#ifndef THREEDGFX_H_
#define THREEDGFX_H_
+#include "inttypes.h"
+
struct g3d_vertex {
float x, y, z, w;
float nx, ny, nz;
G3D_CULL_FACE = 1,
G3D_DEPTH_TEST = 2, /* XXX not implemented */
G3D_LIGHTING = 4,
- G3D_TEXTURE = 8,
+ G3D_LIGHT0 = 8,
+ G3D_LIGHT1 = 16,
+ G3D_LIGHT2 = 32,
+ G3D_LIGHT3 = 64,
+ G3D_TEXTURE = 128,
G3D_ALL = 0x7fffffff
};
/* arg to g3d_front_face */
enum { G3D_CCW, G3D_CW };
+/* arg to g3d_polygon_mode */
+enum {
+ G3D_WIRE,
+ G3D_FLAT,
+ G3D_GOURAUD,
+ G3D_TEX,
+ G3D_TEX_GOURAUD
+};
+
/* matrix stacks */
enum {
G3D_MODELVIEW,
unsigned int g3d_getopt(unsigned int mask);
void g3d_front_face(unsigned int order);
+void g3d_polygon_mode(int pmode);
void g3d_matrix_mode(int mmode);
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);
+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_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 int16_t *iarr, int iarr_size);
#endif /* THREEDGFX_H_ */