fn Mat4 view_getMatrix(View*) @cname("RSGL_view_getMatrix") @if($feature(HIGHLEVEL));

module rsgl::gl @if($feature(OPENGL));

struct GlRenderer
{
  uint vao;
}

extern fn RendererProc rendererProc() @cname("RSGL_GL_rendererProc");
extern fn usz          size()         @cname("RSGL_GL_size");