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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");
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