v4k-git-backup/engine/split/v4k_render.h

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// -----------------------------------------------------------------------------
// naive rendering framework
// - rlyeh, public domain
//
// IQM skeletal meshes by @lsalzman (public domain) - https://bit.ly/2OQh0Me
// SH code by @ands (public domain) - https://github.com/ands/spherical_harmonics_playground
// SHM code by @jarikomppa (unlicensed) - https://github.com/jarikomppa/shadertoolkit
typedef unsigned handle; // GLuint
// -----------------------------------------------------------------------------
// renderstate
typedef struct renderstate_t {
// Clear color
float clear_color[4];
// Color mask
bool color_mask[4];
// Clear depth
double clear_depth;
// Depth test
bool depth_test_enabled;
bool depth_write_enabled;
unsigned depth_func;
// Polygon offset
bool polygon_offset_enabled;
float polygon_offset;
float polygon_offset_factor;
// Blending
bool blend_enabled;
unsigned blend_func;
unsigned blend_src;
unsigned blend_dst;
// Culling
bool cull_face_enabled;
unsigned cull_face_mode;
// Stencil test
bool stencil_test_enabled;
unsigned stencil_func;
unsigned stencil_op_fail, stencil_op_zfail, stencil_op_zpass;
int stencil_ref;
unsigned stencil_read_mask;
unsigned stencil_write_mask;
// Face culling direction
unsigned front_face; // GL_CW or GL_CCW
// Line width
bool line_smooth_enabled;
float line_width;
// Point size
bool point_size_enabled;
float point_size;
// Polygon mode
unsigned polygon_mode_face;
unsigned polygon_mode_draw;
// Scissor test
bool scissor_test_enabled;
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// bool Seamless Cubemap
bool seamless_cubemap;
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} renderstate_t;
API renderstate_t renderstate();
API bool renderstate_compare(const renderstate_t *stateA, const renderstate_t *stateB);
API void renderstate_apply(const renderstate_t *state);
// -----------------------------------------------------------------------------
// colors
API unsigned rgba( uint8_t r, uint8_t g, uint8_t b, uint8_t a );
API unsigned bgra( uint8_t b, uint8_t g, uint8_t r, uint8_t a );
API unsigned rgbaf( float r, float g, float b, float a );
API unsigned bgraf( float b, float g, float r, float a );
API unsigned alpha( unsigned rgba );
#define RGBX(rgb,x) ( ((rgb)&0xFFFFFF) | (((unsigned)(x))<<24) )
#define RGB3(r,g,b) ( (255<<24) | ((b)<<16) | ((g)<<8) | (r) )
#define RGB4(r,g,b,a) ( ((a)<<24) | ((b)<<16) | ((g)<<8) | (r) )
#define BLACK RGBX(0x000000,255)
#define WHITE RGBX(0xE8F1FF,255)
#define RED RGB3( 255, 0,48 )
#define GREEN RGB3( 144,255,48 )
#define CYAN RGB3( 0,192,255 )
#define ORANGE RGB3( 255,144,48 )
#define PURPLE RGB3( 102,77,102 ) // 178,128,255 )
#define YELLOW RGB3( 255,224,0 )
#define GRAY RGB3( 32,32,32 ) // dark gray
#define SILVER RGB3( 149,149,149 ) // dark white, gray-ish
#define PINK RGB3( 255,48,144 )
#define AQUA RGB3( 48,255,144 )
#define BLUE RGBX(0xB55A06,255)
API unsigned atorgba(const char *s);
API char * rgbatoa(unsigned rgba);
// -----------------------------------------------------------------------------
// images
/// flags when constructing the image_t type. see: image, image_from_mem
/// IMAGE_R: 1-channel image (R)
/// IMAGE_RG: 2-channel image (R,G)
/// IMAGE_RGB: 3-channel image (R,G,B)
/// IMAGE_RGBA: 4-channel image (R,G,B,A)
/// IMAGE_FLIP: Flip image vertically
/// IMAGE_FLOAT: Float pixel components
enum IMAGE_FLAGS {
IMAGE_R = 0x01000,
IMAGE_RG = 0x02000,
IMAGE_RGB = 0x04000,
IMAGE_RGBA = 0x08000,
IMAGE_FLIP = 0x10000,
IMAGE_FLOAT = 0x20000,
};
/// type that holds linear uncompressed bitmap of any given dimensions.
/// w,h: image dimensions in pixels. `x,y` alias.
/// comps: number of components per pixel. `n` alias.
/// pixels: untyped pointer to linear bitmap data. typed pointers use `pixels8/16/32/f` aliases.
/// see: texture_t
typedef struct image_t {
union { unsigned x, w; };
union { unsigned y, h; };
union { unsigned n, comps; };
union { void *pixels; uint8_t *pixels8; uint16_t *pixels16; uint32_t *pixels32; float *pixelsf; };
} image_t;
API image_t image(const char *pathfile, int flags);
API image_t image_from_mem(const void *ptr, int len, int flags);
API void image_destroy(image_t *img);
// -----------------------------------------------------------------------------
// textures
enum TEXTURE_FLAGS {
// UNIT[0..7]
TEXTURE_BC1 = 8, // DXT1, RGB with 8:1 compression ratio (+ optional 1bpp for alpha)
TEXTURE_BC2 = 16, // DXT3, RGBA with 4:1 compression ratio (BC1 for RGB + 4bpp for alpha)
TEXTURE_BC3 = 32, // DXT5, RGBA with 4:1 compression ratio (BC1 for RGB + BC4 for A)
// TEXTURE_BC4, // Alpha
TEXTURE_NEAREST = 0,
TEXTURE_LINEAR = 64,
TEXTURE_MIPMAPS = 128,
TEXTURE_ANISOTROPY = 1 << 30,
TEXTURE_CLAMP = 0,
TEXTURE_BORDER = 0x100,
TEXTURE_REPEAT = 0x200,
TEXTURE_BYTE = 0,
TEXTURE_FLOAT = IMAGE_FLOAT,
TEXTURE_COLOR = 0,
TEXTURE_DEPTH = 0x800,
TEXTURE_R = IMAGE_R,
TEXTURE_RG = IMAGE_RG,
TEXTURE_RGB = IMAGE_RGB,
TEXTURE_RGBA = IMAGE_RGBA,
TEXTURE_FLIP = IMAGE_FLIP,
// @fixme
TEXTURE_SRGB = 1 << 24,
TEXTURE_BGR = 1 << 25,
TEXTURE_BGRA = TEXTURE_BGR,
TEXTURE_ARRAY = 1 << 26,
};
typedef struct texture_t {
union { unsigned x, w; };
union { unsigned y, h; };
union { unsigned z, d; };
union { unsigned n, bpp; };
handle id;
unsigned texel_type;
unsigned flags;
char* filename;
bool transparent;
unsigned fbo; // for texture recording
union { unsigned userdata, delay; };
} texture_t;
API texture_t texture_compressed(const char *filename, unsigned flags);
API texture_t texture_compressed_from_mem(const void *data, int len, unsigned flags);
API texture_t texture(const char* filename, int flags);
API texture_t texture_from_mem(const void* ptr, int len, int flags);
API texture_t texture_create(unsigned w, unsigned h, unsigned n, const void *pixels, int flags);
API texture_t texture_checker();
API void texture_destroy(texture_t *t);
API int texture_unit(); // returns rolling counter up to GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
// textureLod(filename, dir, lod);
// void texture_add_loader( int(*loader)(const char *filename, int *w, int *h, int *bpp, int reqbpp, int flags) );
API unsigned texture_update(texture_t *t, unsigned w, unsigned h, unsigned n, const void *pixels, int flags);
API bool texture_rec_begin(texture_t *t, unsigned w, unsigned h); // texture_rec
API void texture_rec_end(texture_t *t); // texture_rec
// -----------------------------------------------------------------------------
// brdf
API texture_t brdf_lut();
// -----------------------------------------------------------------------------
// colormap
typedef struct colormap_t {
vec4 color;
texture_t *texture;
} colormap_t;
API bool colormap( colormap_t *cm, const char *texture_name, bool load_as_srgb );
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// -----------------------------------------------------------------------------
// Occlusion queries
API unsigned query_test_point(mat44 proj, mat44 view, vec3 pos, float size);
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// -----------------------------------------------------------------------------
// fullscreen quads
API void fullscreen_quad_rgb( texture_t texture_rgb );
API void fullscreen_quad_rgb_flipped( texture_t texture );
API void fullscreen_quad_ycbcr( texture_t texture_YCbCr[3] );
API void fullscreen_quad_ycbcr_flipped( texture_t texture_YCbCr[3] );
// -----------------------------------------------------------------------------
// cubemaps
typedef struct cubemap_t {
unsigned id; // texture id
vec3 sh[9]; // precomputed spherical harmonics coefficients
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// bake data
int framebuffers[6];
int textures[6];
int depth_buffers[6];
unsigned width, height;
float *pixels;
int step;
vec3 pos;
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} cubemap_t;
API cubemap_t cubemap( const image_t image, int flags ); // 1 equirectangular panorama
API cubemap_t cubemap6( const image_t images[6], int flags ); // 6 cubemap faces
API void cubemap_destroy(cubemap_t *c);
API cubemap_t* cubemap_get_active();
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API void cubemap_bake_begin(cubemap_t *c, vec3 pos, unsigned width, unsigned height);
API bool cubemap_bake_step(cubemap_t *c, mat44 proj /* out */, mat44 view /* out */);
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API void cubemap_bake_end(cubemap_t *c, int step /* = 16 */, float sky_intensity /* = 1.0f */);
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API void cubemap_sh_reset(cubemap_t *c);
API void cubemap_sh_shader(cubemap_t *c);
API void cubemap_sh_add_light(cubemap_t *c, vec3 light, vec3 dir, float strength);
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// lighting probe blending
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// @note: uploads SH coefficients to shader
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API void cubemap_sh_blend(vec3 pos, float max_dist, unsigned count, cubemap_t *probes);
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// -----------------------------------------------------------------------------
// fbos
API unsigned fbo( unsigned texture_color, unsigned texture_depth, int wr_flags );
API void fbo_bind(unsigned id);
API void fbo_unbind();
API void fbo_destroy(unsigned id);
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// -----------------------------------------------------------------------------
// lights
enum {
MAX_LIGHTS = 16,
};
enum LIGHT_TYPE {
LIGHT_DIRECTIONAL,
LIGHT_POINT,
LIGHT_SPOT,
};
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enum SHADOW_TECHNIQUE {
SHADOW_VSM,
SHADOW_PCF,
};
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typedef struct light_t {
char type;
vec3 diffuse, specular, ambient;
vec3 pos, dir;
struct {
float constant, linear, quadratic;
} falloff;
float radius;
float specularPower;
float innerCone, outerCone;
//@todo: cookie, flare
// Shadowmapping
bool cast_shadows;
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unsigned shadow_technique;
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float shadow_distance;
float shadow_bias;
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mat44 shadow_matrix;
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// internals
bool cached; //< used by scene to invalidate cached light data
} light_t;
API light_t light();
// API void light_flags(int flags);
API void light_type(light_t* l, char type);
API void light_diffuse(light_t* l, vec3 color);
API void light_specular(light_t* l, vec3 color);
API void light_ambient(light_t* l, vec3 color);
API void light_teleport(light_t* l, vec3 pos);
API void light_dir(light_t* l, vec3 dir);
API void light_power(light_t* l, float power);
API void light_radius(light_t* l, float radius);
API void light_falloff(light_t* l, float constant, float linear, float quadratic);
API void light_cone(light_t* l, float innerCone, float outerCone);
API void light_update(unsigned num_lights, light_t *lv);
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// -----------------------------------------------------------------------------
// shadowmaps
// #ifndef VSMCUBE
// #define VSMCUBE 0
// #endif
// #ifndef VSMBLUR
// #define VSMBLUR 1
// #endif
typedef struct shadowmap_t {
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mat44 V;
mat44 PV;
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int texture_width;
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int step;
int light_step;
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unsigned shadow_technique;
// signals
bool skip_render;
int lights_pushed;
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struct {
handle fbos[6], texture, depth_texture;
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handle fbo_2d, texture_2d, depth_texture_2d;
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} maps[MAX_LIGHTS];
handle saved_fb;
handle saved_pass;
int saved_vp[4];
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} shadowmap_t;
API shadowmap_t shadowmap(int texture_width); // = 1024
API void shadowmap_destroy(shadowmap_t *s);
API void shadowmap_begin(shadowmap_t *s);
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API bool shadowmap_step(shadowmap_t *s);
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API void shadowmap_light(shadowmap_t *s, light_t *l); //< can be called once per shadowmap_step
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API void shadowmap_end(shadowmap_t *s);
// -----------------------------------------------------------------------------
// shaders
API unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
API unsigned shader_bind(unsigned program);
API int shader_uniform(const char *name);
API void shader_bool(const char *uniform, bool i );
API void shader_int(const char *uniform, int i);
API void shader_uint(const char *uniform, unsigned i );
API void shader_float(const char *uniform, float f);
API void shader_vec2(const char *uniform, vec2 v);
API void shader_vec3(const char *uniform, vec3 v);
API void shader_vec3v(const char *uniform, int count, vec3 *v);
API void shader_vec4(const char *uniform, vec4 v);
API void shader_mat44(const char *uniform, mat44 m);
API void shader_texture(const char *sampler, texture_t texture);
API void shader_texture_unit(const char *sampler, unsigned texture, unsigned unit);
API void shader_colormap(const char *name, colormap_t cm);
API unsigned shader_get_active();
API void shader_destroy(unsigned shader);
// reflection. [0..N] are shader properties
API unsigned shader_properties(unsigned shader);
API char** shader_property(unsigned shader, unsigned property_no);
API void shader_apply_param(unsigned shader, unsigned param_no);
API void shader_apply_params(unsigned shader, const char *parameter_mask);
API int ui_shader(unsigned shader);
API int ui_shaders();
// compute shaders
enum BUFFER_MODE {
BUFFER_READ,
BUFFER_WRITE,
BUFFER_READ_WRITE
};
/// Loads the compute shader and compiles a GL program.
/// return: GL program, 0 if failed.
/// cs: shader source code
API unsigned compute(const char *cs);
/// Runs the compute program with provided global workgroup size on x y z grid.
/// wx: global workgroup size x
/// wy: global workgroup size y
/// wz: global workgroup size z
API void compute_dispatch(unsigned wx, unsigned wy, unsigned wz);
/// Binds a texture to the program
/// !!! Set `layer` to -1 to disable layered access.
/// t: texture to bind
/// unit: texture unit bind index
/// level: texture level access (MIP0, MIP1, ...)
/// layer: bind layer
/// access: texture access policy
/// see: BUFFER_MODE
API void shader_image(texture_t t, unsigned unit, unsigned level, int layer, unsigned access);
/// Binds a texture to the program
/// !!! Set `layer` to -1 to disable layered access.
/// texture: GL texture handle
/// unit: texture unit bind index
/// level: texture level access (MIP0, MIP1, ...)
/// layer: bind layer
/// texel_type: image texel format (RGBA8, RGBA32F, ...)
/// access: texture access policy
/// see: BUFFER_MODE
API void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer, unsigned texel_type, unsigned access);
// gpu memory barriers
/// Blocks main thread until all memory operations are done by the GPU.
API void write_barrier();
/// Blocks main thread until all image operations are done by the GPU.
API void write_barrier_image();
// ssbo
/// `STATIC`, `DYNAMIC` AND `STREAM` specify the frequency at which we intend to access the data.
/// `DRAW` favors CPU->GPU operations.
/// `READ` favors GPU->CPU operations.
/// `COPY` favors CPU->GPU->CPU operations.
enum SSBO_USAGE {
STATIC_DRAW,
STATIC_READ,
STATIC_COPY,
DYNAMIC_DRAW,
DYNAMIC_READ,
DYNAMIC_COPY,
STREAM_DRAW,
STREAM_READ,
STREAM_COPY
};
enum SSBO_ACCESS {
SSBO_READ = BUFFER_READ,
SSBO_WRITE = BUFFER_WRITE,
SSBO_READ_WRITE = BUFFER_READ_WRITE
};
/// Create Shader Storage Buffer Object
/// !!! `data` can be NULL
/// data: optional pointer to data to upload
/// len: buffer size, must not be 0
/// usage: buffer usage policy
/// see: SSBO_USAGE
API unsigned ssbo_create(const void *data, int len, unsigned usage);
/// Destroys an SSBO resource
API void ssbo_destroy(unsigned ssbo);
/// Updates an existing SSBO
/// !!! `len` can not exceed the original buffer size specified in `ssbo_create` !
/// offset: offset to buffer memory
/// len: amount of data to write
/// data: pointer to data we aim to write, can not be NULL
API void ssbo_update(int offset, int len, const void *data);
/// Bind an SSBO resource to the provided bind unit index
/// ssbo: resource object
/// unit: bind unit index
API void ssbo_bind(unsigned ssbo, unsigned unit);
/// Map an SSBO resource to the system memory
/// !!! Make sure to `ssbo_unmap` the buffer once done working with it.
/// access: buffer access policy
/// return: pointer to physical memory of the buffer
/// see: SSBO_ACCESS
API void *ssbo_map(unsigned access);
/// Unmaps an SSBO resource
/// !!! Pointer provided by `ssbo_map` becomes invalid.
API void ssbo_unmap();
/// Unbinds an SSBO resource
API void ssbo_unbind();
// -----------------------------------------------------------------------------
// meshes (@fixme: deprecate?)
enum MESH_FLAGS {
MESH_STATIC = 0, // STATIC, DYNAMIC, STREAM // zero|single|many updates per frame
MESH_STREAM = 1,
MESH_TRIANGLE_STRIP = 2,
};
typedef struct mesh_t {
handle vao, vbo, ibo;
unsigned vertex_count;
unsigned index_count;
unsigned flags;
array(int) lod_collapse_map; // to which neighbor each vertex collapses. ie, [10] -> 7 (used by LODs) @leak
// @leaks: following members are totally unused. convenient for end-users to keep their custom datas somewhere while processing.
union {
array(unsigned) in_index;
array(vec3i) in_index3;
};
union {
array(unsigned) out_index;
array(vec3i) out_index3;
};
union {
array(float) in_vertex;
array(vec3) in_vertex3;
};
union {
array(float) out_vertex;
array(vec3) out_vertex3;
};
} mesh_t;
API mesh_t mesh();
API void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
API void mesh_render(mesh_t *m);
API void mesh_render_prim(mesh_t *sm, unsigned prim);
API void mesh_destroy(mesh_t *m);
API aabb mesh_bounds(mesh_t *m);
// -----------------------------------------------------------------------------
// skyboxes
enum SKYBOX_FLAGS {
SKYBOX_RAYLEIGH,
SKYBOX_CUBEMAP,
SKYBOX_PBR,
};
typedef struct skybox_t {
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handle program, rayleigh_program;
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mesh_t geometry;
cubemap_t cubemap;
int flags;
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bool rayleigh_immediate;
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// pbr
texture_t sky, refl, env;
} skybox_t;
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
API skybox_t skybox_pbr(const char *sky_map, const char *refl_map, const char *env_map);
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
API void skybox_destroy(skybox_t *sky);
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
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API void skybox_sh_reset(skybox_t *sky); /* @deprecated */
API void skybox_sh_shader(skybox_t *sky); /* @deprecated */
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength); /* @deprecated */
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API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
API int skybox_pop_state(); // @to deprecate
// -----------------------------------------------------------------------------
// materials
enum MATERIAL_ENUMS {
MATERIAL_CHANNEL_DIFFUSE,
MATERIAL_CHANNEL_NORMALS,
MATERIAL_CHANNEL_SPECULAR,
MATERIAL_CHANNEL_ALBEDO,
MATERIAL_CHANNEL_ROUGHNESS,
MATERIAL_CHANNEL_METALLIC,
MATERIAL_CHANNEL_AO,
MATERIAL_CHANNEL_AMBIENT,
MATERIAL_CHANNEL_EMISSIVE,
MAX_CHANNELS_PER_MATERIAL
};
typedef struct material_layer_t {
char texname[32];
float value;
colormap_t map;
} material_layer_t;
typedef struct material_t {
char *name;
material_layer_t layer[MAX_CHANNELS_PER_MATERIAL];
} material_t;
// -----------------------------------------------------------------------------
// shadertoys
enum {
SHADERTOY_FLIP_Y = 2,
SHADERTOY_IGNORE_FBO = 4,
SHADERTOY_IGNORE_MOUSE = 8,
};
typedef struct shadertoy_t {
handle vao, program;
int uniforms[32];
int texture_channels[4];
int frame;
uint64_t t;
texture_t tx;
vec2i dims;
int flags;
vec4 mouse;
} shadertoy_t;
API shadertoy_t shadertoy( const char *shaderfile, unsigned flags );
API shadertoy_t* shadertoy_render( shadertoy_t *s, float delta );
// -----------------------------------------------------------------------------
// anims
enum ANIM_FLAGS {
ANIM_LOOP = 1,
ANIM_DONT_RESET_AFTER_USE = 2,
};
typedef struct anim_t {
int from;
int to;
float blendtime;
unsigned flags;
float curframe;
unsigned easing;
float alpha; // refreshed at every tick
float timer; // private
bool active;
vec3 pose; // private
char* name; // debug
} anim_t;
API anim_t clip(float minframe, float maxframe, float blendtime, unsigned flags);
API anim_t loop(float minframe, float maxframe, float blendtime, unsigned flags);
API array(anim_t) animlist(const char *filename);
// -----------------------------------------------------------------------------
// models
enum MODEL_FLAGS {
MODEL_NO_ANIMATIONS = 1,
MODEL_NO_MESHES = 2,
MODEL_NO_TEXTURES = 4,
MODEL_NO_FILTERING = 8,
MODEL_MATCAPS = 16,
MODEL_RIMLIGHT = 32,
MODEL_PBR = 64,
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MODEL_TRANSPARENT = 128,
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};
enum SHADING_MODE {
SHADING_NONE,
SHADING_PHONG,
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SHADING_VERTEXLIT,
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SHADING_PBR,
};
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enum FOG_MODE {
FOG_NONE,
FOG_LINEAR,
FOG_EXP,
FOG_EXP2,
FOG_DEPTH,
};
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enum RENDER_PASS {
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RENDER_PASS_OPAQUE,
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RENDER_PASS_TRANSPARENT,
RENDER_PASS_OVERRIDES_BEGIN,
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RENDER_PASS_SHADOW,
RENDER_PASS_LIGHTMAP,
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RENDER_PASS_CUSTOM, // make sure to apply renderstate before calling this
RENDER_PASS_OVERRIDES_END,
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NUM_RENDER_PASSES
};
enum MODEL_UNIFORMS {
MODEL_UNIFORM_MV,
MODEL_UNIFORM_MVP,
MODEL_UNIFORM_VP,
MODEL_UNIFORM_CAM_POS,
MODEL_UNIFORM_CAM_DIR,
MODEL_UNIFORM_BILLBOARD,
MODEL_UNIFORM_TEXLIT,
MODEL_UNIFORM_MODEL,
MODEL_UNIFORM_VIEW,
MODEL_UNIFORM_INV_VIEW,
MODEL_UNIFORM_PROJ,
MODEL_UNIFORM_SKINNED,
MODEL_UNIFORM_VS_BONE_MATRIX,
MODEL_UNIFORM_U_MATCAPS,
MODEL_UNIFORM_RESOLUTION,
MODEL_UNIFORM_HAS_TEX_SKYSPHERE,
MODEL_UNIFORM_HAS_TEX_SKYENV,
MODEL_UNIFORM_TEX_SKYSPHERE,
MODEL_UNIFORM_SKYSPHERE_MIP_COUNT,
MODEL_UNIFORM_TEX_SKYENV,
MODEL_UNIFORM_TEX_BRDF_LUT,
MODEL_UNIFORM_FRAME_COUNT,
NUM_MODEL_UNIFORMS
};
typedef struct model_t {
struct iqm_t *iqm; // private
int shading; // based on SHADING_MODE
unsigned num_textures;
handle *textures;
char **texture_names;
array(material_t) materials;
int uniforms[NUM_MODEL_UNIFORMS];
texture_t sky_refl, sky_env;
texture_t lightmap;
float *lmdata;
unsigned num_meshes;
unsigned num_triangles;
unsigned num_joints; // num_poses;
unsigned num_anims;
unsigned num_frames;
handle program;
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handle shadow_program;
shadowmap_t *shadow_map;
bool shadow_receiver;
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float curframe;
mat44 pivot;
int stride; // usually 68 bytes for a p3 u2 u2 n3 t4 i4B w4B c4B vertex stream
void *verts;
int num_verts;
void *tris;
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vec3 *meshcenters;
aabb *meshbounds;
float *meshradii;
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int num_tris;
handle vao, ibo, vbo, vao_instanced;
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array(int) lod_collapse_map; // to which neighbor each vertex collapses. ie, [10] -> 7 (used by LODs) @leak
void *lod_verts;
int lod_num_verts;
void *lod_tris;
int lod_num_tris;
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unsigned flags;
unsigned billboard;
float *instanced_matrices;
unsigned num_instances;
int stored_flags;
renderstate_t rs[NUM_RENDER_PASSES];
bool frustum_enabled;
frustum frustum_state;
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} model_t;
enum BILLBOARD_MODE {
BILLBOARD_X = 0x1,
BILLBOARD_Y = 0x2,
BILLBOARD_Z = 0x4,
BILLBOARD_CYLINDRICAL = BILLBOARD_X|BILLBOARD_Z,
BILLBOARD_SPHERICAL = BILLBOARD_X|BILLBOARD_Y|BILLBOARD_Z
};
API model_t model(const char *filename, int flags);
API model_t model_from_mem(const void *mem, int sz, int flags);
API float model_animate(model_t, float curframe);
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
API aabb model_aabb(model_t, mat44 transform);
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API void model_lod(model_t*, float lo_detail, float hi_detail, float morph);
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API void model_shading(model_t*, int shading);
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API void model_shading_custom(model_t*, int shading, const char *vs, const char *fs, const char *defines);
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API void model_skybox(model_t*, skybox_t sky, bool load_sh);
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API void model_shadow(model_t*, shadowmap_t *sm);
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API void model_fog(model_t*, unsigned mode, vec3 color, float start, float end, float density);
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API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
API void model_render_skeleton(model_t, mat44 model);
API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
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API void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass);
API void model_render_pass(model_t m, mat44 proj, mat44 view, mat44 model, int shader, int pass);
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API void model_set_texture(model_t*, texture_t t);
API bool model_has_transparency_mesh(model_t m, int mesh);
API bool model_has_transparency(model_t m);
API void model_set_frustum(model_t *m, frustum f);
API void model_clear_frustum(model_t *m);
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API bool model_get_bone_pose(model_t m, unsigned joint, mat34 *out);
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API bool model_get_bone_position(model_t m, unsigned joint, mat44 M, vec3 *out);
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API void model_destroy(model_t);
API unsigned model_getpass();
API unsigned model_setpass(unsigned pass);
API vec3 pose(bool forward, float curframe, int minframe, int maxframe, bool loop, float *opt_retframe);
// -----------------------------------------------------------------------------
// model animations
typedef struct anims_t {
int inuse; // animation number in use
float speed; // x1.00
array(anim_t) anims; // [begin,end,flags] frames of every animation in set
} anims_t;
API anims_t animations(const char *pathfile, int flags);
// -----------------------------------------------------------------------------
// lightmapping utils
// @fixme: support xatlas uv packing
typedef struct lightmap_t {
struct lm_context *ctx; // private
bool ready;
int w, h;
int atlas_w, atlas_h; //@fixme: implement
texture_t atlas; //@fixme: implement this
array(model_t*) models;
unsigned shader;
} lightmap_t;
API lightmap_t lightmap(int hmsize /*64*/, float near, float far, vec3 color /*1,1,1 for AO*/, int passes /*2*/, float threshold /*0.01f*/, float distmod /*0.0f*/);
API void lightmap_setup(lightmap_t *lm, int w, int h);
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
API void lightmap_destroy(lightmap_t *lm);
// -----------------------------------------------------------------------------
// post-fxs
API void viewport_color(unsigned color);
API void viewport_clear(bool color, bool depth);
API void viewport_clip(vec2 from, vec2 to);
API int fx_load(const char *file);
API int fx_load_from_mem(const char *nameid, const char *content);
API void fx_begin();
API void fx_begin_res(int w, int h);
API void fx_end();
API void fx_enable(int pass, int enabled);
API int fx_enabled(int pass);
API void fx_enable_all(int enabled);
API char * fx_name(int pass);
API int fx_find(const char *name);
API void fx_setparam(int pass, const char *name, float value);
API void fx_order(int pass, unsigned priority);
API unsigned fx_program(int pass);
API int ui_fx(int pass);
API int ui_fxs();
// -----------------------------------------------------------------------------
// utils
API void* screenshot(int components); // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA
API void* screenshot_async(int components); // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA