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nunuhara_xsystem4/include/dungeon/renderer.h
T
kichikuou 554f742a00 Pastel Chime Continue: Add DrawField HLL
DrawField is a variant of DrawDungeon. Unlike the first-person
perspective of DrawDungeon, DrawField uses a third-person, bird's-eye
view camera.

Key features include:

- Character Rendering: A new system to render up to 256 billboarded
  sprites (characters, enemies, etc.) in the 3D world. The renderer
  supports controlling position, sprite animation, and visibility for
  each character.

- DrawField HLL API: Functions for loading assets, managing characters,
  and manipulating dungeon properties like door locks.

- Renderer: The core renderer is updated to support the DrawField mode.
  This includes disabling fog, handling sprite sheets via UV
  manipulation, and rendering ceilings as billboards.

- Map: The 2D map has been updated to reflect the DrawField style,
  including colored door lock indicators.
2025-08-30 14:30:16 +09:00

52 lines
2.2 KiB
C

/* Copyright (C) 2021 kichikuou <KichikuouChrome@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
#ifndef SYSTEM4_DUNGEON_RENDERER_H
#define SYSTEM4_DUNGEON_RENDERER_H
#include <cglm/cglm.h>
#include "gfx/gl.h"
struct texture;
struct dgn_cell;
struct dtx;
struct polyobj;
struct dungeon_renderer;
struct drawfield_character {
vec3 pos;
int sprite;
int rows;
int cols;
int cg_index;
bool show;
};
struct dungeon_renderer *dungeon_renderer_create(enum draw_dungeon_version version, int num, struct dtx *dtx, GLuint *event_textures, int nr_event_textures, struct polyobj *po);
void dungeon_renderer_free(struct dungeon_renderer *r);
void dungeon_renderer_render(struct dungeon_renderer *r, struct dgn_cell **cells, int nr_cells, struct drawfield_character *characters, mat4 view_transform, mat4 proj_transform);
void dungeon_renderer_enable_event_markers(struct dungeon_renderer *r, bool enable);
bool dungeon_renderer_event_markers_enabled(struct dungeon_renderer *r);
bool dungeon_renderer_is_floor_opaque(struct dungeon_renderer *r, struct dgn_cell *cell);
void dungeon_renderer_run_post_processing(struct dungeon_renderer *r, struct texture *src, struct texture *dst);
void dungeon_renderer_set_raster_scroll(struct dungeon_renderer *r, int type);
void dungeon_renderer_set_raster_amp(struct dungeon_renderer *r, float amp);
void dungeon_renderer_enable_lightmap(struct dungeon_renderer *r, bool enable);
bool dungeon_renderer_get_draw_obj_flag(struct dungeon_renderer *r, int type);
void dungeon_renderer_set_draw_obj_flag(struct dungeon_renderer *r, int type, bool flag);
#endif /* SYSTEM4_DUNGEON_RENDERER_H */