librw/src/gl/rwwdgl.h

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namespace rw {
namespace wdgl {
// NOTE: This is not really RW OpenGL! It's specific to WarDrum's GTA ports
void registerPlatformPlugins(void);
struct AttribDesc
{
// arguments to glVertexAttribPointer (should use OpenGL types here)
// Vertex = 0, TexCoord, Normal, Color, Weight, Bone Index, Extra Color
uint32 index;
// float = 0, byte, ubyte, short, ushort
int32 type;
bool32 normalized;
int32 size;
uint32 stride;
uint32 offset;
};
struct InstanceDataHeader : rw::InstanceDataHeader
{
int32 numAttribs;
AttribDesc *attribs;
uint32 dataSize;
uint8 *data;
// needed for rendering
uint32 vbo;
uint32 ibo;
};
// only RW_OPENGL
void uploadGeo(Geometry *geo);
void setAttribPointers(InstanceDataHeader *inst);
void packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale);
void unpackattrib(float *dst, uint8 *src, AttribDesc *a, float32 scale);
void *destroyNativeData(void *object, int32, int32);
Stream *readNativeData(Stream *stream, int32 len, void *object, int32, int32);
Stream *writeNativeData(Stream *stream, int32 len, void *object, int32, int32);
int32 getSizeNativeData(void *object, int32, int32);
void registerNativeDataPlugin(void);
void printPipeinfo(Atomic *a);
class ObjPipeline : public rw::ObjPipeline
{
public:
uint32 numCustomAttribs;
uint32 (*instanceCB)(Geometry *g, int32 i, uint32 offset);
void (*uninstanceCB)(Geometry *g);
ObjPipeline(uint32 platform);
};
ObjPipeline *makeDefaultPipeline(void);
// Skin plugin
void initSkin(void);
Stream *readNativeSkin(Stream *stream, int32, void *object, int32 offset);
Stream *writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset);
int32 getSizeNativeSkin(void *object, int32 offset);
ObjPipeline *makeSkinPipeline(void);
// MatFX plugin
void initMatFX(void);
ObjPipeline *makeMatFXPipeline(void);
// Raster
struct Texture : rw::Texture
{
void upload(void);
void bind(int n);
};
extern int32 nativeRasterOffset;
void registerNativeRaster(void);
}
}