mirror of https://github.com/skeeto/pixelcity.git
210 lines
5.0 KiB
C++
210 lines
5.0 KiB
C++
#ifndef glTYPES
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#define glTYPES
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#define GL_CLAMP_TO_EDGE 0x812F
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#define OPERATORS(type) \
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type operator+ (const type& c); \
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type operator+ (const float& c);\
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void operator+= (const type& c);\
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void operator+= (const float& c);\
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type operator- (const type& c);\
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type operator- (const float& c);\
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void operator-= (const type& c);\
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void operator-= (const float& c);\
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type operator* (const type& c);\
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type operator* (const float& c);\
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void operator*= (const type& c);\
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void operator*= (const float& c);\
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type operator/ (const type& c);\
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type operator/ (const float& c);\
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void operator/= (const type& c);\
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void operator/= (const float& c);\
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bool operator== (const type& c);
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#define JOINT_MAX_CHILDREN 8
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struct GLquat
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{
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float x;
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float y;
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float z;
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float w;
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};
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struct GLvector
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{
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float x;
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float y;
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float z;
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OPERATORS(GLvector);
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};
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typedef GLvector GLvector3;
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struct GLvector2
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{
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float x;
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float y;
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OPERATORS(GLvector2);
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};
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struct GLrgba
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{
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float red;
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float green;
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float blue;
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float alpha;
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OPERATORS(GLrgba);
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};
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struct GLmatrix
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{
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float elements[4][4];
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};
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struct GLbbox
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{
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GLvector3 min;
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GLvector3 max;
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};
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struct GLvertex
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{
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GLvector3 position;
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GLvector2 uv;
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GLrgba color;
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int bone;
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};
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struct GLrect
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{
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float left;
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float top;
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float right;
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float bottom;
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};
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struct GLtriangle
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{
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int v1;
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int v2;
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int v3;
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int normal1;
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int normal2;
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int normal3;
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};
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/*
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class GLmodel
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{
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public:
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unsigned vertex_count;
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unsigned triangle_count;
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unsigned normal_count;
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GLvertex* vertex;
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GLvector* normal;
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GLtriangle* triangle;
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void TriangleRender (unsigned n);
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GLtriangle* TriangleAdd (unsigned v1, int unsigned, int unsigned);
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GLtriangle* TriangleAdd (GLtriangle c);
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void NormalAdd (GLvector n);
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void VertexAdd (GLvertex v);
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GLmodel ();
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~GLmodel ();
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void Render ();
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GLbbox BBox ();
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private:
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GLbbox m_bbox;
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};
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struct GLkeyframe
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{
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float time;
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GLvector offset;
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GLvector rotation;
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};
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struct GLsegment
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{
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int index;
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GLvector rotation;
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GLvector offset;
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GLkeyframe keyframes[255];
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int frame_count;
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};
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class GLanimate
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{
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public:
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GLanimate ();
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void KeyframeAdd (int joint, float time, GLquat q);
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void TimeSet (float time);
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void PositionSet (float pos);
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GLvector Rotation (int);
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GLvector Offset (int);
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private:
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GLsegment* m_segments;
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int m_segment_count;
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float m_length;
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};
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*/
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GLbbox glBboxClear (void);
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GLbbox glBboxContainPoint (GLbbox box, GLvector point);
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bool glBboxTestPoint (GLbbox box, GLvector point);
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GLrgba glRgba (char* string);
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GLrgba glRgba (float red, float green, float blue);
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GLrgba glRgba (float luminance);
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GLrgba glRgba (float red, float green, float blue, float alpha);
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GLrgba glRgba (long c);
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GLrgba glRgba (int red, int green, int blue);
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GLrgba glRgbaAdd (GLrgba c1, GLrgba c2);
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GLrgba glRgbaSubtract (GLrgba c1, GLrgba c2);
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GLrgba glRgbaInterpolate (GLrgba c1, GLrgba c2, float delta);
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GLrgba glRgbaScale (GLrgba c, float scale);
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GLrgba glRgbaMultiply (GLrgba c1, GLrgba c2);
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GLrgba glRgbaUnique (int i);
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GLrgba glRgbaFromHsl (float h, float s, float l);
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GLmatrix glMatrixIdentity (void);
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void glMatrixElementsSet (GLmatrix* m, float* in);
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GLmatrix glMatrixMultiply (GLmatrix a, GLmatrix b);
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GLvector glMatrixTransformPoint (GLmatrix m, GLvector in);
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GLmatrix glMatrixTranslate (GLmatrix m, GLvector in);
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GLmatrix glMatrixRotate (GLmatrix m, float theta, float x, float y, float z);
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GLvector glMatrixToEuler (GLmatrix mat, int order);
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GLquat glQuat (float x, float y, float z, float w);
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GLvector glQuatToEuler (GLquat q, int order);
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GLvector glVector (float x, float y, float z);
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GLvector glVectorCrossProduct (GLvector v1, GLvector v2);
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float glVectorDotProduct (GLvector v1, GLvector v2);
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void glVectorGl (GLvector v);
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GLvector glVectorInterpolate (GLvector v1, GLvector v2, float scalar);
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float glVectorLength (GLvector v);
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GLvector glVectorNormalize (GLvector v);
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GLvector glVectorReflect (GLvector3 ray, GLvector3 normal);
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GLvector2 glVector (float x, float y);
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GLvector2 glVectorAdd (GLvector2 val1, GLvector2 val2);
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GLvector2 glVectorSubtract (GLvector2 val1, GLvector2 val2);
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GLvector2 glVectorNormalize (GLvector2 v);
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GLvector2 glVectorInterpolate (GLvector2 v1, GLvector2 v2, float scalar);
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GLvector2 glVectorSinCos (float angle);
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float glVectorLength (GLvector2 v);
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#endif
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#ifndef NULL
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#define NULL 0
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#endif
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