// ----------------------------------------------------------------------------- // scene framework // - rlyeh, public domain // camera typedef struct camera_t { mat44 view, proj; vec3 position, updir, lookdir; float yaw, pitch, roll; // mirror of (x,y) lookdir in deg; float speed, fov; // fov in deg(45) float near_clip, far_clip; float frustum_fov_multiplier; float move_friction, move_damping; float look_friction, look_damping; vec3 last_look; vec3 last_move; // used for friction and damping bool damping; bool orthographic; // 0 perspective, 1 orthographic; when ortho: dimetric[if pitch == -30º], isometric[if pitch == 35.264º] float distance; // distance to pivot, when orbiting // vec2 polarity = { +1,-1 }; // @todo // vec2 sensitivity = { 2,2 }; // @todo } camera_t; API camera_t camera(); API void camera_teleport(camera_t *cam, vec3 pos); API void camera_moveby(camera_t *cam, vec3 inc); API void camera_fov(camera_t *cam, float fov); API void camera_fps(camera_t *cam, float yaw, float pitch); API void camera_fps2(camera_t *cam, float yaw, float pitch, float roll); API void camera_orbit(camera_t *cam, float yaw, float pitch, float inc_distance); API void camera_lookat(camera_t *cam, vec3 target); API void camera_enable(camera_t *cam); API frustum camera_frustum_build(camera_t *cam); API camera_t *camera_get_active(); API int ui_camera(camera_t *cam); API void ddraw_camera(camera_t *cam); // object typedef struct object_t { uint64_t renderbucket; mat44 transform; quat rot; vec3 sca, pos, euler, pivot; array(texture_t) textures; model_t model; anim_t anim; float anim_speed; aabb bounds; unsigned billboard; // [0..7] x(4),y(2),z(1) masks bool disable_frustum_check; bool cast_shadows; // internal states array(handle) old_texture_ids; array(texture_t) old_textures; float distance; bool skip_draw; bool light_cached; //< used by scene to update light data } object_t; API object_t object(); API void object_rotate(object_t *obj, vec3 euler); API void object_pivot(object_t *obj, vec3 euler); API void object_teleport(object_t *obj, vec3 pos); API void object_move(object_t *obj, vec3 inc); API vec3 object_position(object_t *obj); API void object_scale(object_t *obj, vec3 sca); // API void object_model(object_t *obj, model_t model); API void object_anim(object_t *obj, anim_t anim, float speed); API void object_diffuse(object_t *obj, texture_t tex); API void object_diffuse_push(object_t *obj, texture_t tex); API void object_diffuse_pop(object_t *obj); API void object_billboard(object_t *obj, unsigned mode); // object_pose(transform); // @todo // scene enum SCENE_FLAGS { SCENE_WIREFRAME = 1, SCENE_CULLFACE = 2, SCENE_BACKGROUND = 4, SCENE_FOREGROUND = 8, SCENE_UPDATE_SH_COEF = 16, SCENE_CAST_SHADOWS = 32, }; typedef struct scene_t { array(object_t) objs; array(light_t) lights; // special objects below: skybox_t skybox; int u_coefficients_sh; shadowmap_t shadowmap; } scene_t; API scene_t* scene_push(); API void scene_pop(); API scene_t* scene_get_active(); API int scene_merge(const char *source); API void scene_render(int flags); API object_t* scene_spawn(); API unsigned scene_count(); API object_t* scene_index(unsigned index); API light_t* scene_spawn_light(); API unsigned scene_count_light(); API light_t* scene_index_light(unsigned index);