- Scene Demo: cube + sphere + ground plane with proper lighting - Audio: XAudio2 dynamic loading + WAV playback - Physics: expanded collision system - Renderer: improved pipeline with materials - UI: extended widget system - VisualScript: enhanced serializer + block interactions - ASM: optimized math/memory/profiling routines - Window: mouse input + scroll support
34 lines
1.2 KiB
C
34 lines
1.2 KiB
C
#pragma once
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#include "graphics_device.h"
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#include "shader.h"
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#include "mesh.h"
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#include "texture.h"
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#include "camera.h"
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#include "material.h"
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#include "../include/engine_api.h"
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#include "../ASM/math_c_fallback.h"
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typedef struct Renderer Renderer;
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struct Renderer {
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GraphicsDevice* device;
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Shader* current_shader;
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Mat4 view;
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Mat4 projection;
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Vec3 light_dir;
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Vec4 light_color;
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Vec4 ambient_color;
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};
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Renderer* renderer_create(GraphicsDevice* device);
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void renderer_destroy(Renderer* renderer);
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void renderer_begin_frame(Renderer* renderer);
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void renderer_end_frame(Renderer* renderer);
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void renderer_draw_mesh(Renderer* renderer, Mesh* mesh);
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void renderer_draw_mesh_with_shader(Renderer* renderer, Mesh* mesh, Shader* shader, const Mat4* world, Texture* tex);
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void renderer_draw_mesh_with_material(Renderer* renderer, Mesh* mesh, Material* material, const Mat4* world);
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void renderer_set_view(Renderer* renderer, const Mat4* view);
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void renderer_set_projection(Renderer* renderer, const Mat4* projection);
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void renderer_set_light(Renderer* renderer, Vec3 dir, Vec4 color, Vec4 ambient);
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GraphicsDevice* renderer_get_device(Renderer* renderer);
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void renderer_resize(Renderer* renderer, int width, int height);
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