#ifndef THREEDGFX_H_
#define THREEDGFX_H_
+#include "inttypes.h"
+
struct g3d_vertex {
float x, y, z, w;
float nx, ny, nz;
float u, v;
- unsigned char r, g, b;
+ unsigned char r, g, b, a;
};
enum {
/* g3d_enable/g3d_disable bits */
enum {
- G3D_CULL_FACE = 1,
- G3D_DEPTH_TEST = 2, /* XXX not implemented */
- G3D_LIGHTING = 4,
- G3D_TEXTURE = 8,
+ G3D_CULL_FACE = 0x0001,
+ G3D_DEPTH_TEST = 0x0002, /* XXX not implemented */
+ G3D_LIGHTING = 0x0004,
+ G3D_LIGHT0 = 0x0008,
+ G3D_LIGHT1 = 0x0010,
+ G3D_LIGHT2 = 0x0020,
+ G3D_LIGHT3 = 0x0040,
+ G3D_TEXTURE = 0x0080,
+ G3D_BLEND = 0x0100,
+ G3D_TEXTURE_GEN = 0x0200,
G3D_ALL = 0x7fffffff
};
-/* 2nd arg to g3d_draw: which space are input verts in. skips parts of the pipeline */
+/* arg to g3d_front_face */
+enum { G3D_CCW, G3D_CW };
+
+/* arg to g3d_polygon_mode */
enum {
- G3D_LOCAL_SPACE, /* this being 0 makes a nice default arg. */
- G3D_VIEW_SPACE, /* ignore modelview matrix */
- G3D_CLIP_SPACE, /* ignore projection matrix */
- G3D_SCREEN_SPACE,/* 2D verts, don't divide by w */
- G3D_PIXEL_SPACE /* in pixel units, ignore viewport */
+ G3D_WIRE,
+ G3D_FLAT,
+ G3D_GOURAUD,
+ G3D_TEX,
+ G3D_TEX_GOURAUD
};
/* matrix stacks */
G3D_NUM_MATRICES
};
-void g3d_init(void);
+int g3d_init(void);
+void g3d_destroy(void);
void g3d_framebuffer(int width, int height, void *pixels);
+void g3d_viewport(int x, int y, int w, int h);
void g3d_enable(unsigned int opt);
void g3d_disable(unsigned int opt);
void g3d_setopt(unsigned int opt, unsigned int mask);
unsigned int g3d_getopt(unsigned int mask);
-void g3d_set_matrix(int which, const float *m); /* null ptr for identity */
-void g3d_mult_matrix(int which, const float *m);
-void g3d_push_matrix(int which);
-void g3d_pop_matrix(int which);
+void g3d_front_face(unsigned int order);
+void g3d_polygon_mode(int pmode);
+
+void g3d_matrix_mode(int mmode);
+
+void g3d_load_identity(void);
+void g3d_load_matrix(const float *m);
+void g3d_mult_matrix(const float *m);
+void g3d_push_matrix(void);
+void g3d_pop_matrix(void);
+
+void g3d_translate(float x, float y, float z);
+void g3d_rotate(float angle, float x, float y, float z);
+void g3d_scale(float x, float y, float z);
+void g3d_ortho(float left, float right, float bottom, float top, float znear, float zfar);
+void g3d_frustum(float left, float right, float bottom, float top, float znear, float zfar);
+void g3d_perspective(float vfov, float aspect, float znear, float zfar);
+
+/* returns pointer to the *internal* matrix, and if argument m is not null,
+ * also copies the internal matrix there. */
+const float *g3d_get_matrix(int which, float *m);
+
+void g3d_light_pos(int idx, float x, float y, float z);
+void g3d_light_color(int idx, float r, float g, float b);
+
+void g3d_light_ambient(float r, float g, float b);
+
+void g3d_mtl_diffuse(float r, float g, float b);
+void g3d_mtl_specular(float r, float g, float b);
+void g3d_mtl_shininess(float shin);
+
+void g3d_set_texture(int xsz, int ysz, void *pixels);
-void g3d_translate(int which, float x, float y, float z);
-void g3d_rotate(int which, float angle, float x, float y, float z);
-void g3d_scale(int which, float x, float y, float z);
-void g3d_ortho(int which, float left, float right, float bottom, float top, float znear, float zfar);
-void g3d_frustum(int which, float left, float right, float bottom, float top, float znear, float zfar);
-void g3d_perspective(int which, float vfov, float aspect, float znear, float zfar);
+void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size);
+void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
+ const uint16_t *iarr, int iarr_size);
-void g3d_draw(int prim, int space, const struct g3d_vertex *varr, int varr_size);
+void g3d_begin(int prim);
+void g3d_end(void);
+void g3d_vertex(float x, float y, float z);
+void g3d_normal(float x, float y, float z);
+void g3d_color3b(unsigned char r, unsigned char g, unsigned char b);
+void g3d_color4b(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
+void g3d_color3f(float r, float g, float b);
+void g3d_color4f(float r, float g, float b, float a);
+void g3d_texcoord(float u, float v);
#endif /* THREEDGFX_H_ */