add sound
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99d9c43ea3
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01d6e09a91
22 changed files with 1825 additions and 39 deletions
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@ -25,36 +25,37 @@ extern "C" {
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pxl8_gfx* pxl8_gfx_create(const pxl8_hal* hal, void* platform_data, pxl8_pixel_mode mode, pxl8_resolution resolution);
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void pxl8_gfx_destroy(pxl8_gfx* gfx);
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void pxl8_gfx_present(pxl8_gfx* gfx);
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void pxl8_gfx_update(pxl8_gfx* gfx, f32 dt);
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void pxl8_gfx_upload_framebuffer(pxl8_gfx* gfx);
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pxl8_bounds pxl8_gfx_get_bounds(pxl8_gfx* gfx);
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pxl8_pixel_mode pxl8_gfx_get_pixel_mode(pxl8_gfx* gfx);
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u8* pxl8_gfx_get_framebuffer_indexed(pxl8_gfx* gfx);
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u16* pxl8_gfx_get_framebuffer_hicolor(pxl8_gfx* gfx);
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i32 pxl8_gfx_get_height(const pxl8_gfx* gfx);
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u32 pxl8_gfx_get_palette_size(const pxl8_gfx* gfx);
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pxl8_pixel_mode pxl8_gfx_get_pixel_mode(pxl8_gfx* gfx);
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i32 pxl8_gfx_get_width(const pxl8_gfx* gfx);
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void pxl8_gfx_project(pxl8_gfx* gfx, f32 left, f32 right, f32 top, f32 bottom);
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void pxl8_gfx_set_viewport(pxl8_gfx* gfx, pxl8_viewport vp);
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pxl8_viewport pxl8_gfx_viewport(pxl8_bounds bounds, i32 width, i32 height);
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void pxl8_gfx_clear_textures(pxl8_gfx* gfx);
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pxl8_result pxl8_gfx_create_texture(pxl8_gfx* gfx, const u8* pixels, u32 width, u32 height);
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pxl8_result pxl8_gfx_load_font_atlas(pxl8_gfx* gfx);
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pxl8_result pxl8_gfx_load_palette(pxl8_gfx* gfx, const char* path);
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pxl8_result pxl8_gfx_load_sprite(pxl8_gfx* gfx, const char* path);
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void pxl8_gfx_present(pxl8_gfx* gfx);
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void pxl8_gfx_project(pxl8_gfx* gfx, f32 left, f32 right, f32 top, f32 bottom);
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void pxl8_gfx_upload_framebuffer(pxl8_gfx* gfx);
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pxl8_viewport pxl8_gfx_viewport(pxl8_bounds bounds, i32 width, i32 height);
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i32 pxl8_gfx_add_palette_cycle(pxl8_gfx* gfx, u8 start_index, u8 end_index, f32 speed);
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void pxl8_gfx_clear_palette_cycles(pxl8_gfx* gfx);
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void pxl8_gfx_color_ramp(pxl8_gfx* gfx, u8 start, u8 count, u32 from_color, u32 to_color);
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void pxl8_gfx_cycle_palette(pxl8_gfx* gfx, u8 start, u8 count, i32 step);
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void pxl8_gfx_fade_palette(pxl8_gfx* gfx, u8 start, u8 count, f32 amount, u32 target_color);
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void pxl8_gfx_interpolate_palettes(pxl8_gfx* gfx, u32* palette1, u32* palette2, u8 start, u8 count, f32 t);
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void pxl8_gfx_swap_palette(pxl8_gfx* gfx, u8 start, u8 count, u32* new_colors);
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i32 pxl8_gfx_add_palette_cycle(pxl8_gfx* gfx, u8 start_index, u8 end_index, f32 speed);
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void pxl8_gfx_remove_palette_cycle(pxl8_gfx* gfx, i32 cycle_id);
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void pxl8_gfx_set_palette_cycle_speed(pxl8_gfx* gfx, i32 cycle_id, f32 speed);
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void pxl8_gfx_clear_palette_cycles(pxl8_gfx* gfx);
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void pxl8_gfx_update(pxl8_gfx* gfx, f32 dt);
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void pxl8_gfx_swap_palette(pxl8_gfx* gfx, u8 start, u8 count, u32* new_colors);
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void pxl8_circle(pxl8_gfx* gfx, i32 cx, i32 cy, i32 radius, u32 color);
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void pxl8_circle_fill(pxl8_gfx* gfx, i32 cx, i32 cy, i32 radius, u32 color);
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@ -68,6 +69,10 @@ void pxl8_sprite(pxl8_gfx* gfx, u32 sprite_id, i32 x, i32 y, i32 w, i32 h);
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void pxl8_text(pxl8_gfx* gfx, const char* text, i32 x, i32 y, u32 color);
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void pxl8_3d_clear_zbuffer(pxl8_gfx* gfx);
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void pxl8_3d_draw_line_3d(pxl8_gfx* gfx, pxl8_vec3 p0, pxl8_vec3 p1, u32 color);
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void pxl8_3d_draw_triangle(pxl8_gfx* gfx, pxl8_triangle tri);
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void pxl8_3d_draw_triangle_raw(pxl8_gfx* gfx, pxl8_vec3 v0, pxl8_vec3 v1, pxl8_vec3 v2, u32 color);
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void pxl8_3d_draw_triangle_textured(pxl8_gfx* gfx, pxl8_vec3 v0, pxl8_vec3 v1, pxl8_vec3 v2, f32 u0, f32 v0f, f32 u1, f32 v1f, f32 u2, f32 v2f, u32 texture_id);
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const pxl8_frustum* pxl8_3d_get_frustum(pxl8_gfx* gfx);
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void pxl8_3d_set_affine_textures(pxl8_gfx* gfx, bool affine);
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void pxl8_3d_set_backface_culling(pxl8_gfx* gfx, bool culling);
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@ -75,10 +80,6 @@ void pxl8_3d_set_model(pxl8_gfx* gfx, pxl8_mat4 mat);
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void pxl8_3d_set_projection(pxl8_gfx* gfx, pxl8_mat4 mat);
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void pxl8_3d_set_view(pxl8_gfx* gfx, pxl8_mat4 mat);
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void pxl8_3d_set_wireframe(pxl8_gfx* gfx, bool wireframe);
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void pxl8_3d_draw_line_3d(pxl8_gfx* gfx, pxl8_vec3 p0, pxl8_vec3 p1, u32 color);
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void pxl8_3d_draw_triangle(pxl8_gfx* gfx, pxl8_triangle tri);
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void pxl8_3d_draw_triangle_raw(pxl8_gfx* gfx, pxl8_vec3 v0, pxl8_vec3 v1, pxl8_vec3 v2, u32 color);
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void pxl8_3d_draw_triangle_textured(pxl8_gfx* gfx, pxl8_vec3 v0, pxl8_vec3 v1, pxl8_vec3 v2, f32 u0, f32 v0f, f32 u1, f32 v1f, f32 u2, f32 v2f, u32 texture_id);
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#ifdef __cplusplus
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}
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