librw/src/gl/rwgl3.h

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namespace rw {
namespace gl3 {
void initializePlatform(void);
void initializeRender(void);
// arguments to glVertexAttribPointer basically
struct AttribDesc
{
uint32 index;
int32 type;
bool32 normalized;
int32 size;
uint32 stride;
uint32 offset;
};
enum AttribIndices
{
ATTRIB_POS = 0,
ATTRIB_NORMAL,
ATTRIB_COLOR,
ATTRIB_TEXCOORDS0,
ATTRIB_TEXCOORDS1,
ATTRIB_TEXCOORDS2,
ATTRIB_TEXCOORDS3,
ATTRIB_TEXCOORDS4,
ATTRIB_TEXCOORDS5,
ATTRIB_TEXCOORDS6,
ATTRIB_TEXCOORDS7,
};
struct InstanceData
{
uint32 numIndex;
uint32 minVert; // not used for rendering
Material *material;
bool32 vertexAlpha;
uint32 program;
uint32 offset;
};
struct InstanceDataHeader : rw::InstanceDataHeader
{
uint32 serialNumber; // not really needed right now
uint32 numMeshes;
uint16 *indexBuffer;
uint32 primType;
uint8 *vertexBuffer;
int32 numAttribs;
AttribDesc *attribDesc;
uint32 totalNumIndex;
uint32 totalNumVertex;
uint32 ibo;
uint32 vbo; // or 2?
InstanceData *inst;
};
void setAttribPointers(InstanceDataHeader *header);
// Render state
void setAlphaTestFunc(int32 f);
void setAlphaRef(float32 f);
// per Scene
void setProjectionMatrix(float32*);
void setViewMatrix(float32*);
// per Object
void setWorldMatrix(Matrix*);
void setAmbientLight(RGBAf*);
void setNumLights(int32 n);
void setLight(int32 n, Light*);
// per Mesh
void setTexture(int32 n, Texture *tex);
void setVertexAlpha(bool32 enable);
class ObjPipeline : public rw::ObjPipeline
{
public:
void (*instanceCB)(Geometry *geo, InstanceDataHeader *header);
void (*uninstanceCB)(Geometry *geo, InstanceDataHeader *header);
void (*renderCB)(Atomic *atomic, InstanceDataHeader *header);
ObjPipeline(uint32 platform);
};
void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header);
void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header);
void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header);
void matfxRenderCB(Atomic *atomic, InstanceDataHeader *header);
ObjPipeline *makeDefaultPipeline(void);
ObjPipeline *makeSkinPipeline(void);
ObjPipeline *makeMatFXPipeline(void);
// Native Texture and Raster
extern int32 nativeRasterOffset;
struct Gl3Raster
{
uint32 texid;
bool32 hasAlpha;
};
void registerNativeRaster(void);
}
}