#if !defined(HANDMADE_RENDER_GROUP_H) /* ======================================================================== $File: $ $Date: $ $Revision: $ $Creator: Casey Muratori $ $Notice: (C) Copyright 2015 by Molly Rocket, Inc. All Rights Reserved. $ ======================================================================== */ /* NOTE(casey): 1) Everywhere outside the renderer, Y _always_ goes upward, X to the right. 2) All bitmaps including the render target are assumed to be bottom-up (meaning that the first row pointer points to the bottom-most row when viewed on screen). 3) It is mandatory that all inputs to the renderer are in world coordinates ("meters"), NOT pixels. If for some reason something absolutely has to be specified in pixels, that will be explicitly marked in the API, but this should occur exceedingly sparingly. 4) Z is a special coordinate because it is broken up into discrete slices, and the renderer actually understands these slices. Z slices are what control the _scaling_ of things, whereas Z offsets inside a slice are what control Y offsetting. 5) All color values specified to the renderer as V4's are in NON-premulitplied alpha. */ struct loaded_bitmap { void *Memory; v2 AlignPercentage; r32 WidthOverHeight; s32 Width; s32 Height; // TODO(casey): Get rid of pitch! s32 Pitch; }; struct environment_map { loaded_bitmap LOD[4]; real32 Pz; }; enum render_group_entry_type { RenderGroupEntryType_render_entry_clear, RenderGroupEntryType_render_entry_bitmap, RenderGroupEntryType_render_entry_rectangle, RenderGroupEntryType_render_entry_coordinate_system, }; struct render_group_entry_header { render_group_entry_type Type; }; struct render_entry_clear { v4 Color; }; struct render_entry_saturation { real32 Level; }; struct render_entry_bitmap { loaded_bitmap *Bitmap; v4 Color; v2 P; v2 Size; }; struct render_entry_rectangle { v4 Color; v2 P; v2 Dim; }; // NOTE(casey): This is only for test: // { struct render_entry_coordinate_system { v2 Origin; v2 XAxis; v2 YAxis; v4 Color; loaded_bitmap *Texture; loaded_bitmap *NormalMap; // real32 PixelsToMeters; // TODO(casey): Need to store this for lighting! environment_map *Top; environment_map *Middle; environment_map *Bottom; }; // } struct render_transform { bool32 Orthographic; // NOTE(casey): Camera parameters real32 MetersToPixels; // NOTE(casey): This translates meters _on the monitor_ into pixels _on the monitor_ v2 ScreenCenter; real32 FocalLength; real32 DistanceAboveTarget; v3 OffsetP; real32 Scale; }; struct render_group { struct game_assets *Assets; real32 GlobalAlpha; u32 GenerationID; v2 MonitorHalfDimInMeters; render_transform Transform; uint32 MaxPushBufferSize; uint32 PushBufferSize; uint8 *PushBufferBase; uint32 MissingResourceCount; b32 RendersInBackground; b32 InsideRender; }; struct entity_basis_p_result { v2 P; real32 Scale; bool32 Valid; }; struct used_bitmap_dim { entity_basis_p_result Basis; v2 Size; v2 Align; v3 P; }; void DrawRectangleQuickly(loaded_bitmap *Buffer, v2 Origin, v2 XAxis, v2 YAxis, v4 Color, loaded_bitmap *Texture, real32 PixelsToMeters, rectangle2i ClipRect, bool32 Even); #define HANDMADE_RENDER_GROUP_H #endif