/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2021, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef GLUtils_h #define GLUtils_h #include typedef struct spVertex { float x, y, z, w; uint32_t color; uint32_t color2; float u, v; } spVertex; typedef struct spMesh { spVertex* vertices; uint32_t numVertices; uint32_t numAllocatedVertices; unsigned short* indices; uint32_t numIndices; uint32_t numAllocatedIndices; } spMesh; typedef struct spMeshPart { spMesh* mesh; uint32_t startVertex; uint32_t numVertices; uint32_t startIndex; uint32_t numIndices; uint32_t textureHandle; uint32_t srcBlend; uint32_t dstBlend; } spMeshPart; spMesh* spMesh_create(uint32_t numVertices, uint32_t numIndices); void spMesh_allocatePart(spMesh* mesh, spMeshPart* part, uint32_t numVertices, uint32_t numIndices, uint32_t textureHandle, uint32_t srcBlend, uint32_t dstBlend); void spMesh_clearParts(spMesh* mesh); void spMesh_dispose(spMesh* mesh); typedef struct spShader { uint32_t program; uint32_t vertexShader; uint32_t fragmentShader; } spShader; spShader* spShader_create(const char* vertexShaderSource, const char* fragmentShaderSource); void spShader_dispose(spShader* shader); typedef struct spTwoColorBatcher { spShader* shader; uint32_t vertexBufferHandle; spVertex* verticesBuffer; uint32_t numVertices; uint32_t indexBufferHandle; unsigned short* indicesBuffer; uint32_t numIndices; int32_t positionAttributeLocation; int32_t colorAttributeLocation; int32_t color2AttributeLocation; int32_t texCoordsAttributeLocation; int32_t textureUniformLocation; uint32_t lastTextureHandle; uint32_t lastSrcBlend; uint32_t lastDstBlend; } spTwoColorBatcher; spTwoColorBatcher* spTwoColorBatcher_create(); void spTwoColorBatcher_add(spTwoColorBatcher* batcher, spMeshPart meshPart); void spTwoColorBatcher_flush(spTwoColorBatcher* batcher); void spDisposeTwoColorBatcher(spTwoColorBatcher* batcher); #endif /* GLUtils_h */