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