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52 lines
1.5 KiB
C
52 lines
1.5 KiB
C
#pragma once
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#include "graphics/2d.h"
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#include "render/3d.h"
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extern transform_stack gr_model_matrix_stack;
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extern matrix4 gr_view_matrix;
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extern matrix4 gr_model_view_matrix;
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extern matrix4 gr_projection_matrix;
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extern matrix4 gr_last_projection_matrix;
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extern matrix4 gr_env_texture_matrix;
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extern float gr_near_plane;
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void gr_matrix_on_frame();
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void gr_start_instance_matrix(const vec3d* offset, const matrix* rotation);
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void gr_start_angles_instance_matrix(const vec3d* pos, const angles* rotation);
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void gr_end_instance_matrix();
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void gr_set_proj_matrix(fov_t fov, float aspect, float z_near, float z_far);
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void gr_end_proj_matrix();
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// Orthographic projection override... when active gr_set_proj_matrix substitutes an
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// orthographic frustum sized to match the perspective view at the given camera distance.
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void gr_activate_ortho_proj_override(float camera_distance);
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void gr_deactivate_ortho_proj_override();
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void gr_set_view_matrix(const vec3d* pos, const matrix* orient);
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void gr_end_view_matrix();
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void gr_set_2d_matrix(/*int x, int y, int w, int h*/);
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void gr_end_2d_matrix();
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void gr_push_scale_matrix(const vec3d *scale_factor);
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void gr_pop_scale_matrix();
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void gr_setup_viewport();
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void gr_reset_matrices();
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extern matrix4 gr_texture_matrix;
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void gr_set_texture_panning(float u, float v, bool enable);
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/**
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* @brief Set current matrix uniforms
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*
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* Use this before rendering with a shader requiring the matrix uniforms so that the matrix uniform block point has the
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* up-to-date data.
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*/
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void gr_matrix_set_uniforms();
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