#ifndef __GEARBOX_GL_H__ #define __GEARBOX_GL_H__ #include #include #include #ifdef __cplusplus extern "C" { #endif #define GBGLMaxDistance 100.0 /* gl_shader.c */ GBDECL int GBGLShaderPrepare(GBGL gl, GLuint* shader, const char* vs, const char* fs); /* gl_texture.c */ GBDECL void GBGLTexturePrepare(GBGL gl, GLuint* texture, unsigned char* rgba, int width, int height); GBDECL void GBGLTextureSet(GBGL gl, GLuint texture); GBDECL int GBGLTextureLoadFile(GBGL gl, GLuint* texture, int* width, int* height, const char* filename); GBDECL void GBGLTextureDelete(GBGL gl, GLuint texture); /* gl_shadow.c */ GBDECL void GBGLShadowInit(GBGL gl); GBDECL int GBGLShadowBeforeMapping(GBGL gl); GBDECL void GBGLShadowAfterMapping(GBGL gl); GBDECL void GBGLShadowEnd(GBGL gl); GBDECL void GBGLShadowDeinit(GBGL gl); GBDECL void GBGLShadowDisable(GBGL gl); GBDECL void GBGLShadowEnable(GBGL gl); /* gl.c */ GBDECL GBGL GBGLCreate(GBClient client); GBDECL void GBGLDestroy(GBGL gl); GBDECL void GBGLClear(GBGL gl); GBDECL void GBGLIgnoreDepth(GBGL gl); GBDECL void GBGLCareDepth(GBGL gl); GBDECL void GBGLSetLight(GBGL gl); GBDECL void GBGLPolygon(GBGL gl, int pairs, GBVector3* vert, GBVector2* tex); /* gl_camera.c */ GBDECL void GBGLCameraPerspective(GBGL gl, GBNumber width, GBNumber height); GBDECL void GBGLCameraSet(GBGL gl); GBDECL void GBGLCameraLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at); GBDECL void GBGLCameraSetup(GBGL gl); #ifdef __cplusplus } #endif #endif