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https://github.com/bulletphysics/bullet3
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28 lines
1.1 KiB
C++
28 lines
1.1 KiB
C++
#ifndef __OUR_GL_H__
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#define __OUR_GL_H__
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#include "tgaimage.h"
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#include "geometry.h"
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namespace TinyRender
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{
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Matrix viewport(int x, int y, int w, int h);
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Matrix projection(float coeff = 0.f); // coeff = -1/c
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Matrix lookat(Vec3f eye, Vec3f center, Vec3f up);
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struct IShader
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{
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float m_nearPlane;
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float m_farPlane;
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virtual ~IShader();
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virtual Vec4f vertex(int iface, int nthvert) = 0;
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virtual bool fragment(Vec3f bar, TGAColor &color) = 0;
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};
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void triangle(mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix &viewPortMatrix);
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void triangle(mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int *segmentationMaskBuffer, const Matrix &viewPortMatrix, int objectIndex);
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void triangleClipped(mat<4, 3, float> &clippedPts, mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix &viewPortMatrix);
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void triangleClipped(mat<4, 3, float> &clippedPts, mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int *segmentationMaskBuffer, const Matrix &viewPortMatrix, int objectIndex);
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}
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#endif //__OUR_GL_H__
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