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

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// -----------------------------------------------------------------------------
// opengl
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define GL_DEBUG_SEVERITY_HIGH 0x9146
#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B
#define GL_DEBUG_SOURCE_API 0x8246
#define GL_DEBUG_TYPE_ERROR 0x824C
//
void glDebugCallback(uint32_t source, uint32_t type, uint32_t id, uint32_t severity, int32_t length, const char * message, void * userdata) {
// whitelisted codes (also: 131169, 131204).
if( id == 131154 ) return; // Pixel-path performance warning: Pixel transfer is synchronized with 3D rendering.
if( id == 131185 ) return; // Buffer object 2 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations
if( id == 131218 ) return; // Program/shader state performance warning: Vertex shader in program 9 is being recompiled based on GL state.
if( id == 2 ) return; // INFO: API_ID_RECOMPILE_FRAGMENT_SHADER performance warning has been generated. Fragment shader recompiled due to state change. [ID: 2]
const char * GL_ERROR_TYPE[] = { "ERROR", "DEPRECATED BEHAVIOR", "UNDEFINED DEHAVIOUR", "PORTABILITY", "PERFORMANCE", "OTHER" };
const char * GL_ERROR_SOURCE[] = { "API", "WINDOW SYSTEM", "SHADER COMPILER", "THIRD PARTY", "APPLICATION", "OTHER" };
const char * GL_ERROR_SEVERITY[] = { "HIGH", "MEDIUM", "LOW", "NOTIFICATION" };
type = type - GL_DEBUG_TYPE_ERROR;
source = source - GL_DEBUG_SOURCE_API;
severity = severity == GL_DEBUG_SEVERITY_NOTIFICATION ? 3 : severity - GL_DEBUG_SEVERITY_HIGH;
if(severity >= 2) return; // do not log low_severity or notifications
PRINTF( "!%s:%s [ID: %u]\n", type == 0 ? "ERROR":"WARNING", message, id );
// PANIC( "!%s:%s [ID: %u]\n", type == 0 ? "ERROR":"WARNING", message, id );
}
void glDebugEnable() {
do_once {
typedef void (*GLDEBUGPROC)(uint32_t, uint32_t, uint32_t, uint32_t, int32_t, const char *, const void *);
typedef void (*GLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC, const void *);
void *func = glfwGetProcAddress("glDebugMessageCallback");
void (*glDebugMessageCallback)(GLDEBUGPROC, const void *) = (GLDEBUGMESSAGECALLBACKPROC)func;
if( func ) {
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallback((GLDEBUGPROC)glDebugCallback, NULL);
}
}
}
static
void glCopyBackbufferToTexture( texture_t *tex ) { // unused
glActiveTexture( GL_TEXTURE0 + tex->unit );
glBindTexture( GL_TEXTURE_2D, tex->id );
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 0, 0, window_width(), window_height(), 0 );
}
// ----------------------------------------------------------------------------
// shaders
void shader_print(const char *source) {
for(int line = 0, i = 0; source[i] > 0; ) {
printf("\t%03d: ", line+1);
while( source[i] >= 32 || source[i] == '\t' ) fputc(source[i++], stdout);
while( source[i] > 0 && source[i] < 32 ) line += source[i++] == '\n';
puts("");
}
}
static
GLuint shader_compile( GLenum type, const char *source ) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, (const char **)&source, NULL);
glCompileShader(shader);
GLint status = GL_FALSE, length;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if( status == GL_FALSE ) {
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
// ASSERT(length < 2048); char buf[2048] = { 0 };
char *buf = stack(length+1);
glGetShaderInfoLog(shader, length, NULL, buf);
// dump log with line numbers
shader_print( source );
PANIC("ERROR: shader_compile(): %s\n%s\n", type == GL_VERTEX_SHADER ? "Vertex" : "Fragment", buf);
return 0;
}
return shader;
}
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unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor){
return shader_geom(NULL, vs, fs, attribs, fragcolor);
}
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unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor) {
PRINTF(/*"!"*/"Compiling shader\n");
const char *glsl_version = ifdef(ems, "300 es", "150");
vs = vs[0] == '#' && vs[1] == 'v' ? vs : va("#version %s\n%s", glsl_version, vs ? vs : "");
fs = fs[0] == '#' && fs[1] == 'v' ? fs : va("#version %s\n%s", glsl_version, fs ? fs : "");
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if (gs) gs = gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s", glsl_version, gs ? gs : "");
#if is(ems)
{
char *vs_ = REALLOC( 0, strlen(vs) + 512 ); strcpy(vs_, vs);
char *fs_ = REALLOC( 0, strlen(fs) + 512 ); strcpy(fs_, fs);
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char *gs_ = 0; if (gs) REALLOC( 0, strlen(gs) + 512 ); strcpy(gs_, gs);
strrepl(&fs_, "#version 300 es\n", "#version 300 es\nprecision mediump float;\n");
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vs = vs_; fs = fs_; gs = gs_;
}
#endif
GLuint vert = shader_compile(GL_VERTEX_SHADER, vs);
GLuint frag = shader_compile(GL_FRAGMENT_SHADER, fs);
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GLuint geom = 0; if (gs) geom = shader_compile(GL_GEOMETRY_SHADER, gs);
GLuint program = 0;
if( vert && frag ) {
program = glCreateProgram();
glAttachShader(program, vert);
glAttachShader(program, frag);
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if (geom) glAttachShader(program, geom);
for( int i = 0; attribs && attribs[0]; ++i ) {
char attrib[128] = {0};
sscanf(attribs, "%127[^,]", attrib);
while( attribs[0] && attribs[0] != ',' ) { attribs++; }
while( attribs[0] && attribs[0] == ',' ) { attribs++; break; }
if(!attrib[0]) continue;
glBindAttribLocation(program, i, attrib);
PRINTF("Shader.attribute[%d]=%s\n", i, attrib);
}
#if !is(ems) // @fixme
if(fragcolor)
glBindFragDataLocation(program, 0, fragcolor);
#endif
glLinkProgram(program);
GLint status = GL_FALSE, length;
glGetProgramiv(program, GL_LINK_STATUS, &status);
#ifdef DEBUG_SHADER
if (status != GL_FALSE && program == DEBUG_SHADER) {
#else
if (status == GL_FALSE) {
#endif
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
// ASSERT(length < 2048); char buf[2048] = { 0 };
char *buf = stack(length+1);
glGetProgramInfoLog(program, length, NULL, buf);
puts("--- vs:");
shader_print(vs);
puts("--- fs:");
shader_print(fs);
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if (geom) {
puts("--- gs:");
shader_print(gs);
}
}
if (status == GL_FALSE) {
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
return 0;
}
glDeleteShader(vert);
glDeleteShader(frag);
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if (geom) glDeleteShader(geom);
//#ifdef DEBUG_ANY_SHADER
// PRINTF("Shader #%d:\n", program);
// shader_print(vs);
// shader_print(fs);
//#endif
}
/*
if( s->program ) {
strcatf(&s->name, "// vs (%s)\n%s\n\n\n", file_vs, vs);
strcatf(&s->name, "// fs (%s)\n%s\n\n\n", file_fs, fs);
}
*/
return program;
}
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unsigned compute(const char *cs){
#if is(ems)
return 0;
#else
PRINTF(/*"!"*/"Compiling compute shader\n");
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cs = cs[0] == '#' && cs[1] == 'c' ? cs : va("#version 450 core\n%s", cs ? cs : "");
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GLuint comp = shader_compile(GL_COMPUTE_SHADER, cs);
GLuint program = 0;
if( comp ) {
program = glCreateProgram();
glAttachShader(program, comp);
glLinkProgram(program);
GLint status = GL_FALSE, length;
glGetProgramiv(program, GL_LINK_STATUS, &status);
#ifdef DEBUG_SHADER
if (status != GL_FALSE && program == DEBUG_SHADER) {
#else
if (status == GL_FALSE) {
#endif
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
char *buf = stack(length+1);
glGetProgramInfoLog(program, length, NULL, buf);
puts("--- cs:");
shader_print(cs);
}
if (status == GL_FALSE) {
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
return 0;
}
glDeleteShader(comp);
}
return program;
#endif
}
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void compute_dispatch(unsigned wx, unsigned wy, unsigned wz){
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glDispatchCompute(wx, wy, wz);
}
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void write_barrier(){
glMemoryBarrier(GL_ALL_BARRIER_BITS);
}
void image_write_barrier(){
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
void shader_destroy(unsigned program){
if( program == ~0u ) return;
glDeleteProgram(program);
// if(s->name) FREE(s->name), s->name = NULL;
}
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unsigned ssbo_create(const void *data, int len, unsigned usage){
static GLuint gl_usage[] = { GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, GL_DYNAMIC_COPY, GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY };
GLuint ssbo;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, len, data, gl_usage[usage]);
return ssbo;
}
void ssbo_destroy(unsigned ssbo){
glDeleteBuffers(1, &ssbo);
}
void ssbo_update(int offset, int len, const void *data){
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, len, data);
}
void *ssbo_map(unsigned access){
static GLenum gl_access[] = {GL_READ_ONLY, GL_WRITE_ONLY, GL_READ_WRITE};
return glMapBuffer(GL_SHADER_STORAGE_BUFFER, gl_access[access]);
}
void ssbo_unmap(){
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
void ssbo_bind(unsigned ssbo, unsigned unit){
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, unit, ssbo);
}
void ssbo_unbind(){
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
static __thread unsigned last_shader = -1;
static
int shader_uniform(const char *name) {
int ret = glGetUniformLocation(last_shader, name);
// if( ret < 0 ) PRINTF("!cannot find uniform '%s' in shader program %d\n", name, (int)last_shader );
return ret;
}
unsigned shader_get_active() { return last_shader; }
unsigned shader_bind(unsigned program) { unsigned ret = last_shader; return glUseProgram(last_shader = program), ret; }
void shader_int(const char *uniform, int i) { glUniform1i(shader_uniform(uniform), i); }
void shader_float(const char *uniform, float f) { glUniform1f(shader_uniform(uniform), f); }
void shader_vec2(const char *uniform, vec2 v) { glUniform2fv(shader_uniform(uniform), 1, &v.x); }
void shader_vec3(const char *uniform, vec3 v) { glUniform3fv(shader_uniform(uniform), 1, &v.x); }
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void shader_vec3v(const char *uniform, int count, vec3 *v) { glUniform3fv(shader_uniform(uniform), count, &v[0].x); }
void shader_vec4(const char *uniform, vec4 v) { glUniform4fv(shader_uniform(uniform), 1, &v.x); }
void shader_mat44(const char *uniform, mat44 m) { glUniformMatrix4fv(shader_uniform(uniform), 1, GL_FALSE/*GL_TRUE*/, m); }
void shader_cubemap(const char *sampler, unsigned texture) { glUniform1i(shader_uniform(sampler), 0); glBindTexture(GL_TEXTURE_CUBE_MAP, texture); }
void shader_bool(const char *uniform, bool x) { glUniform1i(shader_uniform(uniform), x); }
void shader_uint(const char *uniform, unsigned x ) { glUniform1ui(shader_uniform(uniform), x); }
void shader_texture(const char *sampler, texture_t t) { shader_texture_unit(sampler, t.id, t.unit); }
void shader_texture_unit(const char *sampler, unsigned id, unsigned unit) {
// @todo. if tex.h == 1 ? GL_TEXTURE_1D : GL_TEXTURE_2D
glUniform1i(shader_uniform(sampler), unit);
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, id);
}
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void shader_image(texture_t t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access){
shader_image_unit(t.id, unit, level, layer, t.texel_type, access);
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}
void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer, unsigned texel_type, unsigned access){
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static GLenum gl_access[] = {GL_READ_ONLY, GL_WRITE_ONLY, GL_READ_WRITE};
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glBindImageTexture(unit, texture, level, layer!=-1, layer!=-1?layer:0, gl_access[access], texel_type);
}
void shader_colormap(const char *name, colormap_t c ) {
// assumes shader uses `struct { vec4 color; bool has_tex } name + sampler2D name_tex;`
shader_vec4( va("%s.color", name), c.color );
shader_bool( va("%s.has_tex", name), c.texture != NULL );
if( c.texture ) shader_texture( va("%s_tex", name), *c.texture );
}
// -----------------------------------------------------------------------------
// colors
unsigned rgba( uint8_t r, uint8_t g, uint8_t b, uint8_t a ) {
return (unsigned)a << 24 | r << 16 | g << 8 | b;
}
unsigned bgra( uint8_t b, uint8_t g, uint8_t r, uint8_t a ) {
return rgba(r,g,b,a);
}
float alpha( unsigned rgba ) {
return ( rgba >> 24 ) / 255.f;
}
unsigned rgbaf(float r, float g, float b, float a) {
return rgba(r * 255, g * 255, b * 255, a * 255);
}
unsigned bgraf(float b, float g, float r, float a) {
return rgba(r * 255, g * 255, b * 255, a * 255);
}
// -----------------------------------------------------------------------------
// images
image_t image_create(int x, int y, int flags) {
int n = 3; // defaults to RGB
if(flags & IMAGE_R) n = 1;
if(flags & IMAGE_RG) n = 2;
if(flags & IMAGE_RGB) n = 3;
if(flags & IMAGE_RGBA) n = 4;
image_t img; img.x = x; img.y = y; img.n = n;
img.pixels = REALLOC(0, x * y * n ); // @fixme: image_destroy() requires stbi allocator to match REALLOC
return img;
}
image_t image_from_mem(const void *data, int size, int flags) {
image_t img = {0};
if( data && size ) {
stbi_set_flip_vertically_on_load(flags & IMAGE_FLIP ? 1 : 0);
int n = 0;
if(flags & IMAGE_R) n = 1;
if(flags & IMAGE_RG) n = 2;
if(flags & IMAGE_RGB) n = 3;
if(flags & IMAGE_RGBA) n = 4;
if(flags & IMAGE_FLOAT)
img.pixels = stbi_loadf_from_memory((const stbi_uc*)data, size, (int*)&img.x,(int*)&img.y,(int*)&img.n, n);
else
img.pixels = stbi_load_from_memory((const stbi_uc*)data, size, (int*)&img.x,(int*)&img.y,(int*)&img.n, n);
if( img.pixels ) {
PRINTF("Loaded image (%dx%d %.*s->%.*s)\n",img.w,img.h,img.n,"RGBA",n?n:img.n,"RGBA");
} else {
// PANIC("Error loading image (%s)\n", pathfile);
}
img.n = n ? n : img.n;
}
return img;
}
image_t image(const char *pathfile, int flags) {
//const char *fname = vfs_remap(pathfile);
// if( !fname[0] ) fname = vfs_remap(va("%s.png",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.jpg",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.tga",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.jpg.png",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.tga.png",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.png.jpg",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.tga.jpg",pathfile)); // needed?
int size = 0;
char *data = vfs_load(pathfile, &size);
return image_from_mem(data, size, flags);
}
void image_destroy(image_t *img) {
if(img->pixels) stbi_image_free(img->pixels);
img->pixels = 0; // *img = (image_t){0}; // do not clear fields yet. might be useful in the future.
}
// bilinear interpolation (uv must be in image coords, range [0..w-1,0..h-1])
static
vec3 bilinear(image_t in, vec2 uv) { // image_bilinear_pixel() ?
float w = in.x, h = in.y, u = uv.x, v = uv.y;
float u1 = (int)u, v1 = (int)v, u2 = minf(u1+1, w-1), v2 = minf(v1+1, h-1);
float c1 = u - u1, c2 = v - v1;
uint8_t *p1 = &in.pixels8[ in.n * (int)(u1 + v1 * in.w) ];
uint8_t *p2 = &in.pixels8[ in.n * (int)(u2 + v1 * in.w) ];
uint8_t *p3 = &in.pixels8[ in.n * (int)(u1 + v2 * in.w) ];
uint8_t *p4 = &in.pixels8[ in.n * (int)(u2 + v2 * in.w) ];
vec3 A = vec3( p1[0], p1[1], p1[2] );
vec3 B = vec3( p2[0], p2[1], p2[2] );
vec3 C = vec3( p3[0], p3[1], p3[2] );
vec3 D = vec3( p4[0], p4[1], p4[2] );
return mix3(mix3(A, B, c1), mix3(C, D, c1), c2);
}
// -----------------------------------------------------------------------------
// textures
static
int allocate_texture_unit() {
static int textureUnit = 0, totalTextureUnits = 0;
do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits);
ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits);
return textureUnit++;
}
unsigned texture_update(texture_t *t, unsigned w, unsigned h, unsigned n, const void *pixels, int flags) {
if( t && !t->id ) {
glGenTextures( 1, &t->id );
return texture_update(t, w, h, n, pixels, flags);
}
ASSERT( t && t->id );
ASSERT( n <= 4 );
GLuint pixel_types[] = { GL_RED, GL_RED, GL_RG, GL_RGB, GL_RGBA, GL_R32F, GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F };
GLenum pixel_storage = flags & TEXTURE_FLOAT ? GL_FLOAT : GL_UNSIGNED_BYTE;
GLuint pixel_type = pixel_types[ n ];
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GLuint texel_type = t->texel_type = pixel_types[ n + 5 * !!(flags & TEXTURE_FLOAT) ];
GLenum wrap = GL_CLAMP_TO_EDGE;
GLenum min_filter = GL_NEAREST, mag_filter = GL_NEAREST;
// GLfloat color = (flags&7)/7.f, border_color[4] = { color, color, color, 1.f };
if( flags & TEXTURE_BGR ) if( pixel_type == GL_RGB ) pixel_type = GL_BGR;
if( flags & TEXTURE_BGR ) if( pixel_type == GL_RGBA ) pixel_type = GL_BGRA;
if( flags & TEXTURE_SRGB ) if( texel_type == GL_RGB ) texel_type = GL_SRGB;
if( flags & TEXTURE_SRGB ) if( texel_type == GL_RGBA ) texel_type = GL_SRGB_ALPHA; // GL_SRGB8_ALPHA8 ?
if( flags & TEXTURE_BC1 ) texel_type = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
if( flags & TEXTURE_BC2 ) texel_type = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
if( flags & TEXTURE_BC3 ) texel_type = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
if( flags & TEXTURE_DEPTH ) texel_type = pixel_type = GL_DEPTH_COMPONENT; // GL_DEPTH_COMPONENT32
if( flags & TEXTURE_REPEAT ) wrap = GL_REPEAT;
if( flags & TEXTURE_BORDER ) wrap = GL_CLAMP_TO_BORDER;
if( flags & TEXTURE_LINEAR ) min_filter = GL_LINEAR, mag_filter = GL_LINEAR;
if( flags & TEXTURE_MIPMAPS ) min_filter = flags & TEXTURE_LINEAR ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_LINEAR; // : GL_LINEAR_MIPMAP_NEAREST; maybe?
if( flags & TEXTURE_MIPMAPS ) mag_filter = flags & TEXTURE_LINEAR ? GL_LINEAR : GL_NEAREST;
#if 0
if( 0 ) { // flags & TEXTURE_PREMULTIPLY_ALPHA )
uint8_t *p = pixels;
if(n == 2) for( unsigned i = 0; i < 2*w*h; i += 2 ) {
p[i] = (p[i] * p[i+1] + 128) >> 8;
}
if(n == 4) for( unsigned i = 0; i < 4*w*h; i += 4 ) {
p[i+0] = (p[i+0] * p[i+3] + 128) >> 8;
p[i+1] = (p[i+1] * p[i+3] + 128) >> 8;
p[i+2] = (p[i+2] * p[i+3] + 128) >> 8;
}
}
#endif
GLenum texture_type = t->flags & TEXTURE_ARRAY ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D; // @fixme: test GL_TEXTURE_2D_ARRAY
//glPixelStorei( GL_UNPACK_ALIGNMENT, n < 4 ? 1 : 4 ); // for framebuffer reading
//glActiveTexture(GL_TEXTURE0 + (flags&7));
glBindTexture(texture_type, t->id);
glTexImage2D(texture_type, 0, texel_type, w, h, 0, pixel_type, pixel_storage, pixels);
glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, wrap);
glTexParameteri(texture_type, GL_TEXTURE_MIN_FILTER, min_filter);
glTexParameteri(texture_type, GL_TEXTURE_MAG_FILTER, mag_filter);
#if 0 // only for sampler2DShadow
if( flags & TEXTURE_DEPTH ) glTexParameteri(texture_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
if( flags & TEXTURE_DEPTH ) glTexParameteri(texture_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
#endif
// if( flags & TEXTURE_BORDER ) glTexParameterfv(texture_type, GL_TEXTURE_BORDER_COLOR, border_color);
if( flags & TEXTURE_MIPMAPS ) glGenerateMipmap(texture_type);
if( flags & TEXTURE_MIPMAPS ) {
GLfloat max_aniso = 0;
// glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &max_aniso);
max_aniso = 4;
// glTexParameterf(texture_type, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
}
// glBindTexture(texture_type, 0); // do not unbind. current code expects texture to be bound at function exit
t->w = w;
t->h = h;
t->n = n;
t->flags = flags;
t->filename = t->filename ? t->filename : "";
return t->id;
}
texture_t texture_create(unsigned w, unsigned h, unsigned n, const void *pixels, int flags) {
texture_t texture = {0};
glGenTextures( 1, &texture.id );
texture_update( &texture, w, h, n, pixels, flags );
texture.unit = allocate_texture_unit();
texture.transparent = texture.n > 3; // @fixme: should be true only if any pixel.a == 0
return texture;
}
texture_t texture_checker() {
static texture_t texture = {0};
if( !texture.id ) {
#if 0
float pixels[] = { 1,0.5,0.5,1 };
texture = texture_create(2,2,1, pixels, TEXTURE_FLOAT|TEXTURE_MIPMAPS|TEXTURE_REPEAT|TEXTURE_BORDER);
#else
uint32_t *pixels = REALLOC(0, 256*256*4);
for (int y = 0, i = 0; y < 256; y++) {
for (int x = 0; x < 256; x++) {
#if 0
extern const uint32_t secret_palette[32];
uint32_t rgb = secret_palette[ y / 8 ] * !!((x ^ y) & 0x8);
pixels[i++] = (rgb>>16) & 255;
pixels[i++] = (rgb>>8) & 255;
pixels[i++] = (rgb>>0) & 255;
pixels[i++] = 255;
#elif 0
extern const uint32_t secret_palette[32];
uint32_t rgb = ((x ^ y) & 0x8) ? secret_palette[6] : secret_palette[ 8 + ((x^y) / (256/6)) ];
pixels[i++] = (rgb>>16) & 255;
pixels[i++] = (rgb>>8) & 255;
pixels[i++] = (rgb>>0) & 255;
pixels[i++] = 255;
#else
extern const uint32_t secret_palette[32];
uint32_t lum = (x^y) & 8 ? 128 : (x^y) & 128 ? 192 : 255;
uint32_t rgb = rgba(lum,lum,lum,255);
pixels[i++] = rgb;
#endif
}
}
texture = texture_create(256,256,4, pixels, TEXTURE_RGBA|TEXTURE_MIPMAPS|TEXTURE_REPEAT|TEXTURE_BORDER);
FREE(pixels);
#endif
}
return texture;
}
texture_t texture_from_mem(const void *ptr, int len, int flags) {
image_t img = image_from_mem(ptr, len, flags);
if( img.pixels ) {
texture_t t = texture_create(img.x, img.y, img.n, img.pixels, flags);
image_destroy(&img);
return t;
}
return texture_checker();
}
texture_t texture(const char *pathfile, int flags) {
// PRINTF("Loading file %s\n", pathfile);
image_t img = image(pathfile, flags);
if( img.pixels ) {
texture_t t = texture_create(img.x, img.y, img.n, img.pixels, flags);
t.filename = STRDUP(file_name(pathfile));
image_destroy(&img);
return t;
}
return texture_checker();
}
void texture_destroy( texture_t *t ) {
if(t->filename && t->filename[0]) FREE(t->filename), t->filename = 0;
if(t->fbo) fbo_destroy(t->fbo), t->fbo = 0;
if(t->id) glDeleteTextures(1, &t->id), t->id = 0;
*t = (texture_t){0};
}
bool texture_rec_begin(texture_t *t, unsigned tw, unsigned th) {
for( unsigned w = tw ? tw : window_width(), h = th ? th : window_height(); w*h ; ) {
// resize if needed
if( t->w != w || t->h != h ) {
// re-create texture, set texture parameters and content
texture_update(t, w, h, 4, NULL, TEXTURE_RGBA);
if(!t->fbo) t->fbo = fbo(t->id, 0, 0);
}
// bind fbo to texture
fbo_bind(t->fbo);
return true;
}
return false;
}
void texture_rec_end(texture_t *t) {
fbo_unbind();
}
// ktx texture loader
// - rlyeh, public domain
//
// [ref] https://developer.nvidia.com/astc-texture-compression-for-game-assets
//
// # Compatibility and modes. What to choose.
// - iOS: PVRTC1_4_RGB or PVRTC1_4 (RGBA) with q:pvrtcnormal.
// - Desktop (OSX/Linux/Windows): BC1, BC1a or BC3 with q:normal.
// - Android: ETC2_RGB or ETC2_RGBA with q:etcfast. ASTC_4x4 or ASTC_8x8 with q:astcmedium, as a fallback.
#if 0
enum {
// for glFormat
GLFORMAT_RED = 0x1903,
GLFORMAT_RG = 0x8227,
GLFORMAT_RGB = 0x1907,
GLFORMAT_RGBA = 0x1908,
//GLFORMAT_ALPHA = 0x1906, // 8
//GLFORMAT_LUMINANCE = 0x1909, // 8
//GLFORMAT_LUMINANCE_ALPHA = 0x190A, // 88
// for glType
GLTYPE_UNSIGNED_BYTE = 0x1401,
// for glInternalFormat: RAW // @todo: SRGB, SRGBA, SBGR, SBGRA
UNCOMPRESSED_RGB = 0x8051, // 888, GL_RGB8_EXT
UNCOMPRESSED_RGB_565 = 0x8363,
UNCOMPRESSED_RGBA = 0x8058, // 8888, GL_RGBA8_EXT
UNCOMPRESSED_RGBA_4444 = 0x8033,
UNCOMPRESSED_RGBA_5551 = 0x8034,
UNCOMPRESSED_BGR = 0x80E0, // 888
UNCOMPRESSED_BGRA = 0x80E1, // 8888
// for glInternalFormat: S3TC/DXTn/BCn // @todo: BC4,5,6,7*
COMPRESSED_RGB_BC1 = 0x83F0, // DXT1
COMPRESSED_RGBA_BC1 = 0x83F1, // DXT1a, BC1a
COMPRESSED_RGBA_BC2 = 0x83F2, // DXT3
COMPRESSED_RGBA_BC3 = 0x83F3, // DXT5
COMPRESSED_RGBA_BC7 = 0x8E8C, // COMPRESSED_RGBA_BPTC_UNORM_ARB
COMPRESSED_SRGB_BC1 = 0x8C4C,
COMPRESSED_SRGBA_BC1 = 0x8C4D,
COMPRESSED_SRGBA_BC2 = 0x8C4E,
COMPRESSED_SRGBA_BC3 = 0x8C4F,
// RGB_BC7f COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
// RGB_BC7uf COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
// RGBA_BC7 COMPRESSED_RGBA_BPTC_UNORM_ARB
// SRGBA_BC7 COMPRESSED_SRGBA_BPTC_UNORM_ARB
// for glInternalFormat: ETC2+EAC
COMPRESSED_R_EAC = 0x9270, // 4bpp
COMPRESSED_R_EAC_SIGNED = 0x9271, // 4bpp. can preserve 0
COMPRESSED_RG_EAC = 0x9272, // 8bpp
COMPRESSED_RG_EAC_SIGNED = 0x9273, // 8bbp. can preserve 0
COMPRESSED_RGB_ETC2 = 0x9274, // 4bpp
COMPRESSED_RGBA_ETC2 = 0x9276, // 4bpp A1
COMPRESSED_RGBA_ETC2_EAC = 0x9278, // 8bpp
COMPRESSED_SRGB_ETC2 = 0x9275, // 4bpp
COMPRESSED_SRGBA_ETC2 = 0x9277, // 4bpp A1
COMPRESSED_SRGBA_ETC2_EAC = 0x9279, // 8bpp
// for glInternalFormat: PVR
COMPRESSED_RGB_PVR1_2 = 0x8C01,
COMPRESSED_RGB_PVR1_4 = 0x8C00,
COMPRESSED_RGBA_PVR1_2 = 0x8C03,
COMPRESSED_RGBA_PVR1_4 = 0x8C02,
COMPRESSED_SRGB_PVR1_2 = 0x8A54, // _EXT
COMPRESSED_SRGB_PVR1_4 = 0x8A55, // _EXT
COMPRESSED_SRGBA_PVR1_2 = 0x8A56, // _EXT
COMPRESSED_SRGBA_PVR1_4 = 0x8A57, // _EXT
COMPRESSED_RGBA_PVR2_2 = 0x9137,
COMPRESSED_RGBA_PVR2_4 = 0x9138,
COMPRESSED_SRGBA_PVR2_2 = 0x93F0,
COMPRESSED_SRGBA_PVR2_4 = 0x93F1,
// for glInternalFormat: ASTC
COMPRESSED_RGBA_ASTC4x4 = 0x93B0, // 8.00bpp
COMPRESSED_RGBA_ASTC5x4 = 0x93B1, // 6.40bpp
COMPRESSED_RGBA_ASTC5x5 = 0x93B2, // 5.12bpp
COMPRESSED_RGBA_ASTC6x5 = 0x93B3, // 4.27bpp
COMPRESSED_RGBA_ASTC6x6 = 0x93B4, // 3.56bpp
COMPRESSED_RGBA_ASTC8x5 = 0x93B5, // 3.20bpp
COMPRESSED_RGBA_ASTC8x6 = 0x93B6, // 2.67bpp
COMPRESSED_RGBA_ASTC8x8 = 0x93B7, // 2.56bpp
COMPRESSED_RGBA_ASTC10x5 = 0x93B8, // 2.13bpp
COMPRESSED_RGBA_ASTC10x6 = 0x93B9, // 2.00bpp
COMPRESSED_RGBA_ASTC10x8 = 0x93BA, // 1.60bpp
COMPRESSED_RGBA_ASTC10x10 = 0x93BB, // 1.28bpp
COMPRESSED_RGBA_ASTC12x10 = 0x93BC, // 1.07bpp
COMPRESSED_RGBA_ASTC12x12 = 0x93BD, // 0.89bpp
COMPRESSED_SRGBA_ASTC4x4 = 0x93D0, // 8.00bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC5x4 = 0x93D1, // 6.40bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC5x5 = 0x93D2, // 5.12bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC6x5 = 0x93D3, // 4.27bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC6x6 = 0x93D4, // 3.56bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC8x5 = 0x93D5, // 3.20bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC8x6 = 0x93D6, // 2.67bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC8x8 = 0x93D7, // 2.56bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC10x5 = 0x93D8, // 2.13bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC10x6 = 0x93D9, // 2.00bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC10x8 = 0x93DA, // 1.60bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC10x10 = 0x93DB, // 1.28bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC12x10 = 0x93DC, // 1.07bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC12x12 = 0x93DD, // 0.89bpp SRGB8 A8
// others:
// COMPRESSED_RED_RGTC1
// COMPRESSED_SIGNED_RED_RGTC1
// COMPRESSED_RG_RGTC2
// COMPRESSED_SIGNED_RG_RGTC2
};
#endif
#pragma pack(push, 1) // not really needed. the struct is exactly 64 bytes, and all members are 32-bit unsigned
typedef struct ktx_header {
unsigned identifier[3]; // "«KTX 11»\r\n\x1A\n"
unsigned endianness; // 0x04030201 if match
unsigned glType; // 0 if compressed; otherwise: UNSIGNED_BYTE, UNSIGNED_SHORT_5_6_5, etc.
unsigned glTypeSize; // 1 if compressed; otherwise, size in bytes of glType for endianness conversion. not needed.
unsigned glFormat; // STENCIL_INDEX, DEPTH_COMPONENT, DEPTH_STENCIL, RED, GREEN, BLUE, RG, RGB, RGBA, BGR, BGRA, RED_INTEGER, GREEN_INTEGER, BLUE_INTEGER, RG_INTEGER, RGB_INTEGER, RGBA_INTEGER, BGR_INTEGER, BGRA_INTEGER,
unsigned glInternalFormat; // COMPRESSED_RED, COMPRESSED_RG, COMPRESSED_RGB, COMPRESSED_RGBA, COMPRESSED_SRGB, COMPRESSED_SRGB_ALPHA, COMPRESSED_RED_RGTC1, COMPRESSED_SIGNED_RED_RGTC1, COMPRESSED_RG_RGTC2, COMPRESSED_SIGNED_RG_RGTC2, COMPRESSED_RGBA_BPTC_UNORM, COMPRESSED_SRGB_ALPHA_BPTC_UNORM, COMPRESSED_RGB_BPTC_SIGNED_FLOAT, COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, COMPRESSED_RGB8_ETC2, COMPRESSED_SRGB8_ETC2, COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, COMPRESSED_RGBA8_ETC2_EAC, COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, COMPRESSED_R11_EAC, COMPRESSED_SIGNED_R11_EAC, COMPRESSED_RG11_EAC, COMPRESSED_SIGNED_RG11_EAC,
unsigned glBaseInternalFormat; // DEPTH_COMPONENT, DEPTH_STENCIL, RED, RG, RGB, RGBA, STENCIL_INDEX,
unsigned width;
unsigned height;
unsigned depth;
unsigned num_surfaces; // >1 for material
unsigned num_faces; // =6 for cubemaps (+X,-X,+Y,-Y,+Z,-Z order), 1 otherwise
unsigned num_mipmaps; // >1 for mipmaps
unsigned metadata_size; // length of following header
// struct ktx_metadata {
// unsigned key_and_value_size;
// char key_and_value[key_and_value_size];
// char value_padding[3 - ((key_and_value_size + 3) % 4)];
// };
// struct ktx_texture_data {
// unsigned size;
// char data[0];
// } tx;
} ktx_header;
#pragma pack(pop)
typedef struct ktx_texture {
unsigned width;
unsigned height;
unsigned depth;
unsigned size;
const char* data;
} ktx_texture;
typedef struct ktx {
ktx_header hdr;
const char *error;
} ktx;
static __thread array(ktx_texture) ktx_textures;
static
ktx ktx_load(const void *data, unsigned int len) {
ktx ctx = {0};
// check ktx signature
bool is_ktx = (len > sizeof(ktx_header)) && !memcmp(data, "\xABKTX 11\xBB\r\n\x1A\n", 12);
if( !is_ktx ) {
return ctx.error = "ERROR_BAD_KTX_FILE", ctx;
}
// copy texture header
ktx_header *hdr = &ctx.hdr;
*hdr = *((const ktx_header *)data);
// sanity checks
STATIC_ASSERT(sizeof(ktx_header) == (16*4));
for( int i = 0; i < sizeof(ktx_header)/4; ++i) {
i[(unsigned*)hdr] = lil32(i[(unsigned*)hdr]);
}
if( hdr->endianness != 0x04030201 ) {
return ctx.error = "ERROR_BAD_ENDIANNESS", ctx;
}
if( (hdr->num_faces != 1) && (hdr->num_faces != 6) ) {
return ctx.error = "ERROR_BAD_NUMBER_OF_FACES", ctx;
}
// normalize glInternalFormat if uncompressed.
if( hdr->glType != 0 ) {
hdr->glInternalFormat = hdr->glBaseInternalFormat;
}
// normalize [1..N] range
hdr->num_mipmaps += !hdr->num_mipmaps;
hdr->num_surfaces += !hdr->num_surfaces;
hdr->num_faces += !hdr->num_faces;
// basically,
// for each level in num_mipmaps { UInt32 imageSize;
// for each surface in num_surfaces {
// for each face in num_faces {
// for each slice in depth {
// for each row in height {
// for each pixel in width {
// byte data[size_based_on_pixelformat]
// byte facePadding[0-3] }}}
// }
// Byte mipPadding[0-3] }
array_resize(ktx_textures, hdr->num_mipmaps * hdr->num_surfaces * hdr->num_faces);
const char *bitmap = ((const char*)data) + sizeof(ktx_header) + hdr->metadata_size;
for( unsigned m = 0; m < hdr->num_mipmaps; ++m ) {
for( unsigned s = 0; s < hdr->num_surfaces; ++s ) {
for( unsigned f = 0; f < hdr->num_faces; ++f ) {
ktx_texture *t = &ktx_textures[f+s*hdr->num_faces+m*hdr->num_faces*hdr->num_surfaces];
// set dimensions [1..N]
t->width = (hdr->width >> m) + !(hdr->width >> m);
t->height = (hdr->height >> m) + !(hdr->height >> m);
t->depth = (hdr->depth >> m) + !(hdr->depth >> m);
// seek to mip
const char *ptr = bitmap;
for( int i = 0; i <= m; i++ ) {
// if cubemap, *ptr holds unpadded size of single face,
// else, *ptr holds size of all surfaces+faces+slices for whole mipmap.
unsigned size = lil32(*(unsigned*)ptr);
unsigned padding = 3 - ((size + 3) % 4);
// seek to data
t->data = ptr + 4 + (size * f);
// seek to next mipmap
ptr = ptr + 4 + (size * hdr->num_faces) + padding;
// adjust size
t->size = (uintptr_t)(ptr - t->data); // -padding; needed?
}
// ensure we're in bounds
ASSERT(t->data < ((char*)data + len), "%p < %p", t->data, ((char*)data + len));
ASSERT(((char*)t->data+t->size) <= ((char*)data + len), "%p < %p", (char*)t->data + t->size, ((char*)data + len));
}
}
}
return ctx;
}
// ---
texture_t texture_compressed_from_mem(const void *data, int len, unsigned flags) {
ktx ctx = ktx_load(data, len);
if( ctx.error ) {
// puts(ctx.error);
// return texture_checker();
return texture_from_mem(data, len, flags);
}
ktx_header hdr = ctx.hdr;
// flags
int target = hdr.num_faces == 6 ? GL_TEXTURE_CUBE_MAP : hdr.depth > 0 ? GL_TEXTURE_3D : GL_TEXTURE_2D;
int dimensions = target == GL_TEXTURE_3D ? 3 : target == GL_TEXTURE_2D || target == GL_TEXTURE_CUBE_MAP ? 2 : 1;
// create texture
GLuint id;
glGenTextures(1, &id);
glBindTexture(target, id);
// filtering
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, hdr.num_mipmaps > 1 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
// wrapping
if( dimensions > 0 ) glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
if( dimensions > 1 ) glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
if( dimensions > 2 ) glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
if( target == GL_TEXTURE_CUBE_MAP ) target = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
// GLenum internalFormat = flags & TEXTURE_SRGB ? GL_SRGB8_ALPHA8 : GL_RGBA8; // @fixme
int bytes = 0;
enum { border = 0 };
for( int m = 0; m < hdr.num_mipmaps; ++m ) {
for( int s = 0; s < hdr.num_surfaces; ++s ) {
for( int f = 0; f < hdr.num_faces; ++f ) {
int d3 = target == GL_TEXTURE_3D, compr = hdr.glType == 0, mode = d3+compr*2;
ktx_texture *t = &ktx_textures[f+s*hdr.num_faces+m*hdr.num_faces*hdr.num_surfaces];
/**/ if(mode==0) glTexImage2D(target+f,m,hdr.glInternalFormat,t->width,t->height, border,hdr.glFormat,hdr.glType,t->data);
else if(mode==1) glTexImage3D(target ,m,hdr.glInternalFormat,t->width,t->height,t->depth, border,hdr.glFormat,hdr.glType,t->data);
else if(mode==2) glCompressedTexImage2D(target+f,m,hdr.glInternalFormat,t->width,t->height, border,t->size,t->data);
else if(mode==3) glCompressedTexImage3D(target ,m,hdr.glInternalFormat,t->width,t->height,t->depth,border,t->size,t->data);
bytes += t->size;
}
}
}
// if( !hdr.num_mipmaps )
// if( flags & TEXTURE_MIPMAPS ) glGenerateMipmap(target);
texture_t t = {0};
t.id = id;
t.w = ktx_textures[0].width;
t.h = ktx_textures[0].height;
t.d = ktx_textures[0].depth;
// @todo: reconstruct flags
PRINTF("dims:%dx%dx%d,size:%.2fMiB,mips:%d,layers:%d,faces:%d\n", t.w, t.h, t.d, bytes / 1024.0 / 1024.0, hdr.num_mipmaps, hdr.num_surfaces, hdr.num_faces);
return t;
}
texture_t texture_compressed(const char *pathfile, unsigned flags) {
//const char *fname = vfs_remap(pathfile);
int size = 0;
char *data = vfs_load(pathfile, &size);
return texture_compressed_from_mem(data, size, flags);
}
// -----------------------------------------------------------------------------
// shadowmaps
shadowmap_t shadowmap(int texture_width) { // = 1024
shadowmap_t s = {0};
s.texture_width = texture_width;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &s.saved_fb);
glGenFramebuffers(1, &s.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, s.fbo);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &s.texture);
glBindTexture(GL_TEXTURE_2D, s.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, texture_width, texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, s.texture, 0);
#if is(ems)
GLenum nones[] = { GL_NONE };
glDrawBuffers(1, nones);
glReadBuffer(GL_NONE);
#else
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
#endif
glBindFramebuffer(GL_FRAMEBUFFER, s.saved_fb);
return s;
}
void shadowmap_destroy(shadowmap_t *s) {
if (s->texture) {
glDeleteTextures(1, &s->texture);
}
if (s->fbo) {
glDeleteFramebuffers(1, &s->fbo);
}
shadowmap_t z = {0};
*s = z;
}
void shadowmap_set_shadowmatrix(shadowmap_t *s, vec3 aLightPos, vec3 aLightAt, vec3 aLightUp, const mat44 projection) {
copy44(s->proj, projection);
s->light_position = vec4(aLightPos.x, aLightPos.y, aLightPos.z, 1);
lookat44(s->mv, aLightPos, aLightAt, aLightUp);
mat44 bias = {
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0 };
// s->shadowmatrix = bias;
// s->shadowmatrix *= s->proj;
// s->shadowmatrix *= s->mv;
// multiply44x3(s->shadowmatrix, s->mv, s->proj, bias);
multiply44x3(s->shadowmatrix, bias, s->proj, s->mv);
// mvp = projection * s->mv;
// multiply44x2(s->mvp, s->mv, projection);
multiply44x2(s->mvp, projection, s->mv);
}
void shadowmap_begin(shadowmap_t *s) {
glGetIntegerv(GL_VIEWPORT, &s->saved_viewport[0]);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &s->saved_fb);
glBindFramebuffer(GL_FRAMEBUFFER, s->fbo);
glViewport(0, 0, s->texture_width, s->texture_width);
glClearDepth(1);
glClear(GL_DEPTH_BUFFER_BIT);
}
void shadowmap_end(shadowmap_t *s) {
glViewport(s->saved_viewport[0], s->saved_viewport[1], s->saved_viewport[2], s->saved_viewport[3]);
glBindFramebuffer(GL_FRAMEBUFFER, s->saved_fb);
}
// shadowmap utils
void shadowmatrix_proj(mat44 shm_proj, float aLightFov, float znear, float zfar) {
perspective44(shm_proj, aLightFov, 1.0f, znear, zfar);
}
void shadowmatrix_ortho(mat44 shm_proj, float left, float right, float bottom, float top, float znear, float zfar) {
ortho44(shm_proj, left, right, bottom, top, znear, zfar);
}
// -----------------------------------------------------------------------------
// fullscreen quads
// usage: bind empty vao & commit call for 6 (quad) or 3 vertices (tri).
// ie, glBindVertexArray(empty_vao); glDrawArrays(GL_TRIANGLES, 0, 3);
void fullscreen_quad_rgb( texture_t texture, float gamma ) {
static int program = -1, vao = -1, u_inv_gamma = -1;
if( program < 0 ) {
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
const char* fs = vfs_read("shaders/fs_2_4_texel_inv_gamma.glsl");
program = shader(vs, fs, "", "fragcolor" );
u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma");
glGenVertexArrays( 1, (GLuint*)&vao );
}
GLenum texture_type = texture.flags & TEXTURE_ARRAY ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
// glEnable( GL_BLEND );
glUseProgram( program );
glUniform1f( u_inv_gamma, 1.0f / (gamma + !gamma) );
glBindVertexArray( vao );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( texture_type, texture.id );
glDrawArrays( GL_TRIANGLES, 0, 6 );
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindTexture( texture_type, 0 );
glBindVertexArray( 0 );
glUseProgram( 0 );
// glDisable( GL_BLEND );
}
void fullscreen_quad_ycbcr( texture_t textureYCbCr[3], float gamma ) {
static int program = -1, vao = -1, u_gamma = -1, uy = -1, ucb = -1, ucr = -1;
if( program < 0 ) {
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
const char* fs = vfs_read("shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl");
program = shader(vs, fs, "", "fragcolor" );
u_gamma = glGetUniformLocation(program, "u_gamma");
uy = glGetUniformLocation(program, "u_texture_y");
ucb = glGetUniformLocation(program, "u_texture_cb");
ucr = glGetUniformLocation(program, "u_texture_cr");
glGenVertexArrays( 1, (GLuint*)&vao );
}
// glEnable( GL_BLEND );
glUseProgram( program );
glUniform1f( u_gamma, gamma );
glBindVertexArray( vao );
glUniform1i(uy, 0);
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, textureYCbCr[0].id );
glUniform1i(ucb, 1);
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, textureYCbCr[1].id );
glUniform1i(ucr, 2);
glActiveTexture( GL_TEXTURE2 );
glBindTexture( GL_TEXTURE_2D, textureYCbCr[2].id );
glDrawArrays( GL_TRIANGLES, 0, 6 );
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindTexture( GL_TEXTURE_2D, 0 );
glBindVertexArray( 0 );
glUseProgram( 0 );
// glDisable( GL_BLEND );
}
// ----------------------------------------------------------------------------
// sprites
typedef struct sprite_t {
float px, py, pz; // origin x, y, depth
float ox, oy, cos, sin; // offset x, offset y, cos/sin of rotation degree
float sx, sy; // scale x,y
uint32_t rgba; // vertex color
float cellw, cellh; // dimensions of any cell in spritesheet
union {
struct {
int frame, ncx, ncy; // frame in a (num cellx, num celly) spritesheet
};
struct {
float x, y, w, h; // normalized[0..1] within texture bounds
};
};
} sprite_t;
// sprite batching
typedef struct batch_t { array(sprite_t) sprites; mesh_t mesh; int dirty; } batch_t;
typedef map(int, batch_t) batch_group_t; // mapkey is anything that forces a flush. texture_id for now, might be texture_id+program_id soon
// sprite stream
typedef struct sprite_vertex { vec3 pos; vec2 uv; uint32_t rgba; } sprite_vertex;
typedef struct sprite_index { GLuint triangle[3]; } sprite_index;
#define sprite_vertex(...) C_CAST(sprite_vertex, __VA_ARGS__)
#define sprite_index(...) C_CAST(sprite_index, __VA_ARGS__)
// sprite impl
static int sprite_count = 0;
static int sprite_program = -1;
static array(sprite_index) sprite_indices = 0;
static array(sprite_vertex) sprite_vertices = 0;
static batch_group_t sprite_additive_group = {0}; // (w/2,h/2) centered
static batch_group_t sprite_translucent_group = {0}; // (w/2,h/2) centered
static batch_group_t sprite_00_translucent_group = {0}; // (0,0) centered
void sprite( texture_t texture, float position[3], float rotation, uint32_t color ) {
float offset[2] = {0,0}, scale[2] = {1,1}, spritesheet[3] = {0,0,0};
sprite_sheet( texture, spritesheet, position, rotation, offset, scale, 0, color, false );
}
// rect(x,y,w,h) is [0..1] normalized, z-index, pos(x,y,scale), rotation (degrees), color (rgba)
void sprite_rect( texture_t t, vec4 rect, float zindex, vec3 pos, float tilt_deg, unsigned tint_rgba) {
// @todo: no need to queue if alpha or scale are zero
sprite_t s = {0};
s.x = rect.x, s.y = rect.y, s.w = rect.z, s.h = rect.w;
s.cellw = s.w * t.w, s.cellh = s.h * t.h;
s.px = pos.x, s.py = pos.y, s.pz = zindex;
s.sx = s.sy = pos.z;
s.rgba = tint_rgba;
s.ox = 0/*ox*/ * s.sx;
s.oy = 0/*oy*/ * s.sy;
if( tilt_deg ) {
tilt_deg = (tilt_deg + 0) * ((float)C_PI / 180);
s.cos = cosf(tilt_deg);
s.sin = sinf(tilt_deg);
} else {
s.cos = 1;
s.sin = 0;
}
batch_group_t *batches = &sprite_00_translucent_group;
batch_t *found = map_find_or_add(*batches, t.id, (batch_t){0});
array_push(found->sprites, s);
}
void sprite_sheet( texture_t texture, float spritesheet[3], float position[3], float rotation, float offset[2], float scale[2], int is_additive, uint32_t rgba, int resolution_independant) {
const float px = position[0], py = position[1], pz = position[2];
const float ox = offset[0], oy = offset[1], sx = scale[0], sy = scale[1];
const float frame = spritesheet[0], xcells = spritesheet[1], ycells = spritesheet[2];
if (frame < 0) return;
if (frame > 0 && frame >= (xcells * ycells)) return;
// no need to queue if alpha or scale are zero
if( sx && sy && alpha(rgba) ) {
vec3 bak = camera_get_active()->position;
if( resolution_independant ) { // @todo: optimize me
sprite_flush();
camera_get_active()->position = vec3(window_width()/2,window_height()/2,1);
}
sprite_t s;
s.px = px;
s.py = py;
s.pz = pz;
s.frame = frame;
s.ncx = xcells ? xcells : 1;
s.ncy = ycells ? ycells : 1;
s.sx = sx;
s.sy = sy;
s.ox = ox * sx;
s.oy = oy * sy;
s.cellw = (texture.x * sx / s.ncx);
s.cellh = (texture.y * sy / s.ncy);
s.rgba = rgba;
s.cos = 1;
s.sin = 0;
if(rotation) {
rotation = (rotation + 0) * ((float)C_PI / 180);
s.cos = cosf(rotation);
s.sin = sinf(rotation);
}
batch_group_t *batches = is_additive ? &sprite_additive_group : &sprite_translucent_group;
#if 0
batch_t *found = map_find(*batches, texture.id);
if( !found ) found = map_insert(*batches, texture.id, (batch_t){0});
#else
batch_t *found = map_find_or_add(*batches, texture.id, (batch_t){0});
#endif
array_push(found->sprites, s);
if( resolution_independant ) { // @todo: optimize me
sprite_flush();
camera_get_active()->position = bak;
}
}
}
static void sprite_rebuild_meshes() {
sprite_count = 0;
batch_group_t* list[] = { &sprite_additive_group, &sprite_translucent_group };
for( int l = 0; l < countof(list); ++l) {
for each_map_ptr(*list[l], int,_, batch_t,bt) {
bt->dirty = array_count(bt->sprites) ? 1 : 0;
if( !bt->dirty ) continue;
int index = 0;
array_clear(sprite_indices);
array_clear(sprite_vertices);
array_foreach_ptr(bt->sprites, sprite_t,it ) {
float x0 = it->ox - it->cellw/2, x3 = x0 + it->cellw;
float y0 = it->oy - it->cellh/2, y3 = y0;
float x1 = x0, x2 = x3;
float y1 = y0 + it->cellh, y2 = y1;
// @todo: move this affine transform into glsl shader
vec3 v0 = { it->px + ( x0 * it->cos - y0 * it->sin ), it->py + ( x0 * it->sin + y0 * it->cos ), it->pz };
vec3 v1 = { it->px + ( x1 * it->cos - y1 * it->sin ), it->py + ( x1 * it->sin + y1 * it->cos ), it->pz };
vec3 v2 = { it->px + ( x2 * it->cos - y2 * it->sin ), it->py + ( x2 * it->sin + y2 * it->cos ), it->pz };
vec3 v3 = { it->px + ( x3 * it->cos - y3 * it->sin ), it->py + ( x3 * it->sin + y3 * it->cos ), it->pz };
float cx = (1.0f / it->ncx) - 1e-9f;
float cy = (1.0f / it->ncy) - 1e-9f;
int idx = (int)it->frame;
int px = idx % it->ncx;
int py = idx / it->ncx;
float ux = px * cx, uy = py * cy;
float vx = ux + cx, vy = uy + cy;
vec2 uv0 = vec2(ux, uy);
vec2 uv1 = vec2(ux, vy);
vec2 uv2 = vec2(vx, vy);
vec2 uv3 = vec2(vx, uy);
array_push( sprite_vertices, sprite_vertex(v0, uv0, it->rgba) ); // Vertex 0 (A)
array_push( sprite_vertices, sprite_vertex(v1, uv1, it->rgba) ); // Vertex 1 (B)
array_push( sprite_vertices, sprite_vertex(v2, uv2, it->rgba) ); // Vertex 2 (C)
array_push( sprite_vertices, sprite_vertex(v3, uv3, it->rgba) ); // Vertex 3 (D)
// A--B A A-B
// quad | | becomes triangle |\ and triangle \|
// D--C D-C C
GLuint A = (index+0), B = (index+1), C = (index+2), D = (index+3); index += 4;
array_push( sprite_indices, sprite_index(C, D, A) ); // Triangle 1
array_push( sprite_indices, sprite_index(C, A, B) ); // Triangle 2
}
mesh_update(&bt->mesh, "p3 t2 c4B", 0,array_count(sprite_vertices),sprite_vertices, 3*array_count(sprite_indices),sprite_indices, MESH_STATIC);
// clear elements from queue
sprite_count += array_count(bt->sprites);
array_clear(bt->sprites);
}
}
batch_group_t* list2[] = { &sprite_00_translucent_group };
for( int l = 0; l < countof(list2); ++l) {
for each_map_ptr(*list2[l], int,_, batch_t,bt) {
bt->dirty = array_count(bt->sprites) ? 1 : 0;
if( !bt->dirty ) continue;
int index = 0;
array_clear(sprite_indices);
array_clear(sprite_vertices);
array_foreach_ptr(bt->sprites, sprite_t,it ) {
float x0 = it->ox - it->cellw/2, x3 = x0 + it->cellw;
float y0 = it->oy - it->cellh/2, y3 = y0;
float x1 = x0, x2 = x3;
float y1 = y0 + it->cellh, y2 = y1;
// @todo: move this affine transform into glsl shader
vec3 v0 = { it->px + ( x0 * it->cos - y0 * it->sin ), it->py + ( x0 * it->sin + y0 * it->cos ), it->pz };
vec3 v1 = { it->px + ( x1 * it->cos - y1 * it->sin ), it->py + ( x1 * it->sin + y1 * it->cos ), it->pz };
vec3 v2 = { it->px + ( x2 * it->cos - y2 * it->sin ), it->py + ( x2 * it->sin + y2 * it->cos ), it->pz };
vec3 v3 = { it->px + ( x3 * it->cos - y3 * it->sin ), it->py + ( x3 * it->sin + y3 * it->cos ), it->pz };
float ux = it->x, vx = ux + it->w;
float uy = it->y, vy = uy + it->h;
vec2 uv0 = vec2(ux, uy);
vec2 uv1 = vec2(ux, vy);
vec2 uv2 = vec2(vx, vy);
vec2 uv3 = vec2(vx, uy);
array_push( sprite_vertices, sprite_vertex(v0, uv0, it->rgba) ); // Vertex 0 (A)
array_push( sprite_vertices, sprite_vertex(v1, uv1, it->rgba) ); // Vertex 1 (B)
array_push( sprite_vertices, sprite_vertex(v2, uv2, it->rgba) ); // Vertex 2 (C)
array_push( sprite_vertices, sprite_vertex(v3, uv3, it->rgba) ); // Vertex 3 (D)
// A--B A A-B
// quad | | becomes triangle |\ and triangle \|
// D--C D-C C
GLuint A = (index+0), B = (index+1), C = (index+2), D = (index+3); index += 4;
array_push( sprite_indices, sprite_index(C, D, A) ); // Triangle 1
array_push( sprite_indices, sprite_index(C, A, B) ); // Triangle 2
}
mesh_update(&bt->mesh, "p3 t2 c4B", 0,array_count(sprite_vertices),sprite_vertices, 3*array_count(sprite_indices),sprite_indices, MESH_STATIC);
// clear elements from queue
sprite_count += array_count(bt->sprites);
array_clear(bt->sprites);
}
}
}
static void sprite_render_meshes() {
if( map_count(sprite_additive_group) <= 0 )
if( map_count(sprite_translucent_group) <= 0 )
if( map_count(sprite_00_translucent_group) <= 0 )
return;
if( sprite_program < 0 ) {
sprite_program = shader( vfs_read("shaders/vs_324_24_sprite.glsl"), vfs_read("shaders/fs_24_4_sprite.glsl"),
"att_Position,att_TexCoord,att_Color",
"fragColor"
);
}
// use the shader and bind the texture @ unit 0
shader_bind(sprite_program);
glActiveTexture(GL_TEXTURE0);
// setup rendering state
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glDepthFunc(GL_LEQUAL); // try to help with zfighting
// update camera
// camera_fps(camera_get_active(), 0,0);
vec3 pos = camera_get_active()->position;
float zoom = absf(pos.z); if(zoom < 0.1f) zoom = 0.1f; zoom = 1.f / (zoom + !zoom);
float width = window_width();
float height = window_height();
// set mvp in the uniform. (0,0) is center of screen.
mat44 mvp2d;
float zdepth_max = window_height(); // 1;
float l = pos.x - width * zoom / 2;
float r = pos.x + width * zoom / 2;
float b = pos.y + height * zoom / 2;
float t = pos.y - height * zoom / 2;
ortho44(mvp2d, l,r,b,t, -zdepth_max, +zdepth_max);
shader_mat44("u_mvp", mvp2d);
// set (unit 0) in the uniform texture sampler, and render batch
// for all additive then translucent groups
if( map_count(sprite_additive_group) > 0 ) {
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
for each_map_ptr(sprite_additive_group, int,texture_id, batch_t,bt) {
if( bt->dirty ) {
shader_texture_unit("u_texture", *texture_id, 0);
mesh_render(&bt->mesh);
}
}
// map_clear(sprite_additive_group);
}
if( map_count(sprite_translucent_group) > 0 ) {
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
for each_map_ptr(sprite_translucent_group, int,texture_id, batch_t,bt) {
if( bt->dirty ) {
shader_texture_unit("u_texture", *texture_id, 0);
mesh_render(&bt->mesh);
}
}
// map_clear(sprite_translucent_group);
}
if( map_count(sprite_00_translucent_group) > 0 ) {
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
for each_map_ptr(sprite_00_translucent_group, int,texture_id, batch_t,bt) {
if( bt->dirty ) {
shader_texture_unit("u_texture", *texture_id, 0);
mesh_render(&bt->mesh);
}
}
// map_clear(sprite_00_translucent_group);
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
glUseProgram(0);
}
static void sprite_init() {
do_once {
map_init(sprite_00_translucent_group, less_int, hash_int);
map_init(sprite_translucent_group, less_int, hash_int);
map_init(sprite_additive_group, less_int, hash_int);
}
}
void sprite_flush() {
profile("Sprite.rebuild_time") {
sprite_rebuild_meshes();
}
profile("Sprite.render_time") {
sprite_render_meshes();
}
}
// -----------------------------------------------------------------------------
// tilemaps
tilemap_t tilemap(const char *map, int blank_chr, int linefeed_chr) {
tilemap_t t = {0};
t.tint = ~0u; // WHITE
t.blank_chr = blank_chr;
for( ; *map ; ++map ) {
if( map[0] == linefeed_chr ) ++t.rows;
else {
array_push(t.map, map[0]);
++t.cols;
}
}
return t;
}
void tilemap_render_ext( tilemap_t m, tileset_t t, float zindex, float xy_zoom[3], float tilt, unsigned tint, bool is_additive ) {
vec3 old_pos = camera_get_active()->position;
sprite_flush();
camera_get_active()->position = vec3(window_width()/2,window_height()/2,1);
float scale[2] = {xy_zoom[2], xy_zoom[2]};
xy_zoom[2] = zindex;
float offset[2] = {0,0};
float spritesheet[3] = {0,t.cols,t.rows}; // selected tile index and spritesheet dimensions (cols,rows)
for( unsigned y = 0, c = 0; y < m.rows; ++y ) {
for( unsigned x = 0; x < m.cols; ++x, ++c ) {
if( m.map[c] != m.blank_chr ) {
spritesheet[0] = m.map[c];
sprite_sheet(t.tex, spritesheet, xy_zoom, tilt, offset, scale, is_additive, tint, false);
}
offset[0] += t.tile_w;
}
offset[0] = 0, offset[1] += t.tile_h;
}
sprite_flush();
camera_get_active()->position = old_pos;
}
void tilemap_render( tilemap_t map, tileset_t set ) {
map.position.x += set.tile_w;
map.position.y += set.tile_h;
tilemap_render_ext( map, set, map.zindex, &map.position.x, map.tilt, map.tint, map.is_additive );
}
tileset_t tileset(texture_t tex, unsigned tile_w, unsigned tile_h, unsigned cols, unsigned rows) {
tileset_t t = {0};
t.tex = tex;
t.cols = cols, t.rows = rows;
t.tile_w = tile_w, t.tile_h = tile_h;
return t;
}
int tileset_ui( tileset_t t ) {
ui_subimage(va("Selection #%d (%d,%d)", t.selected, t.selected % t.cols, t.selected / t.cols), t.tex.id, t.tex.w, t.tex.h, (t.selected % t.cols) * t.tile_w, (t.selected / t.cols) * t.tile_h, t.tile_w, t.tile_h);
int choice;
if( (choice = ui_image(0, t.tex.id, t.tex.w,t.tex.h)) ) {
int px = ((choice / 100) / 100.f) * t.tex.w / t.tile_w;
int py = ((choice % 100) / 100.f) * t.tex.h / t.tile_h;
t.selected = px + py * t.cols;
}
// if( (choice = ui_buttons(3, "load", "save", "clear")) ) {}
return t.selected;
}
// -----------------------------------------------------------------------------
// tiled
tiled_t tiled(const char *file_tmx) {
tiled_t zero = {0}, ti = zero;
// read file and parse json
if( !xml_push(file_tmx) ) return zero;
// sanity checks
bool supported = !strcmp(xml_string("/map/@orientation"), "orthogonal") && !strcmp(xml_string("/map/@renderorder"), "right-down");
if( !supported ) return xml_pop(), zero;
// tileset
const char *file_tsx = xml_string("/map/tileset/@source");
if( !xml_push(vfs_read(file_tsx)) ) return zero;
const char *set_src = xml_string("/tileset/image/@source");
int set_w = xml_int("/tileset/@tilewidth");
int set_h = xml_int("/tileset/@tileheight");
int set_c = xml_int("/tileset/@columns");
int set_r = xml_int("/tileset/@tilecount") / set_c;
tileset_t set = tileset(texture(set_src,0), set_w, set_h, set_c, set_r );
xml_pop();
// actual parsing
ti.w = xml_int("/map/@width");
ti.h = xml_int("/map/@height");
ti.tilew = xml_int("/map/@tilewidth");
ti.tileh = xml_int("/map/@tileheight");
ti.first_gid = xml_int("/map/tileset/@firstgid");
ti.map_name = STRDUP( xml_string("/map/tileset/@source") ); // @leak
for(int l = 0, layers = xml_count("/map/layer"); l < layers; ++l ) {
if( strcmp(xml_string("/map/layer[%d]/data/@encoding",l), "base64") || strcmp(xml_string("/map/layer[%d]/data/@compression",l), "zlib") ) {
PRINTF("Warning: layer encoding not supported: '%s' -> layer '%s'\n", file_tmx, *array_back(ti.names));
continue;
}
int cols = xml_int("/map/layer[%d]/@width",l);
int rows = xml_int("/map/layer[%d]/@height",l);
tilemap_t tm = tilemap("", ' ', '\n');
tm.blank_chr = ~0u; //ti.first_gid - 1;
tm.cols = cols;
tm.rows = rows;
array_resize(tm.map, tm.cols * tm.rows);
memset(tm.map, 0xFF, tm.cols * tm.rows * sizeof(int));
for( int c = 0, chunks = xml_count("/map/layer[%d]/data/chunk", l); c <= chunks; ++c ) {
int cw, ch;
int cx, cy;
array(char) b64 = 0;
if( !chunks ) { // non-infinite mode
b64 = xml_blob("/map/layer[%d]/data/$",l);
cw = tm.cols, ch = tm.rows;
cx = 0, cy = 0;
} else { // infinite mode
b64 = xml_blob("/map/layer[%d]/data/chunk[%d]/$",l,c);
cw = xml_int("/map/layer[%d]/data/chunk[%d]/@width",l,c), ch = xml_int("/map/layer[%d]/data/chunk[%d]/@height",l,c); // 20x20
cx = xml_int("/map/layer[%d]/data/chunk[%d]/@x",l,c), cy = xml_int("/map/layer[%d]/data/chunk[%d]/@y",l,c); // (-16,-32)
cx = abs(cx), cy = abs(cy);
}
int outlen = cw * ch * 4;
static __thread int *out = 0; out = (int *)REALLOC( 0, outlen + zexcess(COMPRESS_ZLIB) ); // @leak
if( zdecode( out, outlen, b64, array_count(b64), COMPRESS_ZLIB ) > 0 ) {
for( int y = 0, p = 0; y < ch; ++y ) {
for( int x = 0; x < cw; ++x, ++p ) {
if( out[p] >= ti.first_gid ) {
int offset = (x + cx) + (y + cy) * tm.cols;
if( offset >= 0 && offset < (cw * ch) )
tm.map[ offset ] = out[ p ] - ti.first_gid;
}
}
}
}
else {
PRINTF("Warning: bad zlib stream: '%s' -> layer #%d -> chunk #%d\n", file_tmx, l, c);
}
array_free(b64);
}
array_push(ti.layers, tm);
array_push(ti.names, STRDUP(xml_string("/map/layer[%d]/@name",l)));
array_push(ti.visible, true);
array_push(ti.sets, set);
}
xml_pop();
return ti;
}
void tiled_render(tiled_t tmx, vec3 pos) {
for( unsigned i = 0, end = array_count(tmx.layers); i < end; ++i ) {
tmx.layers[i].position = pos; // add3(camera_get_active()->position, pos);
if( tmx.parallax ) tmx.layers[i].position.x /= (3+i), tmx.layers[i].position.y /= (5+i);
if( tmx.visible[i] ) tilemap_render(tmx.layers[i], tmx.sets[i]);
}
}
void tiled_ui(tiled_t *t) {
ui_label2("Loaded map", t->map_name ? t->map_name : "(none)");
ui_label2("Map dimensions", va("%dx%d", t->w, t->h));
ui_label2("Tile dimensions", va("%dx%d", t->tilew, t->tileh));
ui_separator();
ui_bool("Parallax", &t->parallax);
ui_separator();
ui_label2("Layers", va("%d", array_count(t->layers)));
for( int i = 0; i < array_count(t->layers); ++i ) {
if( ui_label2_toolbar(va("- %s (%dx%d)", t->names[i], t->layers[i].cols, t->layers[i].rows ), t->visible[i] ? "\xee\xa3\xb4" : "\xee\xa3\xb5") > 0 ) { // ICON_MD_VISIBILITY / ICON_MD_VISIBILITY_OFF
t->visible[i] ^= true;
}
}
ui_separator();
if( ui_collapse(va("Sets: %d", array_count(t->layers)), va("%p",t))) {
for( int i = 0; i < array_count(t->layers); ++i ) {
if( ui_collapse(va("%d", i+1), va("%p%d",t,i)) ) {
t->sets[i].selected = tileset_ui( t->sets[i] );
ui_collapse_end();
}
}
ui_collapse_end();
}
}
// -----------------------------------------------------------------------------
// spine json loader (wip)
// - rlyeh, public domain
//
// [ref] http://es.esotericsoftware.com/spine-json-format
//
// notable misses:
// - mesh deforms
// - cubic beziers
// - shears
// - bounding boxes
enum { SPINE_MAX_BONES = 64 }; // max bones
typedef struct spine_bone_t {
char *name, *parent;
struct spine_bone_t *parent_bone;
float z; // draw order usually matches bone-id. ie, zindex == bone_id .. root(0) < chest (mid) < finger(top)
float len;
float x, y, deg; // base
float x2, y2, deg2; // accum / temporaries during bone transform time
float x3, y3, deg3; // values from timeline
unsigned rect_id;
unsigned atlas_id;
} spine_bone_t;
typedef struct spine_slot_t {
char *name, *bone, *attach;
} spine_slot_t;
typedef struct spine_rect_t {
char *name;
float x,y,w,h,sx,sy,deg;
} spine_rect_t;
typedef struct spine_skin_t {
char *name;
array(spine_rect_t) rects;
} spine_skin_t;
typedef struct spine_animkey_t { // offline; only during loading
float time, curve[4]; // time is mandatory, curve is optional
union {
char *name; // type: attachment (mode-1)
struct { float deg; }; // type: rotate (mode-2)
struct { float x,y; }; // type: translate (mode-3)
};
} spine_animkey_t;
#if 0
typedef struct spine_pose_t { // runtime; only during playing
unsigned frame;
array(vec4) xform; // entry per bone. translation(x,y),rotation(z),attachment-id(w)
} spine_pose_t;
#endif
typedef struct spine_anim_t {
char *name;
union {
#if 0
struct {
unsigned frames;
array(spine_pose_t) poses;
};
#endif
struct {
array(spine_animkey_t) attach_keys[SPINE_MAX_BONES];
array(spine_animkey_t) rotate_keys[SPINE_MAX_BONES];
array(spine_animkey_t) translate_keys[SPINE_MAX_BONES];
};
};
} spine_anim_t;
typedef struct spine_atlas_t {
char *name;
float x,y,w,h,deg;
} spine_atlas_t;
typedef struct spine_t {
char *name;
texture_t texture;
unsigned skin;
array(spine_bone_t) bones;
array(spine_slot_t) slots;
array(spine_skin_t) skins;
array(spine_anim_t) anims;
array(spine_atlas_t) atlas;
// anim controller
unsigned inuse;
float time, maxtime;
unsigned debug_atlas_id;
} spine_t;
// ---
static
void spine_convert_animkeys_to_animpose(spine_anim_t *input) {
spine_anim_t copy = *input; // @todo
// @leak: attach/rot/tra keys
}
static
int find_bone_id(spine_t *s, const char *bone_name) {
for( unsigned i = 0, end = array_count(s->bones); i < end; ++i )
if( !strcmp(s->bones[i].name, bone_name)) return i;
return -1;
}
static
spine_bone_t *find_bone(spine_t *s, const char *bone_name) {
int bone_id = find_bone_id(s, bone_name);
return bone_id >= 0 ? &s->bones[bone_id] : NULL;
}
void spine_skin(spine_t *p, unsigned skin) {
if( !p->texture.id ) return;
if( skin >= array_count(p->skins) ) return;
p->skin = skin;
char *skin_name = va("%s/", p->skins[skin].name);
int header = strlen(skin_name);
for( int i = 0; i < array_count(p->atlas); ++i) {
if(!strbeg(p->atlas[i].name, skin_name)) continue;
int bone_id = find_bone_id(p, p->atlas[i].name+header );
if( bone_id < 0 ) continue;
p->bones[bone_id].atlas_id = i;
}
for( int i = 0; i < array_count(p->skins[p->skin].rects); ++i) {
int bone_id = find_bone_id(p, p->skins[p->skin].rects[i].name );
if( bone_id < 0 ) continue;
p->bones[bone_id].rect_id = i;
}
}
static
bool spine_(spine_t *t, const char *file_json, const char *file_atlas, unsigned flags) {
char *atlas = vfs_read(file_atlas);
if(!atlas || !atlas[0]) return false;
memset(t, 0, sizeof(spine_t));
// goblins.png
// size: 1024, 128
// filter: Linear, Linear
// pma: true
// dagger
// bounds: 2, 18, 26, 108
// goblin/eyes-closed
// bounds: 2, 4, 34, 12
spine_atlas_t *sa = 0;
const char *last_id = 0;
const char *texture_name = 0;
const char *texture_filter = 0;
const char *texture_format = 0;
const char *texture_repeat = 0;
float texture_width = 0, texture_height = 0, temp;
for each_substring(atlas, "\r\n", it) {
it += strspn(it, " \t\f\v");
/**/ if( strbeg(it, "pma:" ) || strbeg(it, "index:") ) {} // ignored
else if( strbeg(it, "size:" ) ) sscanf(it+5, "%f,%f", &texture_width, &texture_height);
else if( strbeg(it, "rotate:" ) ) { float tmp; tmp=sa->w,sa->w=sa->h,sa->h=tmp; sa->deg = 90; } // assert(val==90)
else if( strbeg(it, "repeat:" ) ) texture_repeat = it+7; // temp string
else if( strbeg(it, "filter:" ) ) texture_filter = it+7; // temp string
else if( strbeg(it, "format:" ) ) texture_format = it+7; // temp string
else if( strbeg(it, "bounds:" ) ) {
sscanf(it+7, "%f,%f,%f,%f", &sa->x, &sa->y, &sa->w, &sa->h);
}
else if( !texture_name ) texture_name = va("%s", it);
else {
array_push(t->atlas, ((spine_atlas_t){0}) );
sa = &t->atlas[array_count(t->atlas) - 1];
sa->name = STRDUP(it);
}
}
for( int i = 0; i < array_count(t->atlas); ++i ) {
sa = &t->atlas[i];
sa->x /= texture_width, sa->y /= texture_height;
sa->w /= texture_width, sa->h /= texture_height;
}
if(!texture_name) return false;
t->texture = texture(texture_name, TEXTURE_LINEAR);
json_push(vfs_read(file_json)); // @fixme: json_push_from_file() ?
array_resize(t->bones, json_count("/bones"));
array_reserve(t->slots, json_count("/slots"));
array_resize(t->skins, json_count("/skins"));
array_resize(t->anims, json_count("/animations"));
for( int i = 0, end = json_count("/bones"); i < end; ++i ) {
spine_bone_t v = {0};
v.name = STRDUP(json_string("/bones[%d]/name", i));
v.parent = STRDUP(json_string("/bones[%d]/parent", i));
v.x = json_float("/bones[%d]/x", i);
v.y = json_float("/bones[%d]/y", i);
v.z = i;
v.len = json_float("/bones[%d]/length", i);
v.deg = json_float("/bones[%d]/rotation", i);
t->bones[i] = v;
for( int j = i-1; j > 0; --j ) {
if( strcmp(t->bones[j].name,v.parent) ) continue;
t->bones[i].parent_bone = &t->bones[j];
break;
}
}
for( int i = 0, end = json_count("/slots"); i < end; ++i ) {
spine_slot_t v = {0};
v.name = STRDUP(json_string("/slots[%d]/name", i));
v.bone = STRDUP(json_string("/slots[%d]/bone", i));
v.attach = STRDUP(json_string("/slots[%d]/attachment", i));
array_push(t->slots, v);
// slots define draw-order. so, update draw-order/zindex in bone
spine_bone_t *b = find_bone(t, v.name);
if( b ) b->z = i;
}
for( int i = 0, end = json_count("/skins"); i < end; ++i ) {
spine_skin_t v = {0};
v.name = STRDUP(json_string("/skins[%d]/name", i));
for( int j = 0, jend = json_count("/skins[%d]/attachments",i); j < jend; ++j ) // /skins/default/
for( int k = 0, kend = json_count("/skins[%d]/attachments[%d]",i,j); k < kend; ++k ) { // /skins/default/left hand item/
spine_rect_t r = {0};
r.name = STRDUP(json_key("/skins[%d]/attachments[%d][%d]",i,j,k)); // stringf("%s-%s-%s", json_key("/skins[%d]",i), json_key("/skins[%d][%d]",i,j), json_key("/skins[%d][%d][%d]",i,j,k));
r.x = json_float("/skins[%d]/attachments[%d][%d]/x",i,j,k);
r.y = json_float("/skins[%d]/attachments[%d][%d]/y",i,j,k);
r.sx= json_float("/skins[%d]/attachments[%d][%d]/scaleX",i,j,k); r.sx += !r.sx;
r.sy= json_float("/skins[%d]/attachments[%d][%d]/scaleY",i,j,k); r.sy += !r.sy;
r.w = json_float("/skins[%d]/attachments[%d][%d]/width",i,j,k);
r.h = json_float("/skins[%d]/attachments[%d][%d]/height",i,j,k);
r.deg = json_float("/skins[%d]/attachments[%d][%d]/rotation",i,j,k);
array_push(v.rects, r);
}
t->skins[i] = v;
}
#if 1
// simplify:
// merge /skins/default into existing /skins/*, then delete /skins/default
if( array_count(t->skins) > 1 ) {
for( int i = 1; i < array_count(t->skins); ++i ) {
for( int j = 0; j < array_count(t->skins[0].rects); ++j ) {
array_push(t->skins[i].rects, t->skins[0].rects[j]);
}
}
// @leak @fixme: free(t->skins[0])
for( int i = 0; i < array_count(t->skins)-1; ++i ) {
t->skins[i] = t->skins[i+1];
}
array_pop(t->skins);
}
#endif
for( int i = 0, end = json_count("/animations"); i < end; ++i ) {
int id;
const char *name;
spine_anim_t v = {0};
v.name = STRDUP(json_key("/animations[%d]", i));
// slots / attachments
for( int j = 0, jend = json_count("/animations[%d]/slots",i); j < jend; ++j )
for( int k = 0, kend = json_count("/animations[%d]/slots[%d]",i,j); k < kend; ++k ) // ids
{
int bone_id = find_bone_id(t, json_key("/animations[%d]/bones[%d]",i,j));
if( bone_id < 0 ) continue;
for( int l = 0, lend = json_count("/animations[%d]/slots[%d][%d]",i,j,k); l < lend; ++l ) { // channels (rot,tra,attach)
spine_animkey_t key = {0};
key.name = STRDUP(json_string("/animations[%d]/slots[%d][%d][%d]/name",i,j,k,l));
key.time = json_float("/animations[%d]/slots[%d][%d][%d]/time",i,j,k,l);
if( json_count("/animations[%d]/slots[%d][%d][%d]/curve",i,j,k,l) == 4 ) {
key.curve[0] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[0]",i,j,k,l);
key.curve[1] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[1]",i,j,k,l);
key.curve[2] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[2]",i,j,k,l);
key.curve[3] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[3]",i,j,k,l);
}
// @todo: convert name to id
// for(id = 0; t->bones[id].name && strcmp(t->bones[id].name,key.name); ++id)
// printf("%s vs %s\n", key.name, t->bones[id].name);
array_push(v.attach_keys[bone_id], key);
}
}
// bones
for( int j = 0, jend = json_count("/animations[%d]/bones",i); j < jend; ++j ) // slots or bones
for( int k = 0, kend = json_count("/animations[%d]/bones[%d]",i,j); k < kend; ++k ) { // bone ids
int bone_id = find_bone_id(t, json_key("/animations[%d]/bones[%d]",i,j));
if( bone_id < 0 ) continue;
// parse bones
for( int l = 0, lend = json_count("/animations[%d]/bones[%d][%d]",i,j,k); l < lend; ++l ) { // channels (rot,tra,attach)
const char *channel = json_key("/animations[%d]/bones[%d][%d]",i,j,k);
int track = !strcmp(channel, "rotate") ? 1 : !strcmp(channel, "translate") ? 2 : 0;
if( !track ) continue;
spine_animkey_t key = {0};
key.time = json_float("/animations[%d]/bones[%d][%d][%d]/time",i,j,k,l);
if( json_count("/animations[%d]/bones[%d][%d][%d]/curve",i,j,k,l) == 4 ) {
key.curve[0] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[0]",i,j,k,l);
key.curve[1] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[1]",i,j,k,l);
key.curve[2] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[2]",i,j,k,l);
key.curve[3] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[3]",i,j,k,l);
}
if( track == 1 )
key.deg = json_float("/animations[%d]/bones[%d][%d][%d]/value",i,j,k,l), // "/angle"
array_push(v.rotate_keys[bone_id], key);
else
key.x = json_float("/animations[%d]/bones[%d][%d][%d]/x",i,j,k,l),
key.y = json_float("/animations[%d]/bones[%d][%d][%d]/y",i,j,k,l),
array_push(v.translate_keys[bone_id], key);
}
}
t->anims[i] = v;
}
json_pop();
spine_skin(t, 0);
return true;
}
spine_t* spine(const char *file_json, const char *file_atlas, unsigned flags) {
spine_t *t = MALLOC(sizeof(spine_t));
if( !spine_(t, file_json, file_atlas, flags) ) return FREE(t), NULL;
return t;
}
void spine_render(spine_t *p, vec3 offset, unsigned flags) {
if( !p->texture.id ) return;
if( !flags ) return;
ddraw_push_2d();
// if( flags & 2 ) ddraw_line(vec3(0,0,0), vec3(window_width(),window_height(),0));
// if( flags & 2 ) ddraw_line(vec3(window_width(),0,0), vec3(0,window_height(),0));
// int already_computed[SPINE_MAX_BONES] = {0}; // @fixme: optimize: update longest chains first, then remnant branches
for( int i = 1; i < array_count(p->bones); ++i ) {
spine_bone_t *self = &p->bones[i];
if( !self->rect_id ) continue;
int num_bones = 0;
static array(spine_bone_t*) chain = 0; array_resize(chain, 0);
for( spine_bone_t *next = self; next ; next = next->parent_bone, ++num_bones ) {
array_push(chain, next);
}
vec3 target = {0}, prev = {0};
for( int j = 0, end = array_count(chain); j < end; ++j ) { // traverse from root(skipped) -> `i` bone direction
int j_opposite = end - 1 - j;
spine_bone_t *b = chain[j_opposite]; // bone
spine_bone_t *pb = b->parent_bone; // parent bone
float pb_x2 = 0, pb_y2 = 0, pb_deg2 = 0;
if( pb ) pb_x2 = pb->x2, pb_y2 = pb->y2, pb_deg2 = pb->deg2;
const float deg2rad = C_PI / 180;
b->x2 = b->x3 + pb_x2 + b->x * cos( -pb_deg2 * deg2rad ) - b->y * sin( -pb_deg2 * deg2rad );
b->y2 = -b->y3 + pb_y2 - b->y * cos( pb_deg2 * deg2rad ) + b->x * sin( pb_deg2 * deg2rad );
b->deg2 = -b->deg3 + pb_deg2 - b->deg;
prev = target;
target = vec3(b->x2,b->y2,b->deg2);
}
target.z = 0;
target = add3(target, offset);
prev.z = 0;
prev = add3(prev, offset);
if( flags & 2 ) {
ddraw_point( target );
ddraw_text( target, -0.25f, self->name );
ddraw_bone( prev, target ); // from parent to bone
}
if( flags & 1 ) {
spine_atlas_t *a = &p->atlas[self->atlas_id];
spine_rect_t *r = &p->skins[p->skin].rects[self->rect_id];
vec4 rect = ptr4(&a->x);
float zindex = self->z;
float offsx = 0;
float offsy = 0;
float tilt = self->deg2 + (a->deg - r->deg);
unsigned tint = self->atlas_id == p->debug_atlas_id ? 0xFF<<24 | 0xFF : ~0u;
if( 1 ) {
vec3 dir = vec3(r->x,r->y,0);
dir = rotatez3(dir, self->deg2);
offsx = dir.x * r->sx;
offsy = dir.y * r->sy;
}
sprite_rect(p->texture, rect, zindex, add3(vec3(target.x,target.y,1),vec3(offsx,offsy,0)), tilt, tint);
}
}
ddraw_pop_2d();
ddraw_flush();
}
static
void spine_animate_(spine_t *p, float *time, float *maxtime, float delta) {
if( !p->texture.id ) return;
if( delta > 1/120.f ) delta = 1/120.f;
if( *time >= *maxtime ) *time = 0; else *time += delta;
// reset root // needed?
p->bones[0].x2 = 0;
p->bones[0].y2 = 0;
p->bones[0].deg2 = 0;
p->bones[0].x3 = 0;
p->bones[0].y3 = 0;
p->bones[0].deg3 = 0;
for( int i = 0, end = array_count(p->bones); i < end; ++i) {
// @todo: attach channel
// @todo: per channel: if curve == linear || curve == stepped || array_count(curve) == 4 {...}
for each_array_ptr(p->anims[p->inuse].rotate_keys[i], spine_animkey_t, r) {
double r0 = r->time;
*maxtime = maxf( *maxtime, r0 );
if( absf(*time - r0) < delta ) {
p->bones[i].deg3 = r->deg;
}
}
for each_array_ptr(p->anims[p->inuse].translate_keys[i], spine_animkey_t, r) {
double r0 = r->time;
*maxtime = maxf( *maxtime, r0 );
if( absf(*time - r0) < delta ) {
p->bones[i].x3 = r->x;
p->bones[i].y3 = r->y;
}
}
}
}
void spine_animate(spine_t *p, float delta) {
spine_animate_(p, &p->time, &p->maxtime, delta);
}
void spine_ui(spine_t *p) {
if( ui_collapse(va("Anims: %d", array_count(p->anims)), va("%p-a", p))) {
for each_array_ptr(p->anims, spine_anim_t, q) {
if(ui_slider2("", &p->time, va("%.2f/%.0f %.2f%%", p->time, p->maxtime, p->time * 100.f))) {
spine_animate(p, 0);
}
int choice = ui_label2_toolbar(q->name, ICON_MD_PAUSE_CIRCLE " " ICON_MD_PLAY_CIRCLE);
if( choice == 1 ) window_pause( 0 ); // play
if( choice == 2 ) window_pause( 1 ); // pause
for( int i = 0; i < SPINE_MAX_BONES; ++i ) {
ui_separator();
ui_label(va("Bone %d: Attachment keys", i));
for each_array_ptr(q->attach_keys[i], spine_animkey_t, r) {
ui_label(va("%.2f [%.2f %.2f %.2f %.2f] %s", r->time, r->curve[0], r->curve[1], r->curve[2], r->curve[3], r->name));
}
ui_label(va("Bone %d: Rotate keys", i));
for each_array_ptr(q->rotate_keys[i], spine_animkey_t, r) {
ui_label(va("%.2f [%.2f %.2f %.2f %.2f] %.2f deg", r->time, r->curve[0], r->curve[1], r->curve[2], r->curve[3], r->deg));
}
ui_label(va("Bone %d: Translate keys", i));
for each_array_ptr(q->translate_keys[i], spine_animkey_t, r) {
ui_label(va("%.2f [%.2f %.2f %.2f %.2f] (%.2f,%.2f)", r->time, r->curve[0], r->curve[1], r->curve[2], r->curve[3], r->x, r->y));
}
}
}
ui_collapse_end();
}
if( ui_collapse(va("Bones: %d", array_count(p->bones)), va("%p-b", p))) {
for each_array_ptr(p->bones, spine_bone_t, q)
if( ui_collapse(q->name, va("%p-b2", q)) ) {
ui_label2("Parent:", q->parent);
ui_label2("X:", va("%.2f", q->x));
ui_label2("Y:", va("%.2f", q->y));
ui_label2("Length:", va("%.2f", q->len));
ui_label2("Rotation:", va("%.2f", q->deg));
ui_collapse_end();
}
ui_collapse_end();
}
if( ui_collapse(va("Slots: %d", array_count(p->slots)), va("%p-s", p))) {
for each_array_ptr(p->slots, spine_slot_t, q)
if( ui_collapse(q->name, va("%p-s2", q)) ) {
ui_label2("Bone:", q->bone);
ui_label2("Attachment:", q->attach);
ui_collapse_end();
}
ui_collapse_end();
}
if( ui_collapse(va("Skins: %d", array_count(p->skins)), va("%p-k", p))) {
for each_array_ptr(p->skins, spine_skin_t, q)
if( ui_collapse(q->name, va("%p-k2", q)) ) {
for each_array_ptr(q->rects, spine_rect_t, r)
if( ui_collapse(r->name, va("%p-k3", r)) ) {
ui_label2("X:", va("%.2f", r->x));
ui_label2("Y:", va("%.2f", r->y));
ui_label2("Scale X:", va("%.2f", r->sx));
ui_label2("Scale Y:", va("%.2f", r->sy));
ui_label2("Width:", va("%.2f", r->w));
ui_label2("Height:", va("%.2f", r->h));
ui_label2("Rotation:", va("%.2f", r->deg));
ui_collapse_end();
spine_bone_t *b = find_bone(p, r->name);
if( b ) {
p->debug_atlas_id = b->atlas_id;
static float tilt = 0;
if( input(KEY_LCTRL) ) tilt += 60*1/60.f; else tilt = 0;
spine_atlas_t *r = p->atlas + b->atlas_id;
sprite_flush();
camera_get_active()->position = vec3(0,0,2);
vec4 rect = ptr4(&r->x); float zindex = 0; vec3 xy_zoom = vec3(0,0,0); unsigned tint = ~0u;
sprite_rect(p->texture,
// rect: vec4(r->x*1.0/p->texture.w,r->y*1.0/p->texture.h,(r->x+r->w)*1.0/p->texture.w,(r->y+r->h)*1.0/p->texture.h),
ptr4(&r->x), // atlas
0, vec3(0,0,0), r->deg + tilt, tint);
sprite_flush();
camera_get_active()->position = vec3(+window_width()/3,window_height()/2.25,2);
}
}
ui_collapse_end();
}
ui_collapse_end();
}
if( ui_int("Use skin", &p->skin) ) {
p->skin = clampf(p->skin, 0, array_count(p->skins) - 1);
spine_skin(p, p->skin);
}
if( p->texture.id ) ui_texture(0, p->texture);
}
// -----------------------------------------------------------------------------
// cubemaps
// project cubemap coords into sphere normals
static
vec3 cubemap2polar(int face, int x, int y, int texture_width) {
float u = (x / (texture_width - 1.f)) * 2 - 1;
float v = (y / (texture_width - 1.f)) * 2 - 1;
/**/ if( face == 0 ) return vec3( u, -1, -v);
else if( face == 1 ) return vec3(-v, -u, 1);
else if( face == 2 ) return vec3(-1, -u, -v);
else if( face == 3 ) return vec3(-u, 1, -v);
else if( face == 4 ) return vec3( v, -u, -1);
else return vec3( 1, u, -v);
}
// project normal in a sphere as 2d texcoord
static
vec2 polar2uv(vec3 n) {
n = norm3(n);
float theta = atan2(n.y, n.x);
float phi = atan2(n.z, hypot(n.x, n.y));
float u = (theta + C_PI) / C_PI;
float v = (C_PI/2 - phi) / C_PI;
return vec2(u, v);
}
// equirectangular panorama (2:1) to cubemap - in RGB, out RGB
static
void panorama2cubemap_(image_t out[6], const image_t in, int width){
int face;
#pragma omp parallel for
for( face = 0; face < 6; ++face ) {
out[face] = image_create(width, width, IMAGE_RGB);
for (int j=0; j < width; ++j) {
uint32_t *line = &out[ face ].pixels32[ 0 + j * width ];
for (int i=0; i < width; ++i) {
vec3 polar = cubemap2polar(face, i, j, width);
vec2 uv = polar2uv(polar);
uv = scale2(uv, in.h-1); // source coords (assumes 2:1, 2*h == w)
vec3 rgb = bilinear(in, uv);
union color {
struct { uint8_t r,g,b,a; };
uint32_t rgba;
} c = { rgb.x, rgb.y, rgb.z, 255 };
line[i] = c.rgba;
}
}
}
}
// equirectangular panorama (2:1) to cubemap - in RGB, out RGBA
void panorama2cubemap(image_t out[6], const image_t in, int width) {
int face;
#pragma omp parallel for
for( face = 0; face < 6; ++face ) {
out[face] = image_create(width, width, IMAGE_RGBA);
for (int j=0; j < width; ++j) {
uint32_t *line = &out[ face ].pixels32[ 0 + j * width ];
for (int i=0; i < width; ++i) {
vec3 polar = cubemap2polar(face, i, j, width);
vec2 uv = polar2uv(polar);
uv = scale2(uv, in.h-1); // source coords (assumes 2:1, 2*h == w)
vec3 rgb = bilinear(in, uv);
union color {
struct { uint8_t r,g,b,a; };
uint32_t rgba;
} c = { rgb.x, rgb.y, rgb.z, 255 };
line[i] = c.rgba;
}
}
}
}
cubemap_t cubemap6( const image_t images[6], int flags ) {
cubemap_t c = {0}, z = {0};
glGenTextures(1, &c.id);
glBindTexture(GL_TEXTURE_CUBE_MAP, c.id);
int samples = 0;
for (int i = 0; i < 6; i++) {
image_t img = images[i]; //image(textures[i], IMAGE_RGB);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, img.w, img.h, 0, img.n == 3 ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, img.pixels);
// calculate SH coefficients (@ands)
const vec3 skyDir[] = {{ 1, 0, 0},{-1, 0, 0},{ 0, 1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1}};
const vec3 skyX[] = {{ 0, 0,-1},{ 0, 0, 1},{ 1, 0, 0},{ 1, 0, 0},{ 1, 0, 0},{-1, 0, 0}};
const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}};
int step = 16;
for (int y = 0; y < img.h; y += step) {
unsigned char *p = (unsigned char*)img.pixels + y * img.w * img.n;
for (int x = 0; x < img.w; x += step) {
vec3 n = add3(
add3(
scale3(skyX[i], 2.0f * (x / (img.w - 1.0f)) - 1.0f),
scale3(skyY[i], -2.0f * (y / (img.h - 1.0f)) + 1.0f)),
skyDir[i]); // texelDirection;
float l = len3(n);
vec3 light = scale3(vec3(p[0], p[1], p[2]), 1 / (255.0f * l * l * l)); // texelSolidAngle * texel_radiance;
n = norm3(n);
c.sh[0] = add3(c.sh[0], scale3(light, 0.282095f));
c.sh[1] = add3(c.sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0));
c.sh[2] = add3(c.sh[2], scale3(light, 0.488603f * n.z * 2.0 / 3.0));
c.sh[3] = add3(c.sh[3], scale3(light, -0.488603f * n.x * 2.0 / 3.0));
c.sh[4] = add3(c.sh[4], scale3(light, 1.092548f * n.x * n.y / 4.0));
c.sh[5] = add3(c.sh[5], scale3(light, -1.092548f * n.y * n.z / 4.0));
c.sh[6] = add3(c.sh[6], scale3(light, 0.315392f * (3.0f * n.z * n.z - 1.0f) / 4.0));
c.sh[7] = add3(c.sh[7], scale3(light, -1.092548f * n.x * n.z / 4.0));
c.sh[8] = add3(c.sh[8], scale3(light, 0.546274f * (n.x * n.x - n.y * n.y) / 4.0));
p += img.n * step;
samples++;
}
}
}
for (int s = 0; s < 9; s++) {
c.sh[s] = scale3(c.sh[s], 32.f / samples);
}
// if( glGenerateMipmap )
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, /* glGenerateMipmap ?*/ GL_LINEAR_MIPMAP_LINEAR /*: GL_LINEAR*/);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
return c;
}
cubemap_t cubemap( const image_t in, int flags ) {
ASSERT( in.n == 4 );
image_t out[6];
panorama2cubemap(out, in, in.h);
image_t swap[6] = { out[0],out[3],out[1],out[4],out[2],out[5] };
cubemap_t c = cubemap6(swap, flags);
int i;
#pragma omp parallel for
for( i = 0; i < 6; ++i) image_destroy(&out[i]);
return c;
}
void cubemap_destroy(cubemap_t *c) {
glDeleteTextures(1, &c->id);
c->id = 0; // do not destroy SH coefficients still. they might be useful in the future.
}
static cubemap_t *last_cubemap;
cubemap_t* cubemap_get_active() {
return last_cubemap;
}
// -----------------------------------------------------------------------------
// skyboxes
skybox_t skybox(const char *asset, int flags) {
skybox_t sky = {0};
// sky mesh
vec3 vertices[] = {{+1,-1,+1},{+1,+1,+1},{+1,+1,-1},{-1,+1,-1},{+1,-1,-1},{-1,-1,-1},{-1,-1,+1},{-1,+1,+1}};
unsigned indices[] = { 0, 1, 2, 3, 4, 5, 6, 3, 7, 1, 6, 0, 4, 2 };
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
// sky program
sky.flags = flags ? flags : !!asset; // either cubemap or rayleigh
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
"att_position", "fragcolor");
// sky cubemap & SH
if( asset ) {
int is_panorama = vfs_size( asset );
if( is_panorama ) {
stbi_hdr_to_ldr_gamma(1.2f);
image_t panorama = image( asset, IMAGE_RGBA );
sky.cubemap = cubemap( panorama, 0 ); // RGBA required
image_destroy(&panorama);
} else { // is folder
image_t images[6] = {0};
images[0] = image( va("%s/posx", asset), IMAGE_RGB ); // cubepx
images[1] = image( va("%s/negx", asset), IMAGE_RGB ); // cubenx
images[2] = image( va("%s/posy", asset), IMAGE_RGB ); // cubepy
images[3] = image( va("%s/negy", asset), IMAGE_RGB ); // cubeny
images[4] = image( va("%s/posz", asset), IMAGE_RGB ); // cubepz
images[5] = image( va("%s/negz", asset), IMAGE_RGB ); // cubenz
sky.cubemap = cubemap6( images, 0 );
for( int i = 0; i < countof(images); ++i ) image_destroy(&images[i]);
}
} else {
// set up mie defaults
shader_bind(sky.program);
shader_vec3("uSunPos", vec3( 0, 0.1, -1 ));
shader_vec3("uRayOrigin", vec3(0.0, 6372000.0, 0.0));
shader_float("uSunIntensity", 22.0);
shader_float("uPlanetRadius", 6371000.0);
shader_float("uAtmosphereRadius", 6471000.0);
shader_vec3("uRayleighScattering", vec3(5.5e-6, 13.0e-6, 22.4e-6));
shader_float("uMieScattering", 21e-6);
shader_float("uRayleighScaleHeight", 8000.0);
shader_float("uMieScaleHeight", 1200.0);
shader_float("uMiePreferredDirection", 0.758);
}
return sky;
}
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void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
unsigned WIDTH = 1024, HEIGHT = 1024;
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int last_fb;
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int vp[4];
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &last_fb);
glGetIntegerv(GL_VIEWPORT, vp);
if (!sky_intensity) {
sky_intensity = 1.0f;
}
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if (!sky->pixels)
sky->pixels = MALLOC(WIDTH*HEIGHT*12);
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if (!sky->framebuffers[0]) {
for(int i = 0; i < 6; ++i) {
glGenFramebuffers(1, &sky->framebuffers[i]);
glBindFramebuffer(GL_FRAMEBUFFER, sky->framebuffers[i]);
glGenTextures(1, &sky->textures[i]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sky->textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->textures[i], 0);
}
}
static vec3 directions[6] = {{ 1, 0, 0},{-1, 0, 0},{ 0, 1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1}};
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int samples = 0;
for(int i = 0; i < 6; ++i) {
glBindFramebuffer(GL_FRAMEBUFFER, sky->framebuffers[i]);
glViewport(0, 0, WIDTH, HEIGHT);
glUseProgram(sky->program);
mat44 proj; perspective44(proj, 90.0f, WIDTH / (float)HEIGHT, 0.1f, 500.f);
mat44 view; lookat44(view, vec3(0,0,0), directions[i], vec3(0,-1,0));
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skybox_render(sky, proj, view);
glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_FLOAT, sky->pixels);
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// calculate SH coefficients (@ands)
// copied from cubemap6 method
const vec3 skyDir[] = {{ 1, 0, 0},{-1, 0, 0},{ 0, 1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1}};
const vec3 skyX[] = {{ 0, 0,-1},{ 0, 0, 1},{ 1, 0, 0},{ 1, 0, 0},{ 1, 0, 0},{-1, 0, 0}};
const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}};
int step = 16;
for (int y = 0; y < HEIGHT; y += step) {
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float *p = (float*)(sky->pixels + y * WIDTH * 3);
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for (int x = 0; x < WIDTH; x += step) {
vec3 n = add3(
add3(
scale3(skyX[i], 2.0f * (x / (WIDTH - 1.0f)) - 1.0f),
scale3(skyY[i], -2.0f * (y / (HEIGHT - 1.0f)) + 1.0f)),
skyDir[i]); // texelDirection;
float l = len3(n);
vec3 light = scale3(vec3(p[0], p[1], p[2]), (1 / (l * l * l)) * sky_intensity); // texelSolidAngle * texel_radiance;
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n = norm3(n);
sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(light, 0.282095f));
sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0));
sky->cubemap.sh[2] = add3(sky->cubemap.sh[2], scale3(light, 0.488603f * n.z * 2.0 / 3.0));
sky->cubemap.sh[3] = add3(sky->cubemap.sh[3], scale3(light, -0.488603f * n.x * 2.0 / 3.0));
sky->cubemap.sh[4] = add3(sky->cubemap.sh[4], scale3(light, 1.092548f * n.x * n.y / 4.0));
sky->cubemap.sh[5] = add3(sky->cubemap.sh[5], scale3(light, -1.092548f * n.y * n.z / 4.0));
sky->cubemap.sh[6] = add3(sky->cubemap.sh[6], scale3(light, 0.315392f * (3.0f * n.z * n.z - 1.0f) / 4.0));
sky->cubemap.sh[7] = add3(sky->cubemap.sh[7], scale3(light, -1.092548f * n.x * n.z / 4.0));
sky->cubemap.sh[8] = add3(sky->cubemap.sh[8], scale3(light, 0.546274f * (n.x * n.x - n.y * n.y) / 4.0));
p += 3 * step;
samples++;
}
}
}
for (int s = 0; s < 9; s++) {
sky->cubemap.sh[s] = scale3(sky->cubemap.sh[s], 32.f / samples);
}
glBindFramebuffer(GL_FRAMEBUFFER, last_fb);
glViewport(vp[0], vp[1], vp[2], vp[3]);
}
void skybox_sh_reset(skybox_t *sky) {
for (int s = 0; s < 9; s++) {
sky->cubemap.sh[s] = vec3(0,0,0);
}
}
void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength) {
// Normalize the direction
vec3 norm_dir = norm3(dir);
// Scale the light color and intensity
vec3 scaled_light = scale3(light, strength);
// Add light to the SH coefficients
sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(scaled_light, 0.282095f));
sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(scaled_light, -0.488603f * norm_dir.y));
sky->cubemap.sh[2] = add3(sky->cubemap.sh[2], scale3(scaled_light, 0.488603f * norm_dir.z));
sky->cubemap.sh[3] = add3(sky->cubemap.sh[3], scale3(scaled_light, -0.488603f * norm_dir.x));
}
int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) {
last_cubemap = &sky->cubemap;
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//glClear(GL_DEPTH_BUFFER_BIT);
//glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
//glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
mat44 mvp; multiply44x2(mvp, proj, view);
//glDepthMask(GL_FALSE);
shader_bind(sky->program);
shader_mat44("u_mvp", mvp);
if( sky->flags ) {
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shader_cubemap("u_cubemap", sky->cubemap.id);
}
return 0; // @fixme: return sortable hash here?
}
int skybox_pop_state() {
//glDepthMask(GL_TRUE);
//glClear(GL_DEPTH_BUFFER_BIT);
return 0;
}
int skybox_render(skybox_t *sky, mat44 proj, mat44 view) {
skybox_push_state(sky, proj, view);
glEnable(GL_DEPTH_TEST);
mesh_render(&sky->geometry);
skybox_pop_state();
return 0;
}
void skybox_destroy(skybox_t *sky) {
glDeleteProgram(sky->program);
cubemap_destroy(&sky->cubemap);
mesh_destroy(&sky->geometry);
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if (sky->pixels) {
FREE(sky->pixels);
glDeleteFramebuffers(6, sky->framebuffers);
glDeleteTextures(6, sky->textures);
}
}
// -----------------------------------------------------------------------------
// meshes
mesh_t mesh() {
mesh_t z = {0};
return z;
}
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aabb mesh_bounds(mesh_t *m) {
aabb b = {{1e9,1e9,1e9},{-1e9,-1e9,-1e9}};
for( int i = 0; i < array_count(m->in_vertex3); ++i ) {
if( m->in_vertex3[i].x < b.min.x ) b.min.x = m->in_vertex3[i].x;
if( m->in_vertex3[i].x > b.max.x ) b.max.x = m->in_vertex3[i].x;
if( m->in_vertex3[i].y < b.min.y ) b.min.y = m->in_vertex3[i].y;
if( m->in_vertex3[i].y > b.max.y ) b.max.y = m->in_vertex3[i].y;
if( m->in_vertex3[i].z < b.min.z ) b.min.z = m->in_vertex3[i].z;
if( m->in_vertex3[i].z > b.max.z ) b.max.z = m->in_vertex3[i].z;
}
return b;
}
void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *vertex_data, int index_count,const void *index_data, int flags) {
m->flags = flags;
// setup
unsigned sizeof_index = sizeof(GLuint);
unsigned sizeof_vertex = 0;
m->index_count = index_count;
m->vertex_count = vertex_count;
// iterate vertex attributes { position, normal + uv + tangent + bitangent + ... }
struct vertex_descriptor {
int vertex_type, num_attribute, num_components, alt_normalized;
int stride, offset;
} descriptor[16] = {0}, *dc = &descriptor[0];
do switch( *format ) {
break; case '*': dc->alt_normalized = 1;
break; case '0': dc->num_components = 0;
break; case '1': dc->num_components = 1;
break; case '2': dc->num_components = 2;
break; case '3': dc->num_components = 3;
break; case '4': dc->num_components = 4;
break; case 'F': dc->vertex_type = GL_FLOAT;
break; case 'U': case 'I': dc->vertex_type = GL_UNSIGNED_INT;
break; case 'B': if(format[-1] >= '0' && format[-1] <= '9') dc->vertex_type = GL_UNSIGNED_BYTE; //else bitangent.
break; case ' ': while (format[1] == ' ') format++; case '\0':
if (!dc->vertex_type) dc->vertex_type = GL_FLOAT;
dc->offset = sizeof_vertex;
sizeof_vertex += (dc->stride = dc->num_components * (dc->vertex_type == GL_UNSIGNED_BYTE ? 1 : 4));
++dc;
break; default: if( !strchr("pntbcwai", *format) ) PANIC("unsupported vertex type '%c'", *format);
} while (*format++);
if(vertex_stride > 0) sizeof_vertex = vertex_stride;
// layout
if(!m->vao) glGenVertexArrays(1, &m->vao);
glBindVertexArray(m->vao);
// index data
if( index_data && index_count ) {
m->index_count = index_count;
if(!m->ibo) glGenBuffers(1, &m->ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m->ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m->index_count * sizeof_index, index_data, flags & MESH_STREAM ? GL_STREAM_DRAW : GL_STATIC_DRAW);
}
// vertex data
if( vertex_data && vertex_count ) {
m->vertex_count = vertex_count;
if(!m->vbo) glGenBuffers(1, &m->vbo);
glBindBuffer(GL_ARRAY_BUFFER, m->vbo);
glBufferData(GL_ARRAY_BUFFER, m->vertex_count * sizeof_vertex, vertex_data, flags & MESH_STREAM ? GL_STREAM_DRAW : GL_STATIC_DRAW);
}
for( int i = 0; i < 8; ++i ) {
// glDisableVertexAttribArray(i);
}
// vertex setup: iterate descriptors
for( int i = 0; i < countof(descriptor); ++i ) {
if( descriptor[i].num_components ) {
glDisableVertexAttribArray(i);
glVertexAttribPointer(i,
descriptor[i].num_components, descriptor[i].vertex_type, (descriptor[i].vertex_type == GL_UNSIGNED_BYTE ? GL_TRUE : GL_FALSE) ^ (descriptor[i].alt_normalized ? GL_TRUE : GL_FALSE),
sizeof_vertex, (GLchar*)NULL + descriptor[i].offset);
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
}
glBindVertexArray(0);
}
void mesh_render(mesh_t *sm) {
if( sm->vao ) {
glBindVertexArray(sm->vao);
if( sm->ibo ) { // with indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sm->ibo); // <-- why intel?
glDrawElements(sm->flags & MESH_TRIANGLE_STRIP ? GL_TRIANGLE_STRIP : GL_TRIANGLES, sm->index_count, GL_UNSIGNED_INT, (char*)0);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", sm->index_count/3);
} else { // with vertices only
glDrawArrays(sm->flags & MESH_TRIANGLE_STRIP ? GL_TRIANGLE_STRIP : GL_TRIANGLES, 0, sm->vertex_count /* / 3 */);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", sm->vertex_count/3);
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}
}
}
void mesh_render_prim(mesh_t *sm, unsigned prim) {
if( sm->vao ) {
glBindVertexArray(sm->vao);
if( sm->ibo ) { // with indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sm->ibo); // <-- why intel?
glDrawElements(prim, sm->index_count, GL_UNSIGNED_INT, (char*)0);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", sm->index_count/3);
} else { // with vertices only
glDrawArrays(prim, 0, sm->vertex_count /* / 3 */);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", sm->vertex_count/3);
}
}
}
void mesh_destroy(mesh_t *m) {
// @todo
(void)m;
}
// -----------------------------------------------------------------------------
// screenshots
void* screenshot( int n ) { // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA
// sync, 10 ms -- pixel perfect
int w = window_width(), h = window_height();
int mode = n == 3 ? GL_RGB : n == -3 ? GL_BGR : n == 4 ? GL_RGBA : GL_BGRA;
static __thread uint8_t *pixels = 0;
pixels = (uint8_t*)REALLOC(pixels, w * h * 4 ); // @leak per thread
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // disable any pbo, in case somebody did for us
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, w, h, mode, GL_UNSIGNED_BYTE, pixels);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
return pixels;
}
void* screenshot_async( int n ) { // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA
#if is(ems)
return screenshot(n); // no glMapBuffer() on emscripten
#else
// async, 0 ms -- @fixme: MSAA can cause some artifacts with PBOs: either use glDisable(GL_MULTISAMPLE) when recording or do not create window with WINDOW_MSAAx options at all.
int w = window_width(), h = window_height();
int mode = n == 3 ? GL_RGB : n == -3 ? GL_BGR : n == 4 ? GL_RGBA : GL_BGRA;
static __thread uint8_t *pixels = 0;
pixels = (uint8_t*)REALLOC(pixels, w * h * 4 ); // @leak per thread
enum { NUM_PBOS = 16 };
static __thread GLuint pbo[NUM_PBOS] = {0}, lastw = 0, lasth = 0, bound = 0;
if( lastw != w || lasth != h ) {
lastw = w, lasth = h;
bound = 0;
for( int i = 0; i < NUM_PBOS; ++i ) {
if(!pbo[i]) glGenBuffers(1, &pbo[i]);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[i]);
glBufferData(GL_PIXEL_PACK_BUFFER, w * h * 4, NULL, GL_STREAM_READ); // GL_STATIC_READ);
//glReadPixels(0, 0, w, h, mode, GL_UNSIGNED_BYTE, (GLvoid*)((GLchar*)NULL+0));
}
}
// read from oldest bound pbo
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[bound]);
void *ptr = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
memcpy(pixels, ptr, w * h * abs(n));
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
// trigger next read
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, w, h, mode, GL_UNSIGNED_BYTE, (GLvoid*)((GLchar*)NULL+0));
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
bound = (bound + 1) % NUM_PBOS;
return pixels;
#endif
}
// -----------------------------------------------------------------------------
// viewports
void viewport_color3(vec3 color3) {
glClearColor(color3.x, color3.y, color3.z, 1);
}
void viewport_color(uint32_t rgba) {
float b = ((rgba >> 0) & 255) / 255.f;
float g = ((rgba >> 8) & 255) / 255.f;
float r = ((rgba >> 16) & 255) / 255.f;
glClearColor(r, g, b, 1);
}
void viewport_clear(bool color, bool depth) {
glClearDepthf(1);
glClearStencil(0);
glClear((color ? GL_COLOR_BUFFER_BIT : 0) | (depth ? GL_DEPTH_BUFFER_BIT : 0));
}
void viewport_clip(vec2 from, vec2 to) {
float x = from.x, y = from.y, w = to.x-from.x, h = to.y-from.y;
y = window_height()-y-h;
glViewport(x, y, w, h);
glScissor(x, y, w, h);
}
// -----------------------------------------------------------------------------
// fbos
unsigned fbo(unsigned color_texture_id, unsigned depth_texture_id, int flags) {
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0);
if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0);
#if 0 // this is working; it's just not enabled for now
else {
// create a non-sampleable renderbuffer object for depth and stencil attachments
unsigned int rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, color.width, color.height); // use a single renderbuffer object for both a depth AND stencil buffer.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); // now actually attach it
}
#endif
#if is(ems)
GLenum nones[] = { GL_NONE };
if(flags) glDrawBuffers(1, nones);
if(flags) glReadBuffer(GL_NONE);
#else
if(flags) glDrawBuffer(GL_NONE);
if(flags) glReadBuffer(GL_NONE);
#endif
#if 1
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if( GL_FRAMEBUFFER_COMPLETE != result ) {
PANIC("ERROR: Framebuffer not complete.");
}
#else
switch (glCheckFramebufferStatus(GL_FRAMEBUFFER)) {
case GL_FRAMEBUFFER_COMPLETE: break;
case GL_FRAMEBUFFER_UNDEFINED: PANIC("GL_FRAMEBUFFER_UNDEFINED");
case GL_FRAMEBUFFER_UNSUPPORTED: PANIC("GL_FRAMEBUFFER_UNSUPPORTED");
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: PANIC("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: PANIC("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER");
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: PANIC("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER");
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: PANIC("GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE");
// case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: PANIC("GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT");
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: PANIC("GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS");
// case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: PANIC("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT");
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: PANIC("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
default: PANIC("ERROR: Framebuffer not complete. glCheckFramebufferStatus returned %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
#endif
glBindFramebuffer (GL_FRAMEBUFFER, 0);
return fbo;
}
void fbo_bind(unsigned id) {
glBindFramebuffer(GL_FRAMEBUFFER, id);
}
void fbo_unbind() {
fbo_bind(0);
}
void fbo_destroy(unsigned id) {
// glDeleteRenderbuffers(1, &renderbuffer);
glDeleteFramebuffers(1, &id);
}
// -----------------------------------------------------------------------------
// post-fxs swapchain
typedef struct passfx passfx;
typedef struct postfx postfx;
void postfx_create(postfx *fx, int flags);
void postfx_destroy(postfx *fx);
bool postfx_load(postfx *fx, const char *name, const char *fragment);
bool postfx_begin(postfx *fx, int width, int height);
bool postfx_end(postfx *fx);
bool postfx_enabled(postfx *fx, int pass_number);
bool postfx_enable(postfx *fx, int pass_number, bool enabled);
// bool postfx_toggle(postfx *fx, int pass_number);
void postfx_clear(postfx *fx);
char* postfx_name(postfx *fx, int slot);
struct passfx {
mesh_t m;
char *name;
unsigned program;
int uniforms[16];
};
struct postfx {
// renderbuffers: color & depth textures
unsigned fb[2];
texture_t diffuse[2], depth[2];
// shader passes
passfx pass[64];
uint64_t mask;
// global enable flag
bool enabled;
//
int num_loaded;
};
enum {
u_color,
u_depth,
u_time,
u_frame,
u_width, u_height,
u_mousex, u_mousey,
u_channelres0x, u_channelres0y,
u_channelres1x, u_channelres1y,
};
void postfx_create(postfx *fx, int flags) {
postfx z = {0};
*fx = z;
fx->enabled = 1;
(void)flags;
}
void postfx_destroy( postfx *fx ) {
for( int i = 0; i < 64; ++i ) {
FREE(fx->pass[i].name);
}
texture_destroy(&fx->diffuse[0]);
texture_destroy(&fx->diffuse[1]);
texture_destroy(&fx->depth[0]);
texture_destroy(&fx->depth[1]);
fbo_destroy(fx->fb[0]);
fbo_destroy(fx->fb[1]);
postfx z = {0};
*fx = z;
}
char* postfx_name(postfx *fx, int slot) {
return slot < 0 ? "" : fx->pass[ slot & 63 ].name;
}
int postfx_find(postfx *fx, const char *name) {
name = file_name(name);
for( int i = 0; i < 64; ++i) if(!strcmpi(fx->pass[i].name, name)) return i;
return -1;
}
int postfx_load_from_mem( postfx *fx, const char *name, const char *fs ) {
PRINTF("%s\n", name);
if(!fs || !fs[0]) return -1; // PANIC("!invalid fragment shader");
int slot = fx->num_loaded++;
passfx *p = &fx->pass[ slot & 63 ];
p->name = STRDUP(name);
const char *vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl");
// patch fragment
char *fs2 = (char*)CALLOC(1, 128*1024);
strcat(fs2, vfs_read("shaders/fs_2_4_preamble.glsl"));
if( strstr(fs, "mainImage") ) {
strcat(fs2, vfs_read("shaders/fs_main_shadertoy.glsl") );
}
strcat(fs2, fs);
p->program = shader(vs, fs2, "vtexcoord", "fragColor" );
FREE(fs2);
glUseProgram(p->program); // needed?
for( int i = 0; i < countof(p->uniforms); ++i ) p->uniforms[i] = -1;
if( p->uniforms[u_time] == -1 ) p->uniforms[u_time] = glGetUniformLocation(p->program, "iTime");
if( p->uniforms[u_frame] == -1 ) p->uniforms[u_frame] = glGetUniformLocation(p->program, "iFrame");
if( p->uniforms[u_width] == -1 ) p->uniforms[u_width] = glGetUniformLocation(p->program, "iWidth");
if( p->uniforms[u_height] == -1 ) p->uniforms[u_height] = glGetUniformLocation(p->program, "iHeight");
if( p->uniforms[u_mousex] == -1 ) p->uniforms[u_mousex] = glGetUniformLocation(p->program, "iMousex");
if( p->uniforms[u_mousey] == -1 ) p->uniforms[u_mousey] = glGetUniformLocation(p->program, "iMousey");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "tex");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "tex0");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "tColor");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "tDiffuse");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "iChannel0");
if( p->uniforms[u_depth] == -1 ) p->uniforms[u_depth] = glGetUniformLocation(p->program, "tex1");
if( p->uniforms[u_depth] == -1 ) p->uniforms[u_depth] = glGetUniformLocation(p->program, "tDepth");
if( p->uniforms[u_depth] == -1 ) p->uniforms[u_depth] = glGetUniformLocation(p->program, "iChannel1");
if( p->uniforms[u_channelres0x] == -1 ) p->uniforms[u_channelres0x] = glGetUniformLocation(p->program, "iChannelRes0x");
if( p->uniforms[u_channelres0y] == -1 ) p->uniforms[u_channelres0y] = glGetUniformLocation(p->program, "iChannelRes0y");
if( p->uniforms[u_channelres1x] == -1 ) p->uniforms[u_channelres1x] = glGetUniformLocation(p->program, "iChannelRes1x");
if( p->uniforms[u_channelres1y] == -1 ) p->uniforms[u_channelres1y] = glGetUniformLocation(p->program, "iChannelRes1y");
// set quad
glGenVertexArrays(1, &p->m.vao);
return slot;
}
bool postfx_enable(postfx *fx, int pass, bool enabled) {
if( pass < 0 ) return false;
fx->mask = enabled ? fx->mask | (1ull << pass) : fx->mask & ~(1ull << pass);
fx->enabled = !!popcnt64(fx->mask);
return fx->enabled;
}
bool postfx_enabled(postfx *fx, int pass) {
if( pass < 0 ) return false;
return (!!(fx->mask & (1ull << pass)));
}
bool postfx_toggle(postfx *fx, int pass) {
if( pass < 0 ) return false;
return postfx_enable(fx, pass, 1 ^ postfx_enabled(fx, pass));
}
void postfx_clear(postfx *fx) {
fx->mask = fx->enabled = 0;
}
bool postfx_begin(postfx *fx, int width, int height) {
width += !width;
height += !height;
// resize if needed
if( fx->diffuse[0].w != width || fx->diffuse[0].h != height ) {
texture_destroy(&fx->diffuse[0]);
texture_destroy(&fx->diffuse[1]);
texture_destroy(&fx->depth[0]);
texture_destroy(&fx->depth[1]);
fbo_destroy(fx->fb[0]);
fbo_destroy(fx->fb[1]);
// create texture, set texture parameters and content
fx->diffuse[0] = texture_create(width, height, 4, NULL, TEXTURE_RGBA);
fx->depth[0] = texture_create(width, height, 1, NULL, TEXTURE_DEPTH|TEXTURE_FLOAT);
fx->fb[0] = fbo(fx->diffuse[0].id, fx->depth[0].id, 0);
// create texture, set texture parameters and content
fx->diffuse[1] = texture_create(width, height, 4, NULL, TEXTURE_RGBA);
fx->depth[1] = texture_create(width, height, 1, NULL, TEXTURE_DEPTH|TEXTURE_FLOAT);
fx->fb[1] = fbo(fx->diffuse[1].id, fx->depth[1].id, 0);
}
uint64_t num_active_passes = popcnt64(fx->mask);
bool active = fx->enabled && num_active_passes;
if( !active ) {
fbo_unbind();
return false;
}
fbo_bind(fx->fb[1]);
viewport_clear(true, true);
viewport_clip(vec2(0,0), vec2(width, height));
fbo_bind(fx->fb[0]);
viewport_clear(true, true);
viewport_clip(vec2(0,0), vec2(width, height));
return true;
}
bool postfx_end(postfx *fx) {
uint64_t num_active_passes = popcnt64(fx->mask);
bool active = fx->enabled && num_active_passes;
if( !active ) {
return false;
}
fbo_unbind();
// disable depth test in 2d rendering
bool is_depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
glDisable(GL_DEPTH_TEST);
int frame = 0;
float t = time_ms() / 1000.f;
float w = fx->diffuse[0].w;
float h = fx->diffuse[0].h;
float mx = input(MOUSE_X);
float my = input(MOUSE_Y);
for(int i = 0, e = countof(fx->pass); i < e; ++i) {
if( fx->mask & (1ull << i) ) {
passfx *pass = &fx->pass[i];
if( !pass->program ) { --num_active_passes; continue; }
glUseProgram(pass->program);
// bind texture to texture unit 0
// shader_texture_unit(fx->diffuse[frame], 0);
glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, fx->diffuse[frame].id);
glUniform1i(pass->uniforms[u_color], 0);
glUniform1f(pass->uniforms[u_channelres0x], fx->diffuse[frame].w);
glUniform1f(pass->uniforms[u_channelres0y], fx->diffuse[frame].h);
// bind depth to texture unit 1
// shader_texture_unit(fx->depth[frame], 1);
glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, fx->depth[frame].id);
glUniform1i(pass->uniforms[u_depth], 1);
// bind uniforms
static unsigned f = 0; ++f;
glUniform1f(pass->uniforms[u_time], t);
glUniform1f(pass->uniforms[u_frame], f-1);
glUniform1f(pass->uniforms[u_width], w);
glUniform1f(pass->uniforms[u_height], h);
glUniform1f(pass->uniforms[u_mousex], mx);
glUniform1f(pass->uniforms[u_mousey], my);
// bind the vao
int bound = --num_active_passes;
if( bound ) fbo_bind(fx->fb[frame ^= 1]);
// fullscreen quad
glBindVertexArray(pass->m.vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindVertexArray(0);
if( bound ) fbo_unbind();
else glUseProgram(0);
}
}
if(is_depth_test_enabled);
glEnable(GL_DEPTH_TEST);
return true;
}
static postfx fx;
int fx_load_from_mem(const char *nameid, const char *content) {
do_once postfx_create(&fx, 0);
return postfx_load_from_mem(&fx, nameid, content);
}
int fx_load(const char *filemask) {
static set(char*) added = 0; do_once set_init_str(added);
for(const char **list = vfs_list(filemask); *list; list++) {
if( set_find(added, (char*)*list) ) continue;
char *name = STRDUP(*list); // @leak
set_insert(added, name);
(void)postfx_load_from_mem(&fx, file_name(name), vfs_read(name));
}
return 1;
}
void fx_begin() {
postfx_begin(&fx, window_width(), window_height());
}
void fx_end() {
postfx_end(&fx);
}
int fx_enabled(int pass) {
return postfx_enabled(&fx, pass);
}
void fx_enable(int pass, int enabled) {
postfx_enable(&fx, pass, enabled);
}
void fx_enable_all(int enabled) {
for( int i = 0; i < fx.num_loaded; ++i ) fx_enable(i, enabled);
}
char *fx_name(int pass) {
return postfx_name(&fx, pass);
}
int fx_find(const char *name) {
return postfx_find(&fx, name);
}
// -----------------------------------------------------------------------------
// brdf
static texture_t brdf = {0};
static void brdf_load() {
const char *filename;
filename = "Skyboxes/brdf_lut1k_256x256_32F.ktx";
filename = "Skyboxes/brdf_lut2k_512x512_32F.ktx";
brdf = texture_compressed( filename,
TEXTURE_CLAMP | TEXTURE_NEAREST | TEXTURE_RG | TEXTURE_FLOAT | TEXTURE_SRGB
);
ASSERT(brdf.id != texture_checker().id, "!Couldn't load BRDF lookup table '%s'!", filename );
}
texture_t brdf_lut() {
do_once brdf_load();
return brdf;
}
// -----------------------------------------------------------------------------
// materials
bool colormap( colormap_t *cm, const char *material_file, bool load_as_srgb ) {
if( !material_file ) return false;
if( cm->texture ) {
texture_destroy(cm->texture);
FREE(cm->texture), cm->texture = NULL;
}
int srgb = load_as_srgb ? TEXTURE_SRGB : 0;
int hdr = strendi(material_file, ".hdr") ? TEXTURE_FLOAT | TEXTURE_RGBA : 0;
texture_t t = texture_compressed(material_file, TEXTURE_LINEAR | TEXTURE_MIPMAPS | TEXTURE_REPEAT | hdr | srgb);
if( t.id == texture_checker().id ) {
cm->texture = NULL;
return false;
}
cm->texture = CALLOC(1, sizeof(texture_t));
*cm->texture = t;
return true;
}
bool pbr_material(pbr_material_t *pbr, const char *material) {
if( !material || !pbr ) return false;
//pbr_material_destroy(pbr);
*pbr = (pbr_material_t){0};
pbr->name = STRDUP(material);
pbr->specular_shininess = 1.0f;
/*
if( const float *f = aiGetMaterialFloat(scn_material[i], aiMaterialTypeString(MATERIAL_SHININESS)) ) {
pbr->specular_shininess = *f;
}
*/
pbr->diffuse.color = vec4(0.5,0.5,0.5,0.5);
pbr->normals.color = vec4(0,0,0,0);
pbr->specular.color = vec4(0,0,0,0);
pbr->albedo.color = vec4(0.5,0.5,0.5,1.0);
pbr->roughness.color = vec4(1,1,1,1);
pbr->metallic.color = vec4(0,0,0,0);
pbr->ao.color = vec4(1,1,1,1);
pbr->ambient.color = vec4(0,0,0,1);
pbr->emissive.color = vec4(0,0,0,0);
array(char*) tokens = strsplit(material, "+");
for( int j = 0, end = array_count(tokens); j < end; ++j ) {
char *t = tokens[j];
if( strstri(t, "_D.") || strstri(t, "Diffuse") || strstri(t, "BaseColor") ) colormap(&pbr->diffuse, t, 1);
if( strstri(t, "_N.") || strstri(t, "Normal") ) colormap(&pbr->normals, t, 0);
if( strstri(t, "_S.") || strstri(t, "Specular") ) colormap(&pbr->specular, t, 0);
if( strstri(t, "_A.") || strstri(t, "Albedo") ) colormap(&pbr->albedo, t, 1); // 0?
if( strstri(t, "_MR.")|| strstri(t, "Roughness") ) colormap(&pbr->roughness, t, 0);
else
if( strstri(t, "_M.") || strstri(t, "Metallic") ) colormap(&pbr->metallic, t, 0);
//if( strstri(t, "_S.") || strstri(t, "Shininess") ) colormap(&pbr->roughness, t, 0);
//if( strstri(t, "_A.") || strstri(t, "Ambient") ) colormap(&pbr->ambient, t, 0);
if( strstri(t, "_E.") || strstri(t, "Emissive") ) colormap(&pbr->emissive, t, 1);
if( strstri(t, "_AO.") || strstri(t, "AO") || strstri(t, "Occlusion") ) colormap(&pbr->ao, t, 0);
}
return true;
}
void pbr_material_destroy(pbr_material_t *m) {
if( m->name ) FREE(m->name), m->name = NULL;
if( m->diffuse.texture) texture_destroy( m->diffuse.texture );
if( m->normals.texture) texture_destroy( m->normals.texture );
if( m->specular.texture) texture_destroy( m->specular.texture );
if( m->albedo.texture) texture_destroy( m->albedo.texture );
if( m->roughness.texture) texture_destroy( m->roughness.texture );
if( m->metallic.texture) texture_destroy( m->metallic.texture );
if( m->ao.texture ) texture_destroy( m->ao.texture );
if( m->ambient.texture ) texture_destroy( m->ambient.texture );
*m = (pbr_material_t){0};
}
// ----------------------------------------------------------------------------
// shadertoys
//
// @todo: multipass
// - https://www.shadertoy.com/view/Mst3Wr - la calanque
// - https://www.shadertoy.com/view/XsyGWV - sirenian dawn
// - https://www.shadertoy.com/view/Xst3zX - wordtoy
// - https://www.shadertoy.com/view/MddGzf - bricks game
// - https://www.shadertoy.com/view/Ms33WB - post process - ssao
// - https://www.shadertoy.com/view/Xds3zN
enum shadertoy_uniforms {
iFrame,
iTime,
iDate,
iGlobalTime,
iGlobalFrame,
iGlobalDelta,
iChannel0,
iChannel1,
iChannel2,
iChannel3,
iResolution,
iMouse,
iOffset,
iSampleRate,
iChannelResolution,
iChannelTime,
// iCameraScreen
// iCameraPosition
// iCameraActive
};
shadertoy_t shadertoy( const char *shaderfile, unsigned flags ) {
shadertoy_t s = {0};
s.dims = flags;
char *file = vfs_read(shaderfile);
if( !file ) return s;
glGenVertexArrays(1, &s.vao);
char *fs = stringf("%s%s", vfs_read("header_shadertoy.glsl"), file);
s.program = shader(flags ? vfs_read("shaders/vs_shadertoy_flip.glsl") : vfs_read("shaders/vs_shadertoy.glsl"), fs, "", "fragColor");
FREE(fs);
if( strstr(file, "noise3.jpg"))
s.texture_channels[0] = texture("shadertoys/tex12.png", 0).id;
else
s.texture_channels[0] = texture("shadertoys/tex04.jpg", 0).id;
s.uniforms[iFrame] = glGetUniformLocation(s.program, "iFrame");
s.uniforms[iTime] = glGetUniformLocation(s.program, "iTime");
s.uniforms[iDate] = glGetUniformLocation(s.program, "iDate");
s.uniforms[iGlobalTime] = glGetUniformLocation(s.program, "iGlobalTime");
s.uniforms[iGlobalDelta] = glGetUniformLocation(s.program, "iGlobalDelta");
s.uniforms[iGlobalFrame] = glGetUniformLocation(s.program, "iGlobalFrame");
s.uniforms[iResolution] = glGetUniformLocation(s.program, "iResolution");
s.uniforms[iChannel0] = glGetUniformLocation(s.program, "iChannel0");
s.uniforms[iChannel1] = glGetUniformLocation(s.program, "iChannel1");
s.uniforms[iChannel2] = glGetUniformLocation(s.program, "iChannel2");
s.uniforms[iChannel3] = glGetUniformLocation(s.program, "iChannel3");
s.uniforms[iMouse] = glGetUniformLocation(s.program, "iMouse");
s.uniforms[iOffset] = glGetUniformLocation(s.program, "iOffset");
s.uniforms[iSampleRate] = glGetUniformLocation(s.program, "iSampleRate");
s.uniforms[iChannelResolution] = glGetUniformLocation(s.program, "iChannelResolution");
s.uniforms[iChannelTime] = glGetUniformLocation(s.program, "iChannelTime");
return s;
}
shadertoy_t* shadertoy_render(shadertoy_t *s, float delta) {
if( s->program && s->vao ) {
if( s->dims && !texture_rec_begin(&s->tx, s->dims, s->dims / 2) ) {
return s;
}
float mx = input(MOUSE_X), my = input(MOUSE_Y);
if(input(MOUSE_L)) s->clickx = mx, s->clicky = my;
time_t tmsec = time(0);
struct tm *tm = localtime(&tmsec);
s->t += delta * 1000;
glUseProgram(s->program);
glUniform1f(s->uniforms[iGlobalTime], s->t / 1000.f );
glUniform1f(s->uniforms[iGlobalFrame], s->frame++);
glUniform1f(s->uniforms[iGlobalDelta], delta / 1000.f );
glUniform2f(s->uniforms[iResolution], window_width(), window_height());
glUniform4f(s->uniforms[iMouse], mx, my, s->clickx, s->clicky );
glUniform1i(s->uniforms[iFrame], (int)window_frame());
glUniform1f(s->uniforms[iTime], time_ss());
glUniform4f(s->uniforms[iDate], tm->tm_year, tm->tm_mon, tm->tm_mday, tm->tm_sec + tm->tm_min * 60 + tm->tm_hour * 3600);
int unit = 0;
for( int i = 0; i < 4; i++ ) {
if( s->texture_channels[i] ) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, s->texture_channels[i]);
glUniform1i(s->uniforms[iChannel0+i], unit);
unit++;
}
}
glBindVertexArray(s->vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
if(s->dims) texture_rec_end(&s->tx); // texture_rec
}
return s;
}
// -----------------------------------------------------------------------------
// skeletal meshes (iqm)
#define IQM_MAGIC "INTERQUAKEMODEL"
#define IQM_VERSION 2
struct iqmheader {
char magic[16];
unsigned version;
unsigned filesize;
unsigned flags;
unsigned num_text, ofs_text;
unsigned num_meshes, ofs_meshes;
unsigned num_vertexarrays, num_vertexes, ofs_vertexarrays;
unsigned num_triangles, ofs_triangles, ofs_adjacency;
unsigned num_joints, ofs_joints;
unsigned num_poses, ofs_poses;
unsigned num_anims, ofs_anims;
unsigned num_frames, num_framechannels, ofs_frames, ofs_bounds;
unsigned num_comment, ofs_comment;
unsigned num_extensions, ofs_extensions;
};
struct iqmmesh {
unsigned name;
unsigned material;
unsigned first_vertex, num_vertexes;
unsigned first_triangle, num_triangles;
};
enum {
IQM_POSITION,
IQM_TEXCOORD,
IQM_NORMAL,
IQM_TANGENT,
IQM_BLENDINDEXES,
IQM_BLENDWEIGHTS,
IQM_COLOR,
IQM_CUSTOM = 0x10
};
enum {
IQM_BYTE,
IQM_UBYTE,
IQM_SHORT,
IQM_USHORT,
IQM_INT,
IQM_UINT,
IQM_HALF,
IQM_FLOAT,
IQM_DOUBLE,
};
struct iqmtriangle {
unsigned vertex[3];
};
struct iqmadjacency {
unsigned triangle[3];
};
struct iqmjoint {
unsigned name;
int parent;
float translate[3], rotate[4], scale[3];
};
struct iqmpose {
int parent;
unsigned mask;
float channeloffset[10];
float channelscale[10];
};
struct iqmanim {
unsigned name;
unsigned first_frame, num_frames;
float framerate;
unsigned flags;
};
enum {
IQM_LOOP = 1<<0
};
struct iqmvertexarray {
unsigned type;
unsigned flags;
unsigned format;
unsigned size;
unsigned offset;
};
struct iqmbounds {
union {
struct { float bbmin[3], bbmax[3]; };
struct { vec3 min3, max3; };
aabb box;
};
float xyradius, radius;
};
// -----------------------------------------------------------------------------
typedef struct iqm_vertex {
GLfloat position[3];
GLfloat texcoord[2];
GLfloat normal[3];
GLfloat tangent[4];
GLubyte blendindexes[4];
GLubyte blendweights[4];
GLfloat blendvertexindex;
GLubyte color[4];
} iqm_vertex;
typedef struct iqm_t {
int nummeshes, numtris, numverts, numjoints, numframes, numanims;
GLuint program;
GLuint vao, ibo, vbo;
GLuint *textures;
uint8_t *buf, *meshdata, *animdata;
struct iqmmesh *meshes;
struct iqmjoint *joints;
struct iqmpose *poses;
struct iqmanim *anims;
struct iqmbounds *bounds;
mat34 *baseframe, *inversebaseframe, *outframe, *frames;
GLint bonematsoffset;
vec4 *colormaps;
} iqm_t;
#define program (q->program)
#define meshdata (q->meshdata)
#define animdata (q->animdata)
#define nummeshes (q->nummeshes)
#define numtris (q->numtris)
#define numverts (q->numverts)
#define numjoints (q->numjoints)
#define numframes (q->numframes)
#define numanims (q->numanims)
#define meshes (q->meshes)
#define textures (q->textures)
#define joints (q->joints)
#define poses (q->poses)
#define anims (q->anims)
#define baseframe (q->baseframe)
#define inversebaseframe (q->inversebaseframe)
#define outframe (q->outframe)
#define frames (q->frames)
#define vao (q->vao)
#define ibo (q->ibo)
#define vbo (q->vbo)
#define bonematsoffset (q->bonematsoffset)
#define buf (q->buf)
#define bounds (q->bounds)
#define colormaps (q->colormaps)
void model_set_texture(model_t m, texture_t t) {
if(!m.iqm) return;
iqm_t *q = m.iqm;
for( int i = 0; i < nummeshes; ++i) { // assume 1 texture per mesh
textures[i] = t.id;
}
}
static
void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, mat44 model) { // @todo: cache uniform locs
if(!m.iqm) return;
iqm_t *q = m.iqm;
glUseProgram(shader);
int loc;
//if( (loc = glGetUniformLocation(shader, "M")) >= 0 ) glUniformMatrix4fv( loc, 1, GL_FALSE/*GL_TRUE*/, m); // RIM
if( (loc = glGetUniformLocation(shader, "MV")) >= 0 ) {
glUniformMatrix4fv( loc, 1, GL_FALSE, mv);
}
else
if( (loc = glGetUniformLocation(shader, "u_mv")) >= 0 ) {
glUniformMatrix4fv( loc, 1, GL_FALSE, mv);
}
if( (loc = glGetUniformLocation(shader, "MVP")) >= 0 ) {
mat44 mvp; multiply44x2(mvp, proj, mv); // multiply44x3(mvp, proj, view, model);
glUniformMatrix4fv( loc, 1, GL_FALSE, mvp);
}
else
if( (loc = glGetUniformLocation(shader, "u_mvp")) >= 0 ) {
mat44 mvp; multiply44x2(mvp, proj, mv); // multiply44x3(mvp, proj, view, model);
glUniformMatrix4fv( loc, 1, GL_FALSE, mvp);
}
if( (loc = glGetUniformLocation(shader, "VP")) >= 0 ) {
mat44 vp; multiply44x2(vp, proj, view);
glUniformMatrix4fv( loc, 1, GL_FALSE, vp);
}
else
if( (loc = glGetUniformLocation(shader, "u_vp")) >= 0 ) {
mat44 vp; multiply44x2(vp, proj, view);
glUniformMatrix4fv( loc, 1, GL_FALSE, vp);
}
#if 0
// @todo: mat44 projview (useful?)
#endif
if ((loc = glGetUniformLocation(shader, "M")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, model);
}
else
if ((loc = glGetUniformLocation(shader, "model")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, model);
}
if ((loc = glGetUniformLocation(shader, "V")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
}
else
if ((loc = glGetUniformLocation(shader, "view")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
}
if ((loc = glGetUniformLocation(shader, "P")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
}
else
if ((loc = glGetUniformLocation(shader, "proj")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
}
if( (loc = glGetUniformLocation(shader, "SKINNED")) >= 0 ) glUniform1i( loc, numanims ? GL_TRUE : GL_FALSE);
if( numanims )
if( (loc = glGetUniformLocation(shader, "vsBoneMatrix")) >= 0 ) glUniformMatrix3x4fv( loc, numjoints, GL_FALSE, outframe[0]);
if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
}
}
static
void model_set_state(model_t m) {
if(!m.iqm) return;
iqm_t *q = m.iqm;
glBindVertexArray( vao );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, position) );
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord) );
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, normal) );
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, tangent) );
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
// vertex color
glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,color) );
glEnableVertexAttribArray(11);
// animation
if(numframes > 0) {
glVertexAttribPointer( 8, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendindexes) );
glVertexAttribPointer( 9, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendweights) );
glVertexAttribPointer(10, 1, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, blendvertexindex) );
glEnableVertexAttribArray(8);
glEnableVertexAttribArray(9);
glEnableVertexAttribArray(10);
}
// mat4 attribute; for instanced rendering
if( 1 ) {
unsigned vec4_size = sizeof(vec4);
unsigned mat4_size = sizeof(vec4) * 4;
// vertex buffer object
glBindBuffer(GL_ARRAY_BUFFER, m.vao_instanced);
glBufferData(GL_ARRAY_BUFFER, m.num_instances * mat4_size, m.instanced_matrices, GL_STATIC_DRAW);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(0 * vec4_size)));
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(1 * vec4_size)));
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(2 * vec4_size)));
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(3 * vec4_size)));
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
glEnableVertexAttribArray(7);
glVertexAttribDivisor(4, 1);
glVertexAttribDivisor(5, 1);
glVertexAttribDivisor(6, 1);
glVertexAttribDivisor(7, 1);
}
// 7 bitangent? into texcoord.z?
glBindVertexArray( 0 );
}
static
bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) {
if(meshdata) return false;
lil32p(&buf[hdr->ofs_vertexarrays], hdr->num_vertexarrays*sizeof(struct iqmvertexarray)/sizeof(uint32_t));
lil32p(&buf[hdr->ofs_triangles], hdr->num_triangles*sizeof(struct iqmtriangle)/sizeof(uint32_t));
lil32p(&buf[hdr->ofs_meshes], hdr->num_meshes*sizeof(struct iqmmesh)/sizeof(uint32_t));
lil32p(&buf[hdr->ofs_joints], hdr->num_joints*sizeof(struct iqmjoint)/sizeof(uint32_t));
meshdata = buf;
nummeshes = hdr->num_meshes;
numtris = hdr->num_triangles;
numverts = hdr->num_vertexes;
numjoints = hdr->num_joints;
outframe = CALLOC(hdr->num_joints, sizeof(mat34));
float *inposition = NULL, *innormal = NULL, *intangent = NULL, *intexcoord = NULL, *invertexindex = NULL;
uint8_t *inblendindex8 = NULL, *inblendweight8 = NULL;
int *inblendindexi = NULL; float *inblendweightf = NULL;
uint8_t *invertexcolor8 = NULL;
struct iqmvertexarray *vas = (struct iqmvertexarray *)&buf[hdr->ofs_vertexarrays];
for(int i = 0; i < (int)hdr->num_vertexarrays; i++) {
struct iqmvertexarray *va = &vas[i];
switch(va->type) {
default: continue; // return PANIC("unknown iqm vertex type (%d)", va->type), false;
break; case IQM_POSITION: ASSERT(va->format == IQM_FLOAT && va->size == 3); inposition = (float *)&buf[va->offset]; lil32pf(inposition, 3*hdr->num_vertexes);
break; case IQM_NORMAL: ASSERT(va->format == IQM_FLOAT && va->size == 3); innormal = (float *)&buf[va->offset]; lil32pf(innormal, 3*hdr->num_vertexes);
break; case IQM_TANGENT: ASSERT(va->format == IQM_FLOAT && va->size == 4); intangent = (float *)&buf[va->offset]; lil32pf(intangent, 4*hdr->num_vertexes);
break; case IQM_TEXCOORD: ASSERT(va->format == IQM_FLOAT && va->size == 2); intexcoord = (float *)&buf[va->offset]; lil32pf(intexcoord, 2*hdr->num_vertexes);
break; case IQM_COLOR: ASSERT(va->size == 4); ASSERT(va->format == IQM_UBYTE); invertexcolor8 = (uint8_t *)&buf[va->offset];
break; case IQM_BLENDINDEXES: ASSERT(va->size == 4); ASSERT(va->format == IQM_UBYTE || va->format == IQM_INT);
if(va->format == IQM_UBYTE) inblendindex8 = (uint8_t *)&buf[va->offset];
else inblendindexi = (int *)&buf[va->offset];
break; case IQM_BLENDWEIGHTS: ASSERT(va->size == 4); ASSERT(va->format == IQM_UBYTE || va->format == IQM_FLOAT);
if(va->format == IQM_UBYTE) inblendweight8 = (uint8_t *)&buf[va->offset];
else inblendweightf = (float *)&buf[va->offset];
invertexindex = (inblendweight8 ? (float*)(inblendweight8 + 4) : inblendweightf + 4 );
}
}
if (hdr->ofs_bounds) lil32p(buf + hdr->ofs_bounds, hdr->num_frames * sizeof(struct iqmbounds));
if (hdr->ofs_bounds) bounds = (struct iqmbounds *) &buf[hdr->ofs_bounds];
meshes = (struct iqmmesh *)&buf[hdr->ofs_meshes];
joints = (struct iqmjoint *)&buf[hdr->ofs_joints];
baseframe = CALLOC(hdr->num_joints, sizeof(mat34));
inversebaseframe = CALLOC(hdr->num_joints, sizeof(mat34));
for(int i = 0; i < (int)hdr->num_joints; i++) {
struct iqmjoint *j = &joints[i];
compose34(baseframe[i], ptr3(j->translate), normq(ptrq(j->rotate)), ptr3(j->scale));
invert34(inversebaseframe[i], baseframe[i]);
if(j->parent >= 0) {
multiply34x2(baseframe[i], baseframe[j->parent], baseframe[i]);
multiply34(inversebaseframe[i], inversebaseframe[j->parent]);
}
}
struct iqmtriangle *tris = (struct iqmtriangle *)&buf[hdr->ofs_triangles];
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
if(!ibo) glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, hdr->num_triangles*sizeof(struct iqmtriangle), tris, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
iqm_vertex *verts = CALLOC(hdr->num_vertexes, sizeof(iqm_vertex));
for(int i = 0; i < (int)hdr->num_vertexes; i++) {
iqm_vertex *v = &verts[i];
if(inposition) memcpy(v->position, &inposition[i*3], sizeof(v->position));
if(innormal) memcpy(v->normal, &innormal[i*3], sizeof(v->normal));
if(intangent) memcpy(v->tangent, &intangent[i*4], sizeof(v->tangent));
if(intexcoord) memcpy(v->texcoord, &intexcoord[i*2], sizeof(v->texcoord));
if(inblendindex8) memcpy(v->blendindexes, &inblendindex8[i*4], sizeof(v->blendindexes));
if(inblendweight8) memcpy(v->blendweights, &inblendweight8[i*4], sizeof(v->blendweights));
if(inblendindexi) {
uint8_t conv[4] = { inblendindexi[i*4], inblendindexi[i*4+1], inblendindexi[i*4+2], inblendindexi[i*4+3] };
memcpy(v->blendindexes, conv, sizeof(v->blendindexes));
}
if(inblendweightf) {
uint8_t conv[4] = { inblendweightf[i*4] * 255, inblendweightf[i*4+1] * 255, inblendweightf[i*4+2] * 255, inblendweightf[i*4+3] * 255 };
memcpy(v->blendweights, conv, sizeof(v->blendweights));
}
if(invertexindex) {
float conv = i;
memcpy(&v->blendvertexindex, &conv, 4);
}
if(invertexcolor8) memcpy(v->color, &invertexcolor8[i*4], sizeof(v->color));
}
if(!vbo) glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, hdr->num_vertexes*sizeof(iqm_vertex), verts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
m->stride = sizeof(iqm_vertex);
#if 0
m->stride = 0;
if(inposition) m->stride += sizeof(verts[0].position);
if(innormal) m->stride += sizeof(verts[0].normal);
if(intangent) m->stride += sizeof(verts[0].tangent);
if(intexcoord) m->stride += sizeof(verts[0].texcoord);
if(inblendindex8) m->stride += sizeof(verts[0].blendindexes); // no index8? bug?
if(inblendweight8) m->stride += sizeof(verts[0].blendweights); // no weight8? bug?
if(inblendindexi) m->stride += sizeof(verts[0].blendindexes);
if(inblendweightf) m->stride += sizeof(verts[0].blendweights);
if(invertexcolor8) m->stride += sizeof(verts[0].color);
#endif
//for( int i = 0; i < 16; ++i ) printf("%.9g%s", ((float*)verts)[i], (i % 3) == 2 ? "\n" : ",");
//m->verts = verts; //FREE(verts);
m->verts = 0; FREE(verts);
textures = CALLOC(hdr->num_meshes * 8, sizeof(GLuint));
colormaps = CALLOC(hdr->num_meshes * 8, sizeof(vec4));
for(int i = 0; i < (int)hdr->num_meshes; i++) {
int invalid = texture_checker().id;
textures[i] = invalid;
}
const char *str = hdr->ofs_text ? (char *)&buf[hdr->ofs_text] : "";
for(int i = 0; i < (int)hdr->num_meshes; i++) {
struct iqmmesh *m = &meshes[i];
PRINTF("loaded mesh: %s\n", &str[m->name]);
}
return true;
}
static
bool model_load_anims(iqm_t *q, const struct iqmheader *hdr) {
if((int)hdr->num_poses != numjoints) return false;
if(animdata) {
if(animdata != meshdata) FREE(animdata);
FREE(frames);
animdata = NULL;
anims = NULL;
frames = 0;
numframes = 0;
numanims = 0;
}
lil32p(&buf[hdr->ofs_poses], hdr->num_poses*sizeof(struct iqmpose)/sizeof(uint32_t));
lil32p(&buf[hdr->ofs_anims], hdr->num_anims*sizeof(struct iqmanim)/sizeof(uint32_t));
lil16p((uint16_t *)&buf[hdr->ofs_frames], hdr->num_frames*hdr->num_framechannels);
animdata = buf;
numanims = hdr->num_anims;
numframes = hdr->num_frames;
anims = (struct iqmanim *)&buf[hdr->ofs_anims];
poses = (struct iqmpose *)&buf[hdr->ofs_poses];
frames = CALLOC(hdr->num_frames * hdr->num_poses, sizeof(mat34));
uint16_t *framedata = (uint16_t *)&buf[hdr->ofs_frames];
for(int i = 0; i < (int)hdr->num_frames; i++) {
for(int j = 0; j < (int)hdr->num_poses; j++) {
struct iqmpose *p = &poses[j];
quat rotate;
vec3 translate, scale;
translate.x = p->channeloffset[0]; if(p->mask&0x01) translate.x += *framedata++ * p->channelscale[0];
translate.y = p->channeloffset[1]; if(p->mask&0x02) translate.y += *framedata++ * p->channelscale[1];
translate.z = p->channeloffset[2]; if(p->mask&0x04) translate.z += *framedata++ * p->channelscale[2];
rotate.x = p->channeloffset[3]; if(p->mask&0x08) rotate.x += *framedata++ * p->channelscale[3];
rotate.y = p->channeloffset[4]; if(p->mask&0x10) rotate.y += *framedata++ * p->channelscale[4];
rotate.z = p->channeloffset[5]; if(p->mask&0x20) rotate.z += *framedata++ * p->channelscale[5];
rotate.w = p->channeloffset[6]; if(p->mask&0x40) rotate.w += *framedata++ * p->channelscale[6];
scale.x = p->channeloffset[7]; if(p->mask&0x80) scale.x += *framedata++ * p->channelscale[7];
scale.y = p->channeloffset[8]; if(p->mask&0x100) scale.y += *framedata++ * p->channelscale[8];
scale.z = p->channeloffset[9]; if(p->mask&0x200) scale.z += *framedata++ * p->channelscale[9];
// Concatenate each pose with the inverse base pose to avoid doing this at animation time.
// If the joint has a parent, then it needs to be pre-concatenated with its parent's base pose.
// Thus it all negates at animation time like so:
// (parentPose * parentInverseBasePose) * (parentBasePose * childPose * childInverseBasePose) =>
// parentPose * (parentInverseBasePose * parentBasePose) * childPose * childInverseBasePose =>
// parentPose * childPose * childInverseBasePose
mat34 m; compose34(m, translate, normq(rotate), scale);
if(p->parent >= 0) multiply34x3(frames[i*hdr->num_poses + j], baseframe[p->parent], m, inversebaseframe[j]);
else multiply34x2(frames[i*hdr->num_poses + j], m, inversebaseframe[j]);
}
}
const char *str = hdr->ofs_text ? (char *)&buf[hdr->ofs_text] : "";
for(int i = 0; i < (int)hdr->num_anims; i++) {
struct iqmanim *a = &anims[i];
PRINTF("loaded anim[%d]: %s\n", i, &str[a->name]);
}
return true;
}
// prevents crash on osx when strcpy'ing non __restrict arguments
static char* strcpy_safe(char *d, const char *s) {
sprintf(d, "%s", s);
return d;
}
static
bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model) {
textures = textures ? textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh
colormaps = colormaps ? colormaps : CALLOC(hdr->num_meshes * 8, sizeof(vec4)); // up to 8 colormaps per mesh
GLuint *out = textures;
const char *str = hdr->ofs_text ? (char *)&buf[hdr->ofs_text] : "";
for(int i = 0; i < (int)hdr->num_meshes; i++) {
struct iqmmesh *m = &meshes[i];
int flags = TEXTURE_MIPMAPS|TEXTURE_REPEAT; // LINEAR, NEAREST
int invalid = texture_checker().id;
#if 1
char *material_embedded_texture = strstr(&str[m->material], "+b64:");
if( material_embedded_texture ) {
*material_embedded_texture = '\0';
material_embedded_texture += 5;
array(char) embedded_texture = base64__decode(material_embedded_texture, strlen(material_embedded_texture));
//printf("%s %d\n", material_embedded_texture, array_count(embedded_texture));
//hexdump(embedded_texture, array_count(embedded_texture));
*out = texture_compressed_from_mem( embedded_texture, array_count(embedded_texture), 0 ).id;
array_free(embedded_texture);
}
char* material_color_hex = strstr(&str[m->material], "+$");
vec4 material_color = vec4(1,1,1,1);
if( material_color_hex ) {
*material_color_hex = '\0';
material_color_hex += 2;
material_color.r = ((material_color_hex[0] >= 'a') ? material_color_hex[0] - 'a' + 10 : material_color_hex[0] - '0') / 15.f;
material_color.g = ((material_color_hex[1] >= 'a') ? material_color_hex[1] - 'a' + 10 : material_color_hex[1] - '0') / 15.f;
material_color.b = ((material_color_hex[2] >= 'a') ? material_color_hex[2] - 'a' + 10 : material_color_hex[2] - '0') / 15.f;
#if 0 // not enabled because of some .obj files like suzanne, with color_hex=9990 found
if(material_color_hex[3])
material_color.a = ((material_color_hex[3] >= 'a') ? material_color_hex[3] - 'a' + 10 : material_color_hex[3] - '0') / 15.f;
else
#endif
material_color.a = 1;
}
if( !material_embedded_texture ) {
char* material_name;
// remove any material+name from materials (.fbx)
// try left token first
if( 1 ) {
material_name = va("%s", &str[m->material]);
char* plus = strrchr(material_name, '+');
if (plus) { strcpy_safe(plus, file_ext(material_name)); }
*out = texture_compressed(material_name, flags).id;
}
// else try right token
if (*out == invalid) {
material_name = file_normalize( va("%s", &str[m->material]) );
char* plus = strrchr(material_name, '+'), *slash = strrchr(material_name, '/');
if (plus) {
strcpy_safe(slash ? slash + 1 : material_name, plus + 1);
*out = texture_compressed(material_name, flags).id;
}
}
// else last resort
if (*out == invalid) {
*out = texture_compressed(material_name, flags).id; // needed?
}
}
if( *out != invalid) {
PRINTF("loaded material[%d]: %s\n", i, &str[m->material]);
} else {
PRINTF("warn: material[%d] not found: %s\n", i, &str[m->material]);
PRINTF("warn: using placeholder material[%d]=texture_checker\n", i);
*out = texture_checker().id; // placeholder
}
{
model->num_textures++;
array_push(model->texture_names, STRDUP(&str[m->material]));
material_t mt = {0};
mt.name = STRDUP(&str[m->material]);
mt.layer[mt.count].color = material_color_hex ? material_color : vec4(1,1,1,1);
mt.layer[mt.count++].texture = *out++;
array_push(model->materials, mt);
}
#else
material_t mt = {0};
mt.name = STRDUP(&str[m->material]);
array(char*) tokens = strsplit(&str[m->material], "+");
for each_array(tokens, char*, it) {
*out = texture(it, flags).id;
if( *out == invalid ) {
PRINTF("warn: material[%d] not found: %s\n", i, it);
} else {
PRINTF("loaded material[%d]: %s\n", i, it);
mt.layer[mt.count++].texture = *out;
++out;
}
}
// if no materials were loaded, try to signal a checkered placeholder
if( out == textures ) {
PRINTF("warn: using placeholder material[%d]=texture_checker\n", i);
*out++ = invalid;
}
int count = (int)(intptr_t)(out - textures);
model->num_textures += count;
array_push(model->texture_names, STRDUP(&str[m->material]));
array_push(model->materials, mt);
#endif
}
if( array_count(model->materials) == 0 ) {
material_t mt = {0};
mt.name = "placeholder";
mt.count = 1;
mt.layer[0].color = vec4(1,1,1,1);
mt.layer[0].texture = texture_checker().id;
array_push(model->materials, mt);
}
return true;
}
model_t model_from_mem(const void *mem, int len, int flags) {
model_t m = {0};
const char *ptr = (const char *)mem;
static int shaderprog = -1;
if( shaderprog < 0 ) {
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor");
}
iqm_t *q = CALLOC(1, sizeof(iqm_t));
program = shaderprog;
int error = 1;
if( ptr && len ) {
struct iqmheader hdr; memcpy(&hdr, ptr, sizeof(hdr)); ptr += sizeof(hdr);
if( !memcmp(hdr.magic, IQM_MAGIC, sizeof(hdr.magic))) {
lil32p(&hdr.version, (sizeof(hdr) - sizeof(hdr.magic))/sizeof(uint32_t));
if(hdr.version == IQM_VERSION) {
buf = CALLOC(hdr.filesize, sizeof(uint8_t));
memcpy(buf + sizeof(hdr), ptr, hdr.filesize - sizeof(hdr));
error = 0;
if( hdr.num_meshes > 0 && !(flags & MODEL_NO_MESHES) ) error |= !model_load_meshes(q, &hdr, &m);
if( hdr.num_meshes > 0 && !(flags & MODEL_NO_TEXTURES) ) error |= !model_load_textures(q, &hdr, &m);
if( hdr.num_anims > 0 && !(flags & MODEL_NO_ANIMATIONS) ) error |= !model_load_anims(q, &hdr);
if( buf != meshdata && buf != animdata ) FREE(buf);
}
}
}
if( error ) {
PRINTF("Error: cannot load %s", "model");
FREE(q), q = 0;
} else {
#undef vao
#undef ibo
#undef vbo
m.vao = q->vao;
m.ibo = q->ibo;
m.vbo = q->vbo;
m.num_verts = numverts;
#define vao (q->vao)
#define ibo (q->ibo)
#define vbo (q->vbo)
// m.boxes = bounds; // <@todo
m.num_meshes = nummeshes;
m.num_triangles = numtris;
m.num_joints = numjoints;
//m.num_poses = numposes;
m.num_anims = numanims;
m.num_frames = numframes;
m.iqm = q;
m.curframe = model_animate(m, 0);
#undef program
m.program = (q->program);
#define program (q->program)
//m.num_textures = nummeshes; // assume 1 texture only per mesh
#undef textures
m.textures = (q->textures);
#define textures (q->textures)
m.flags = flags;
id44(m.pivot);
m.num_instances = 0;
m.instanced_matrices = m.pivot;
glGenBuffers(1, &m.vao_instanced);
model_set_state(m);
}
return m;
}
model_t model(const char *filename, int flags) {
int len; // vfs_pushd(filedir(filename))
char *ptr = vfs_load(filename, &len); // + vfs_popd
return model_from_mem( ptr, len, flags );
}
bool model_get_bone_pose(model_t m, unsigned joint, mat34 *out) {
if(!m.iqm) return false;
iqm_t *q = m.iqm;
if(joint >= numjoints) return false;
multiply34x2(*out, outframe[joint], baseframe[joint]);
return true;
}
anim_t clip(float minframe, float maxframe, float blendtime, unsigned flags) {
return ((anim_t){minframe, maxframe, blendtime, flags, 1e6});
}
anim_t loop(float minframe, float maxframe, float blendtime, unsigned flags) {
return clip(minframe, maxframe, blendtime, flags | ANIM_LOOP);
}
static
void anim_tick(anim_t *p, bool is_primary, float delta) { // delta can be negative (reverses anim)
if( !is_primary ) p->active = 0;
if( is_primary && !p->active ) {
p->active = 1;
p->timer = 0;
p->alpha = 0;
if( p->flags & ANIM_DONT_RESET_AFTER_USE ) {} else p->curframe = 1e6;
}
p->alpha = 1 - ease(p->timer / p->blendtime, p->easing);
p->timer += window_delta();
p->curframe += delta;
if(p->curframe < p->from || p->curframe > p->to ) p->curframe = delta >= 0 ? p->from : p->to;
p->pose = pose(delta >= 0, p->curframe, p->from, p->to, p->flags & ANIM_LOOP, NULL);
}
float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta) {
if(!m.iqm) return -1;
iqm_t *q = m.iqm;
anim_tick(primary, 1, delta);
anim_tick(secondary, 0, delta);
float alpha = primary->alpha;
// if( alpha <= 0 ) return model_animate(m, primary.pose.x);
// if( alpha >= 1 ) return model_animate(m, secondary.pose.x);
unsigned frame1 = primary->pose.x;
unsigned frame2 = primary->pose.y;
float alphaA = primary->pose.z;
unsigned frame3 = secondary->pose.x;
unsigned frame4 = secondary->pose.y;
float alphaB = secondary->pose.z;
mat34 *mat1 = &frames[frame1 * numjoints];
mat34 *mat2 = &frames[frame2 * numjoints];
mat34 *mat3 = &frames[frame3 * numjoints];
mat34 *mat4 = &frames[frame4 * numjoints];
for(int i = 0; i < numjoints; i++) {
mat34 matA, matB, matF;
lerp34(matA, mat1[i], mat2[i], alphaA);
lerp34(matB, mat3[i], mat4[i], alphaB);
lerp34(matF, matA, matB, alpha );
if(joints[i].parent >= 0) multiply34x2(outframe[i], outframe[joints[i].parent], matF);
else copy34(outframe[i], matF);
}
return frame1 + alpha;
}
vec3 pose(bool forward_time, float curframe, int minframe, int maxframe, bool loop, float *retframe) {
float offset = curframe - (int)curframe;
#if 1
int frame1 = (int)curframe;
int frame2 = frame1 + (forward_time ? 1 : -1);
#else
float frame1 = curframe;
float frame2 = curframe + (forward_time ? 1 : -1);
#endif
if( loop ) {
int distance = maxframe - minframe;
frame1 = fmod(frame1 - minframe, distance) + minframe; // frame1 >= maxframe ? minframe : frame1 < minframe ? maxframe - clampf(minframe - frame1, 0, distance) : frame1;
frame2 = fmod(frame2 - minframe, distance) + minframe; // frame2 >= maxframe ? minframe : frame2 < minframe ? maxframe - clampf(minframe - frame2, 0, distance) : frame2;
if(retframe) *retframe = fmod(frame1 + offset - minframe, distance) + minframe;
} else {
frame1 = clampf(frame1, minframe, maxframe);
frame2 = clampf(frame2, minframe, maxframe);
if(retframe) *retframe = clampf(frame1 + offset, minframe, maxframe);
}
return vec3(frame1 + (offset > 0 && offset < 1 ? offset : 0),frame2,offset);
}
float model_animate_clip(model_t m, float curframe, int minframe, int maxframe, bool loop) {
if(!m.iqm) return -1;
iqm_t *q = m.iqm;
float retframe = -1;
if( numframes > 0 ) {
vec3 p = pose(curframe >= m.curframe, curframe, minframe, maxframe, loop, &retframe);
int frame1 = p.x;
int frame2 = p.y;
float offset = p.z;
mat34 *mat1 = &frames[frame1 * numjoints];
mat34 *mat2 = &frames[frame2 * numjoints];
// @todo: add animation blending and inter-frame blending here
for(int i = 0; i < numjoints; i++) {
mat34 mat; lerp34(mat, mat1[i], mat2[i], offset);
if(joints[i].parent >= 0) multiply34x2(outframe[i], outframe[joints[i].parent], mat);
else copy34(outframe[i], mat);
}
}
return retframe;
}
void model_render_skeleton(model_t m, mat44 M) {
if(!m.iqm) return;
iqm_t *q = m.iqm;
if(!numjoints) return;
ddraw_ontop_push(true);
ddraw_color_push(RED);
for( int joint = 0; joint < numjoints; joint++ ) {
if( joints[joint].parent < 0) continue;
// bone space...
mat34 f;
model_get_bone_pose(m, joint, &f);
vec3 pos = vec3(f[3],f[7],f[11]);
model_get_bone_pose(m, joints[joint].parent, &f);
vec3 src = vec3(f[3],f[7],f[11]);
// ...to model space
src = transform344(M, src);
pos = transform344(M, pos);
// red line
ddraw_color(RED);
// ddraw_line(src, pos);
ddraw_bone(src, pos);
// green dot
ddraw_color(GREEN);
ddraw_point(pos);
// yellow text
ddraw_color(YELLOW);
ddraw_text(pos, 0.005, va("%d", joint));
}
ddraw_color_pop();
ddraw_ontop_pop();
}
float model_animate(model_t m, float curframe) {
if(!m.iqm) return -1;
iqm_t *q = m.iqm;
return model_animate_clip(m, curframe, 0, numframes-1, true);
}
static
void model_draw_call(model_t m) {
if(!m.iqm) return;
iqm_t *q = m.iqm;
glBindVertexArray( vao );
struct iqmtriangle *tris = NULL;
for(int i = 0; i < nummeshes; i++) {
struct iqmmesh *im = &meshes[i];
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[i] );
glUniform1i(glGetUniformLocation(program, "fsDiffTex"), 0 /*<-- unit!*/ );
int loc;
if ((loc = glGetUniformLocation(program, "u_textured")) >= 0) {
bool textured = !!textures[i] && textures[i] != texture_checker().id; // m.materials[i].layer[0].texture != texture_checker().id;
glUniform1i(loc, textured ? GL_TRUE : GL_FALSE);
if ((loc = glGetUniformLocation(program, "u_diffuse")) >= 0) {
glUniform4f(loc, m.materials[i].layer[0].color.r, m.materials[i].layer[0].color.g, m.materials[i].layer[0].color.b, m.materials[i].layer[0].color.a);
}
}
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +im->num_triangles);
}
glBindVertexArray( 0 );
}
void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) {
if(!m.iqm) return;
iqm_t *q = m.iqm;
// @fixme: instanced billboards
mat44 mv; multiply44x2(mv, view, models[0]);
if( m.billboard ) {
float d = sqrt(mv[4*0+0] * mv[4*0+0] + mv[4*1+1] * mv[4*1+1] + mv[4*2+2] * mv[4*2+2]);
if(m.billboard & 4) mv[4*0+0] = d, mv[4*0+1] = 0, mv[4*0+2] = 0;
if(m.billboard & 2) mv[4*1+0] = 0, mv[4*1+1] = -d, mv[4*1+2] = 0;
if(m.billboard & 1) mv[4*2+0] = 0, mv[4*2+1] = 0, mv[4*2+2] = d;
}
if( count != m.num_instances ) {
m.num_instances = count;
m.instanced_matrices = (float*)models;
model_set_state(m);
}
model_set_uniforms(m, shader > 0 ? shader : program, mv, proj, view, models[0]);
model_draw_call(m);
}
void model_render(model_t m, mat44 proj, mat44 view, mat44 model, int shader) {
model_render_instanced(m, proj, view, (mat44*)model, shader, 1);
}
// static
aabb aabb_transform( aabb A, mat44 M ) {
// Based on "Transforming Axis-Aligned Bounding Boxes" by Jim Arvo, 1990
aabb B = { {M[12],M[13],M[14]}, {M[12],M[13],M[14]} }; // extract translation from mat44
for( int i = 0; i < 3; i++ )
for( int j = 0; j < 3; j++ ) {
float a = M[i*4+j] * j[&A.min.x]; // use mat33 from mat44
float b = M[i*4+j] * j[&A.max.x]; // use mat33 from mat44
if( a < b ) {
i[&B.min.x] += a;
i[&B.max.x] += b;
} else {
i[&B.min.x] += b;
i[&B.max.x] += a;
}
}
return B;
}
aabb model_aabb(model_t m, mat44 transform) {
iqm_t *q = m.iqm;
if( q && bounds ) {
int f = ( (int)m.curframe ) % (numframes + !numframes);
vec3 bbmin = ptr3(bounds[f].bbmin);
vec3 bbmax = ptr3(bounds[f].bbmax);
return aabb_transform(aabb(bbmin,bbmax), transform);
}
return aabb(vec3(0,0,0),vec3(0,0,0));
}
void model_destroy(model_t m) {
FREE(m.verts);
for( int i = 0, end = array_count(m.texture_names); i < end; ++i ) {
FREE(m.texture_names[i]);
}
array_free(m.texture_names);
iqm_t *q = m.iqm;
// if(m.mesh) mesh_destroy(m.mesh);
FREE(outframe);
FREE(colormaps);
FREE(textures);
FREE(baseframe);
FREE(inversebaseframe);
if(animdata != meshdata) FREE(animdata);
//FREE(meshdata);
FREE(frames);
FREE(buf);
FREE(q);
}
#undef program
#undef meshdata
#undef animdata
#undef nummeshes
#undef numtris
#undef numverts
#undef numjoints
#undef numframes
#undef numanims
#undef meshes
#undef textures
#undef joints
#undef poses
#undef anims
#undef baseframe
#undef inversebaseframe
#undef outframe
#undef frames
#undef vao
#undef ibo
#undef vbo
#undef bonematsoffset
#undef buf
#undef bounds
#undef colormaps
anims_t animations(const char *pathfile, int flags) {
anims_t a = {0};
2023-08-26 13:33:29 +00:00
char *anim_file = vfs_read(va("%s@animlist.txt", pathfile));
for each_substring(anim_file, "\r\n", anim) {
int from, to;
char anim_name[128] = {0};
if( sscanf(anim, "%*s %d-%d %127[^\r\n]", &from, &to, anim_name) != 3) continue;
array_push(a.anims, !!strstri(anim_name, "loop") ? loop(from, to, 0, 0) : clip(from, to, 0, 0)); // [from,to,flags]
array_back(a.anims)->name = strswap(strswap(strswap(STRDUP(anim_name), "Loop", ""), "loop", ""), "()", "");
}
a.speed = 1.0;
return a;
}