v4k-git-backup/engine/split/v4k_scene.h

117 lines
3.5 KiB
C

// -----------------------------------------------------------------------------
// scene framework
// - rlyeh, public domain
// camera
typedef struct camera_t {
mat44 view, proj;
vec3 position, updir, lookdir, rightdir;
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);