diff options
| author | Kasullian <tomkasull@gmail.com> | 2025-09-08 23:20:06 -0400 |
|---|---|---|
| committer | Kasullian <tomkasull@gmail.com> | 2025-09-08 23:20:06 -0400 |
| commit | ba6d14a7737ef7cd02b61586e39ca2162df3018d (patch) | |
| tree | bfca13d4e4dd539fc357583ebc0347ec0c1144d0 /src/render | |
| parent | f8b92ce3aa08b1445c9f956d8166830946562d12 (diff) | |
glew, map parsing for windows
Diffstat (limited to 'src/render')
| -rw-r--r-- | src/render/gl.cpp | 61 | ||||
| -rw-r--r-- | src/render/gl.h | 5 | ||||
| -rw-r--r-- | src/render/gl_2d.cpp | 68 | ||||
| -rw-r--r-- | src/render/gl_2d_font.cpp | 43 | ||||
| -rw-r--r-- | src/render/gl_3d.cpp | 13 | ||||
| -rw-r--r-- | src/render/gl_3d.h | 4 |
6 files changed, 139 insertions, 55 deletions
diff --git a/src/render/gl.cpp b/src/render/gl.cpp index 915722e..6654dd4 100644 --- a/src/render/gl.cpp +++ b/src/render/gl.cpp @@ -29,7 +29,7 @@ GL_DATA* gl_create( I32* _canvas ) { return 0; } - SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES ); + SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 ); SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); @@ -43,8 +43,8 @@ GL_DATA* gl_create( I32* _canvas ) { GL_DATA* gl = new GL_DATA; gl->window = SDL_CreateWindow( "game", - 0, - 0, + SDL_WINDOWPOS_CENTERED, // Use centered position + SDL_WINDOWPOS_CENTERED, _canvas[0], _canvas[1], SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN @@ -52,22 +52,40 @@ GL_DATA* gl_create( I32* _canvas ) { if( !gl->window ) { dlog( "gl_init() could not create window: %s\n", SDL_GetError() ); - return 0; - } - - U32 renderer_flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE; - gl->renderer = SDL_CreateRenderer( gl->window, -1, renderer_flags ); - if( !gl->renderer ) { - dlog( "gl_init() could not create renderer: %s\n", SDL_GetError() ); + delete gl; return 0; } gl->ctx = SDL_GL_CreateContext( gl->window ); if( !gl->ctx ) { dlog( "gl_init() could not create context: %s\n", SDL_GetError() ); + SDL_DestroyWindow( gl->window ); + delete gl; + return 0; + } + + SDL_GL_MakeCurrent( gl->window, gl->ctx ); + + GLenum glewError = glewInit(); + if( glewError != GLEW_OK ) { + dlog( "gl_create() : Failed to initialize GLEW: %s\n", glewGetErrorString(glewError) ); + SDL_GL_DeleteContext( gl->ctx ); + SDL_DestroyWindow( gl->window ); + delete gl; return 0; } + dlog( "OpenGL Version: %s\n", glGetString(GL_VERSION) ); + dlog( "GLSL Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION) ); + dlog( "Renderer: %s\n", glGetString(GL_RENDERER) ); + dlog( "Vendor: %s\n", glGetString(GL_VENDOR) ); + + // Set up V-Sync (0 = off, 1 = on, -1 = adaptive) + SDL_GL_SetSwapInterval(1); + + // Clear any OpenGL errors that might have occurred during initialization + while( glGetError() != GL_NO_ERROR ); + glGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS, &gl->shader_texture_limit ); if( gl->shader_texture_limit > 255 ) gl->shader_texture_limit = 255; @@ -78,18 +96,28 @@ GL_DATA* gl_create( I32* _canvas ) { memcpy( gl->canvas_size, _canvas, sizeof(I32) * 2 ); gl->clip_start = { 0, 0 }; gl->clip_dim = { (F32)gl->canvas_size[0], (F32)gl->canvas_size[1] }; + + // Set initial viewport + glViewport( 0, 0, gl->canvas_size[0], gl->canvas_size[1] ); + + // Set initial clear color (so you can see if clearing is working) + glClearColor( 0.2f, 0.2f, 0.2f, 1.0f ); gl_inst = gl; return gl; } void gl_gen_buffers( GL_DATA* gl ) { + // Generate and bind VAO first + glGenVertexArrays( 1, &gl->vao ); + glBindVertexArray( gl->vao ); + glGenBuffers( 1, &gl->vbuffer ); - glBindBuffer( GL_ARRAY_BUFFER, gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, 8192, 0, GL_STATIC_DRAW ); - glBindBuffer( GL_ARRAY_BUFFER, 0 ); + + glBindVertexArray( 0 ); // Unbind VAO } void gl_destroy( GL_DATA *gl ) { @@ -131,7 +159,7 @@ void gl_update_window( GL_DATA* gl, I32* size ) { glUseProgram( 0 ); } -STAT gl_shader_compile( GL_DATA* gl, GL_SHADER* shader ) { +STAT gl_shader_compile( GL_DATA* gl, GL_SHADER_DEF* shader ) { static char* log_buf = 0; if( !log_buf ) log_buf = (char*)malloc( 8192 ); @@ -154,7 +182,7 @@ STAT gl_shader_compile( GL_DATA* gl, GL_SHADER* shader ) { return STAT_OK; } -void gl_shader_destroy( GL_DATA* gl, GL_SHADER* shader ) { +void gl_shader_destroy( GL_DATA* gl, GL_SHADER_DEF* shader ) { if( shader->code ) free( (void*)shader->code ); } @@ -287,7 +315,6 @@ GL_TEX2D* gl_texture_from_bitmap( GL_DATA* gl, const char* name, U8* bitmap, U32 return tex; } - GL_TEX2D* gl_texture_create( GL_DATA* gl, const char* name ) { GL_TEX2D* tex = (GL_TEX2D*)malloc( sizeof(GL_TEX2D) ); strcpy( tex->name, name ); @@ -307,10 +334,6 @@ void gl_texture_destroy( GL_DATA* gl, GL_TEX2D* tex ) { } STAT gl_beginframe( GL_DATA* gl ) { - SDL_SetRenderTarget( gl->renderer, 0 ); - SDL_SetRenderDrawColor( gl->renderer, 0, 0, 0, 255 ); - SDL_RenderClear( gl->renderer ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); gl->last_tick = u_tick(); return STAT_OK; diff --git a/src/render/gl.h b/src/render/gl.h index cf2b5dd..e4e2d5a 100644 --- a/src/render/gl.h +++ b/src/render/gl.h @@ -1,7 +1,8 @@ #pragma once #include <SDL.h> -#include <GLES2/gl2.h> +// #include <GLES2/gl2.h> +#include <GL/glew.h> #include "../util.h" #include "../util/matrix.h" @@ -68,6 +69,8 @@ typedef struct GL_DATA { VEC2 viewport_dim; MAT4* proj_matrix; + + GLuint vao; } *PGL_DATA; GL_DATA* gl_instance(); diff --git a/src/render/gl_2d.cpp b/src/render/gl_2d.cpp index 44e7e00..ca3a338 100644 --- a/src/render/gl_2d.cpp +++ b/src/render/gl_2d.cpp @@ -1,8 +1,8 @@ #include "gl_2d.h" #include "../util.h" -GL_PROGRAM* gl_2d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ) { - GL_PROGRAM* program = gl_program_create( gl, shadername ); +GL_SHADER_PROGRAM* gl_2d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ) { + GL_SHADER_PROGRAM* program = gl_program_create( gl, shadername ); if( !OK( gl_program_compile( gl, program ) ) ) dlog( "gl_2d_init() : error compiling shader %s\n", shadername ); @@ -26,10 +26,11 @@ GL_PROGRAM* gl_2d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ) { return program; } -void gl_2d_line( GL_PROGRAM* gl2d, VEC2 start, VEC2 end, CLR col ) { +void gl_2d_line( GL_SHADER_PROGRAM* gl2d, VEC2 start, VEC2 end, CLR col ) { static const U16 order[] = { 0, 1 }; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); VERTEX vertices[] = { { .pos = { start.x, start.y }, .clr = col }, @@ -47,12 +48,15 @@ void gl_2d_line( GL_PROGRAM* gl2d, VEC2 start, VEC2 end, CLR col ) { glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDrawElements( GL_LINES, 2, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); } -void gl_2d_rect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { +void gl_2d_rect( GL_SHADER_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { static const U16 order[] = { 0, 1, 2, 3, 4 }; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); VERTEX vertices[] = { { .pos = { origin.x , origin.y }, .clr = col }, @@ -73,12 +77,16 @@ void gl_2d_rect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDrawElements( GL_LINE_STRIP, 5, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); } -void gl_2d_textured_frect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, GL_TEX2D* texture, CLR col, VEC2* uv, F32 rotation ) { +void gl_2d_textured_frect( GL_SHADER_PROGRAM* gl2d, VEC2 origin, VEC2 dim, GL_TEX2D* texture, CLR col, VEC2* uv, F32 rotation ) { static const U16 order[] = { 0, 1, 2, 3 }; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); + VERTEX vertices[] = { { { origin.x, origin.y }, uv? uv[0] : VEC2{ 0.f, 0.f }, col, 0 }, { { origin.x + dim.x, origin.y }, uv? uv[1] : VEC2{ 1.f, 0.f }, col, 0 }, @@ -125,12 +133,16 @@ void gl_2d_textured_frect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, GL_TEX2D* te glDrawElements( GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, order ); glBindTexture( GL_TEXTURE_2D, 0 ); + + glBindVertexArray( 0 ); } -void gl_2d_frect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { +void gl_2d_frect( GL_SHADER_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { static const U16 order[] = { 0, 1, 2, 3 }; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); + VERTEX vertices[] = { { .pos = { origin.x, origin.y }, .uv = { 0.f, 0.f }, .clr = col }, { .pos = { origin.x + dim.x, origin.y }, .uv = { 1.f, 0.f }, .clr = col }, @@ -140,25 +152,38 @@ void gl_2d_frect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { glBindBuffer( GL_ARRAY_BUFFER, gl2d->gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(vertices), &vertices[0], GL_DYNAMIC_DRAW ); + I32 position = glGetAttribLocation( gl2d->id, "in_pos" ); - glEnableVertexAttribArray( position ); - glVertexAttribPointer( position, 2, GL_FLOAT, 0, sizeof(VERTEX), 0 ); I32 color = glGetAttribLocation( gl2d->id, "in_col" ); - glEnableVertexAttribArray( color ); - glVertexAttribPointer( color, 4, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->clr ); + + if (position >= 0) { + glEnableVertexAttribArray( position ); + glVertexAttribPointer( position, 2, GL_FLOAT, 0, sizeof(VERTEX), 0 ); + } + + if (color >= 0) { + glEnableVertexAttribArray( color ); + glVertexAttribPointer( color, 4, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->clr ); + } + I32 texcoord = glGetAttribLocation( gl2d->id, "in_texcoord" ); - glEnableVertexAttribArray( texcoord ); - glVertexAttribPointer( texcoord, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->uv ); + if (texcoord >= 0) { + glEnableVertexAttribArray( texcoord ); + glVertexAttribPointer( texcoord, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->uv ); + } glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDrawElements( GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); // Unbind VAO } -void gl_2d_circle( GL_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) { +void gl_2d_circle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) { static U16* order = 0; const F32 step = 360.f / (F32)res; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); if( !order ) { order = (U16*)malloc( sizeof( U16 ) * (res + 1) ); @@ -193,13 +218,16 @@ void gl_2d_circle( GL_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) glDrawElements( GL_LINE_STRIP, res + 1, GL_UNSIGNED_SHORT, order ); free( vertices ); + + glBindVertexArray( 0 ); } -void gl_2d_fcircle( GL_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) { +void gl_2d_fcircle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) { static U16* order = 0; const F32 step = 360.f / (F32)res; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); if( !order ) { order = (U16*)malloc( sizeof( U16 ) * (res * 2) ); @@ -246,10 +274,13 @@ void gl_2d_fcircle( GL_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res glDrawElements( GL_TRIANGLE_STRIP, res + 2, GL_UNSIGNED_SHORT, order ); free( vertices ); + + glBindVertexArray( 0 ); } -void gl_polygon( GL_PROGRAM* gl2d, VERTEX* vertices, U32 vertices_count ) { +void gl_polygon( GL_SHADER_PROGRAM* gl2d, VERTEX* vertices, U32 vertices_count ) { glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); glBindBuffer( GL_ARRAY_BUFFER, gl2d->gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(VERTEX) * vertices_count, vertices, GL_STATIC_DRAW ); @@ -271,15 +302,18 @@ void gl_polygon( GL_PROGRAM* gl2d, VERTEX* vertices, U32 vertices_count ) { order[i] = i; glDrawElements( GL_TRIANGLE_FAN, vertices_count, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); } void gl_textured_polygon( - GL_PROGRAM *gl2d, + GL_SHADER_PROGRAM *gl2d, VERTEX *vertices, U32 vertices_count, GL_TEX2D *tex ) { glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); for( U32 i = 0; i < vertices_count; ++i ) vertices[i].sampler = 0; @@ -311,4 +345,6 @@ void gl_textured_polygon( order[i] = i; glDrawElements( GL_TRIANGLE_FAN, vertices_count, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); } diff --git a/src/render/gl_2d_font.cpp b/src/render/gl_2d_font.cpp index 1dc498b..a104124 100644 --- a/src/render/gl_2d_font.cpp +++ b/src/render/gl_2d_font.cpp @@ -207,24 +207,38 @@ void gl_font_draw( GL_FONT* font, GL_SHADER_PROGRAM* shader, VEC2 origin, const gl_font_calc_vertices_uvs( font, origin, text, _scale, vertices, indices, coords, clr ); glUseProgram( shader->id ); + glBindVertexArray( shader->gl->vao ); glBindBuffer( GL_ARRAY_BUFFER, shader->gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(VERTEX) * 6 * len, vertices, GL_STATIC_DRAW ); + I32 position = glGetAttribLocation( shader->id, "in_pos" ); - glEnableVertexAttribArray( position ); - glVertexAttribPointer( position, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->pos ); - I32 color = glGetAttribLocation( shader->id, "in_clr" ); - glEnableVertexAttribArray( color ); - glVertexAttribPointer( color, 4, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->clr ); - I32 texcoord = glGetAttribLocation( shader->id, "in_texcoord" ); - glEnableVertexAttribArray( texcoord ); - glVertexAttribPointer( texcoord, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->uv ); - I32 sampler = glGetAttribLocation( shader->id, "in_sampler" ); - glEnableVertexAttribArray( sampler ); - glVertexAttribPointer( sampler, 1, GL_UNSIGNED_BYTE, 1, sizeof(VERTEX), &( (VERTEX*)nullptr)->sampler ); + + if (position >= 0) { + glEnableVertexAttribArray( position ); + glVertexAttribPointer( position, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->pos ); + } + + if (color >= 0) { + glEnableVertexAttribArray( color ); + glVertexAttribPointer( color, 4, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->clr ); + } + + if (texcoord >= 0) { + glEnableVertexAttribArray( texcoord ); + glVertexAttribPointer( texcoord, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->uv ); + } + + if (sampler >= 0) { + glEnableVertexAttribArray( sampler ); + glVertexAttribPointer( sampler, 1, GL_UNSIGNED_BYTE, 1, sizeof(VERTEX), &( (VERTEX*)nullptr)->sampler ); + } + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, font->atlas->id ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); @@ -234,10 +248,12 @@ void gl_font_draw( GL_FONT* font, GL_SHADER_PROGRAM* shader, VEC2 origin, const glDrawElements( GL_TRIANGLES, len * 6, GL_UNSIGNED_SHORT, indices ); glBindTexture( GL_TEXTURE_2D, 0 ); - + free( vertices ); free( indices ); free( coords ); + + glBindVertexArray( 0 ); } void gl_font_textured( @@ -272,6 +288,7 @@ void gl_font_textured( } glUseProgram( shader->id ); + glBindVertexArray( shader->gl->vao ); glBindBuffer( GL_ARRAY_BUFFER, shader->gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(FONT_CUSTOM_VERTEX) * 6 * len, custom_vertices, GL_STATIC_DRAW ); @@ -303,6 +320,8 @@ void gl_font_textured( free( indices ); free( coords ); free( custom_vertices ); + + glBindVertexArray( 0 ); } diff --git a/src/render/gl_3d.cpp b/src/render/gl_3d.cpp index 78e7f5e..7209f61 100644 --- a/src/render/gl_3d.cpp +++ b/src/render/gl_3d.cpp @@ -3,8 +3,8 @@ #include "gl.h" #include "gl_batch.h" -GL_3D* gl_3d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ) { - GL_3D *gl3d = (GL_3D*)gl_program_create( gl, shadername, sizeof(GL_3D) ); +GL3D* gl_3d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ) { + GL3D *gl3d = (GL3D*)gl_program_create( gl, shadername, sizeof(GL3D) ); if( !OK( gl_program_compile( gl, gl3d ) ) ) dlog( "gl_2d_init() : error compiling shader %s\n", shadername ); @@ -17,8 +17,8 @@ GL_3D* gl_3d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ) { return gl3d; } -void gl_3d_projection_setup( GL_PROGRAM *_gl3d, VEC3 pos, F32 fov_deg, F32 yaw, F32 pitch, F32 near, F32 far, VEC2 winsize ) { - GL_3D* gl3d = (GL_3D*)_gl3d; +void gl_3d_projection_setup( GL_SHADER_PROGRAM *_gl3d, VEC3 pos, F32 fov_deg, F32 yaw, F32 pitch, F32 near, F32 far, VEC2 winsize ) { + GL3D* gl3d = (GL3D*)_gl3d; MAT4 proj, yaw_rot, pitch_rot, view, transl, tmp; F32 fov_rad = m_deg2rad( fov_deg ); @@ -63,12 +63,13 @@ void gl_3d_batch_setup( GL_BATCH3D *batch ) { } void gl_3d_polygon( - GL_PROGRAM* gl3d, + GL_SHADER_PROGRAM* gl3d, VERTEX3D* vertices, U32 vertices_count, GL_TEX2D* tex ) { glUseProgram( gl3d->id ); + glBindVertexArray( gl3d->gl->vao ); if( !!tex ) { glActiveTexture( GL_TEXTURE0 ); @@ -99,6 +100,8 @@ void gl_3d_polygon( glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDrawElements( GL_TRIANGLE_FAN, vertices_count, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); } void gl_3d_polygon_fan( diff --git a/src/render/gl_3d.h b/src/render/gl_3d.h index 531c3a3..69f171a 100644 --- a/src/render/gl_3d.h +++ b/src/render/gl_3d.h @@ -13,7 +13,7 @@ struct VERTEX3D { }; using GL_BATCH3D = GL_BATCH<VERTEX3D>; -struct GL_3D : GL_SHADER_PROGRAM { +struct GL3D : GL_SHADER_PROGRAM { F32 aspect; MAT4 projmat; @@ -21,7 +21,7 @@ struct GL_3D : GL_SHADER_PROGRAM { }; // shader init ----------------------------------------------------------- -extern GL_3D* gl_3d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ); +extern GL3D* gl_3d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ); // sets up projection matrix and sends it to the gpu ------------------------------------------------------------ extern void gl_3d_projection_setup( GL_SHADER_PROGRAM* gl3d, VEC3 pos, F32 fov_deg, F32 yaw, F32 pitch, F32 near, F32 far, VEC2 winsize ); extern void gl_3d_batch_setup( GL_BATCH3D* batch ); |
