938 lines
30 KiB
C
938 lines
30 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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// Color mask
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bool color_mask[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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// Polygon offset
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bool polygon_offset_enabled;
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float polygon_offset;
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float polygon_offset_factor;
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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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unsigned stencil_op_fail, stencil_op_zfail, stencil_op_zpass;
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int stencil_ref;
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unsigned stencil_read_mask;
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unsigned stencil_write_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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// Seamless cubemap
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bool seamless_cubemap;
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// Depth clamp
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bool depth_clamp_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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// Occlusion queries
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API unsigned query_test_point(mat44 proj, mat44 view, vec3 pos, float size);
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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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// bake data
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int framebuffers[6];
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int textures[6];
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int depth_buffers[6];
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unsigned width, height;
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float *pixels;
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int step;
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vec3 pos;
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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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API void cubemap_bake_begin(cubemap_t *c, vec3 pos, unsigned width, unsigned height);
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API bool cubemap_bake_step(cubemap_t *c, mat44 proj /* out */, mat44 view /* out */);
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API void cubemap_bake_end(cubemap_t *c, int step /* = 16 */, float sky_intensity /* = 1.0f */);
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API void cubemap_sh_reset(cubemap_t *c);
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API void cubemap_sh_shader(cubemap_t *c);
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API void cubemap_sh_add_light(cubemap_t *c, vec3 light, vec3 dir, float strength);
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// lighting probe blending
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// @note: uploads SH coefficients to shader
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API void cubemap_sh_blend(vec3 pos, float max_dist, unsigned count, cubemap_t *probes);
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// -----------------------------------------------------------------------------
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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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// lights
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enum {
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MAX_LIGHTS = 16,
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};
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enum LIGHT_TYPE {
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LIGHT_DIRECTIONAL,
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LIGHT_POINT,
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LIGHT_SPOT,
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};
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enum SHADOW_TECHNIQUE {
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SHADOW_VSM,
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SHADOW_CSM,
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};
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#define NUM_SHADOW_CASCADES 4
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typedef struct light_t {
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unsigned type;
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vec3 diffuse, specular, ambient;
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vec3 pos, dir;
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struct {
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float constant, linear, quadratic;
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} falloff;
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float radius;
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float specularPower;
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float innerCone, outerCone;
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//@todo: cookie, flare
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// Shadowmapping
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bool cast_shadows;
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unsigned shadow_technique;
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float shadow_distance;
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float shadow_near_clip;
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mat44 shadow_matrix[NUM_SHADOW_CASCADES];
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float min_variance; //< VSM
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float variance_transition; //< VSM
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float shadow_bias; //< CSM
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float normal_bias; //< CSM
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float shadow_softness;
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float penumbra_size;
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// internals
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bool cached; //< used by scene to invalidate cached light data
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bool processed_shadows;
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} light_t;
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API light_t light();
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// API void light_flags(int flags);
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API void light_type(light_t* l, char type);
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API void light_diffuse(light_t* l, vec3 color);
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API void light_specular(light_t* l, vec3 color);
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API void light_ambient(light_t* l, vec3 color);
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API void light_teleport(light_t* l, vec3 pos);
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API void light_dir(light_t* l, vec3 dir);
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API void light_power(light_t* l, float power);
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API void light_radius(light_t* l, float radius);
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API void light_falloff(light_t* l, float constant, float linear, float quadratic);
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API void light_cone(light_t* l, float innerCone, float outerCone);
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API void light_update(unsigned num_lights, light_t *lv);
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API void ui_light(light_t *l);
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API void ui_lights(unsigned num_lights, light_t *lights);
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// -----------------------------------------------------------------------------
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// shadowmaps
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typedef struct shadowmap_t {
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mat44 V;
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mat44 PV;
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int vsm_texture_width;
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int csm_texture_width;
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int step;
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int light_step;
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int cascade_index;
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unsigned shadow_technique;
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float cascade_splits[NUM_SHADOW_CASCADES];
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// signals
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bool skip_render;
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int lights_pushed;
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handle fbo;
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// VRAM usage
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uint64_t vram_usage;
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uint64_t vram_usage_total;
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uint64_t vram_usage_vsm;
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uint64_t vram_usage_csm;
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// depth texture
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handle depth_texture;
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handle depth_texture_2d;
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// shadowmap offsets texture;
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int filter_size, window_size;
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handle offsets_texture;
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struct {
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int gen;
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unsigned shadow_technique;
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handle texture;
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handle texture_2d[NUM_SHADOW_CASCADES];
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float cascade_distances[NUM_SHADOW_CASCADES];
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} maps[MAX_LIGHTS];
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handle saved_fb;
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handle saved_pass;
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int saved_vp[4];
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int gen;
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int old_filter_size;
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int old_window_size;
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} shadowmap_t;
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API shadowmap_t shadowmap(int vsm_texture_width, int csm_texture_width); // = 512, 4096
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API void shadowmap_offsets_build(shadowmap_t *s, int filter_size, int window_size);
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API void shadowmap_destroy(shadowmap_t *s);
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API void shadowmap_begin(shadowmap_t *s);
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API bool shadowmap_step(shadowmap_t *s); //< roll over to the next light if it returns false
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API void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view); //< must be called at most once per shadowmap_step
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API void shadowmap_end(shadowmap_t *s);
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API void ui_shadowmap(shadowmap_t *s);
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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,
|
|
STATIC_COPY,
|
|
|
|
DYNAMIC_DRAW,
|
|
DYNAMIC_READ,
|
|
DYNAMIC_COPY,
|
|
|
|
STREAM_DRAW,
|
|
STREAM_READ,
|
|
STREAM_COPY
|
|
};
|
|
|
|
enum SSBO_ACCESS {
|
|
SSBO_READ = BUFFER_READ,
|
|
SSBO_WRITE = BUFFER_WRITE,
|
|
SSBO_READ_WRITE = BUFFER_READ_WRITE
|
|
};
|
|
|
|
/// Create Shader Storage Buffer Object
|
|
/// !!! `data` can be NULL
|
|
/// data: optional pointer to data to upload
|
|
/// len: buffer size, must not be 0
|
|
/// usage: buffer usage policy
|
|
/// see: SSBO_USAGE
|
|
API unsigned ssbo_create(const void *data, int len, unsigned usage);
|
|
|
|
/// Destroys an SSBO resource
|
|
API void ssbo_destroy(unsigned ssbo);
|
|
|
|
/// Updates an existing SSBO
|
|
/// !!! `len` can not exceed the original buffer size specified in `ssbo_create` !
|
|
/// offset: offset to buffer memory
|
|
/// len: amount of data to write
|
|
/// data: pointer to data we aim to write, can not be NULL
|
|
API void ssbo_update(int offset, int len, const void *data);
|
|
|
|
/// Bind an SSBO resource to the provided bind unit index
|
|
/// ssbo: resource object
|
|
/// unit: bind unit index
|
|
API void ssbo_bind(unsigned ssbo, unsigned unit);
|
|
|
|
/// Map an SSBO resource to the system memory
|
|
/// !!! Make sure to `ssbo_unmap` the buffer once done working with it.
|
|
/// access: buffer access policy
|
|
/// return: pointer to physical memory of the buffer
|
|
/// see: SSBO_ACCESS
|
|
API void *ssbo_map(unsigned access);
|
|
|
|
/// Unmaps an SSBO resource
|
|
/// !!! Pointer provided by `ssbo_map` becomes invalid.
|
|
API void ssbo_unmap();
|
|
|
|
/// Unbinds an SSBO resource
|
|
API void ssbo_unbind();
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// meshes (@fixme: deprecate?)
|
|
|
|
enum MESH_FLAGS {
|
|
MESH_STATIC = 0, // STATIC, DYNAMIC, STREAM // zero|single|many updates per frame
|
|
MESH_STREAM = 1,
|
|
MESH_TRIANGLE_STRIP = 2,
|
|
};
|
|
|
|
typedef struct mesh_t {
|
|
handle vao, vbo, ibo;
|
|
unsigned vertex_count;
|
|
unsigned index_count;
|
|
unsigned flags;
|
|
|
|
array(int) lod_collapse_map; // to which neighbor each vertex collapses. ie, [10] -> 7 (used by LODs) @leak
|
|
|
|
// @leaks: following members are totally unused. convenient for end-users to keep their custom datas somewhere while processing.
|
|
union {
|
|
array(unsigned) in_index;
|
|
array(vec3i) in_index3;
|
|
};
|
|
union {
|
|
array(unsigned) out_index;
|
|
array(vec3i) out_index3;
|
|
};
|
|
union {
|
|
array(float) in_vertex;
|
|
array(vec3) in_vertex3;
|
|
};
|
|
union {
|
|
array(float) out_vertex;
|
|
array(vec3) out_vertex3;
|
|
};
|
|
} mesh_t;
|
|
|
|
API mesh_t mesh();
|
|
API void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
|
|
API void mesh_render(mesh_t *m);
|
|
API void mesh_render_prim(mesh_t *sm, unsigned prim);
|
|
API void mesh_destroy(mesh_t *m);
|
|
API aabb mesh_bounds(mesh_t *m);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// skyboxes
|
|
|
|
enum SKYBOX_FLAGS {
|
|
SKYBOX_RAYLEIGH,
|
|
SKYBOX_CUBEMAP,
|
|
SKYBOX_PBR,
|
|
};
|
|
|
|
typedef struct skybox_t {
|
|
handle program, rayleigh_program;
|
|
mesh_t geometry;
|
|
cubemap_t cubemap;
|
|
int flags;
|
|
bool rayleigh_immediate;
|
|
|
|
// pbr
|
|
texture_t sky, refl, env;
|
|
} skybox_t;
|
|
|
|
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
|
|
API skybox_t skybox_pbr(const char *sky_map, const char *refl_map, const char *env_map);
|
|
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
|
API void skybox_destroy(skybox_t *sky);
|
|
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
|
API void skybox_sh_reset(skybox_t *sky); /* @deprecated */
|
|
API void skybox_sh_shader(skybox_t *sky); /* @deprecated */
|
|
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength); /* @deprecated */
|
|
|
|
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
|
API int skybox_pop_state(); // @to deprecate
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// materials
|
|
|
|
enum MATERIAL_ENUMS {
|
|
MATERIAL_CHANNEL_DIFFUSE,
|
|
MATERIAL_CHANNEL_NORMALS,
|
|
MATERIAL_CHANNEL_SPECULAR,
|
|
MATERIAL_CHANNEL_ALBEDO,
|
|
MATERIAL_CHANNEL_ROUGHNESS,
|
|
MATERIAL_CHANNEL_METALLIC,
|
|
MATERIAL_CHANNEL_AO,
|
|
MATERIAL_CHANNEL_AMBIENT,
|
|
MATERIAL_CHANNEL_EMISSIVE,
|
|
|
|
MAX_CHANNELS_PER_MATERIAL
|
|
};
|
|
|
|
typedef struct material_layer_t {
|
|
char texname[32];
|
|
float value;
|
|
colormap_t map;
|
|
} material_layer_t;
|
|
|
|
typedef struct material_t {
|
|
char *name;
|
|
material_layer_t layer[MAX_CHANNELS_PER_MATERIAL];
|
|
} material_t;
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// shadertoys
|
|
|
|
enum {
|
|
SHADERTOY_FLIP_Y = 2,
|
|
SHADERTOY_IGNORE_FBO = 4,
|
|
SHADERTOY_IGNORE_MOUSE = 8,
|
|
};
|
|
|
|
typedef struct shadertoy_t {
|
|
handle vao, program;
|
|
int uniforms[32];
|
|
int texture_channels[4];
|
|
int frame;
|
|
uint64_t t;
|
|
texture_t tx;
|
|
vec2i dims;
|
|
int flags;
|
|
vec4 mouse;
|
|
} shadertoy_t;
|
|
|
|
API shadertoy_t shadertoy( const char *shaderfile, unsigned flags );
|
|
API shadertoy_t* shadertoy_render( shadertoy_t *s, float delta );
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// anims
|
|
|
|
enum ANIM_FLAGS {
|
|
ANIM_LOOP = 1,
|
|
ANIM_DONT_RESET_AFTER_USE = 2,
|
|
};
|
|
|
|
typedef struct anim_t {
|
|
int from;
|
|
int to;
|
|
float blendtime;
|
|
unsigned flags;
|
|
float curframe;
|
|
|
|
unsigned easing;
|
|
float alpha; // refreshed at every tick
|
|
float timer; // private
|
|
bool active;
|
|
|
|
vec3 pose; // private
|
|
char* name; // debug
|
|
} anim_t;
|
|
|
|
API anim_t clip(float minframe, float maxframe, float blendtime, unsigned flags);
|
|
API anim_t loop(float minframe, float maxframe, float blendtime, unsigned flags);
|
|
API array(anim_t) animlist(const char *filename);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// models
|
|
|
|
enum MODEL_FLAGS {
|
|
MODEL_NO_ANIMATIONS = 1,
|
|
MODEL_NO_MESHES = 2,
|
|
MODEL_NO_TEXTURES = 4,
|
|
MODEL_NO_FILTERING = 8,
|
|
MODEL_MATCAPS = 16,
|
|
MODEL_RIMLIGHT = 32,
|
|
MODEL_PBR = 64,
|
|
MODEL_TRANSPARENT = 128,
|
|
};
|
|
|
|
enum SHADING_MODE {
|
|
SHADING_NONE,
|
|
SHADING_PHONG,
|
|
SHADING_VERTEXLIT,
|
|
SHADING_PBR,
|
|
};
|
|
|
|
enum FOG_MODE {
|
|
FOG_NONE,
|
|
FOG_LINEAR,
|
|
FOG_EXP,
|
|
FOG_EXP2,
|
|
FOG_DEPTH,
|
|
};
|
|
|
|
enum RENDER_PASS {
|
|
RENDER_PASS_OPAQUE,
|
|
RENDER_PASS_TRANSPARENT,
|
|
|
|
RENDER_PASS_OVERRIDES_BEGIN,
|
|
|
|
RENDER_PASS_SHADOW_BEGIN,
|
|
RENDER_PASS_SHADOW_CSM,
|
|
RENDER_PASS_SHADOW_VSM,
|
|
RENDER_PASS_SHADOW_END,
|
|
|
|
RENDER_PASS_LIGHTMAP,
|
|
RENDER_PASS_CUSTOM, // make sure to apply renderstate before calling this
|
|
RENDER_PASS_OVERRIDES_END,
|
|
|
|
NUM_RENDER_PASSES
|
|
};
|
|
|
|
enum MODEL_UNIFORMS {
|
|
MODEL_UNIFORM_MV,
|
|
MODEL_UNIFORM_MVP,
|
|
MODEL_UNIFORM_VP,
|
|
MODEL_UNIFORM_CAM_POS,
|
|
MODEL_UNIFORM_CAM_DIR,
|
|
MODEL_UNIFORM_BILLBOARD,
|
|
MODEL_UNIFORM_TEXLIT,
|
|
MODEL_UNIFORM_MODEL,
|
|
MODEL_UNIFORM_VIEW,
|
|
MODEL_UNIFORM_INV_VIEW,
|
|
MODEL_UNIFORM_PROJ,
|
|
MODEL_UNIFORM_SKINNED,
|
|
MODEL_UNIFORM_VS_BONE_MATRIX,
|
|
MODEL_UNIFORM_U_MATCAPS,
|
|
MODEL_UNIFORM_RESOLUTION,
|
|
MODEL_UNIFORM_HAS_TEX_SKYSPHERE,
|
|
MODEL_UNIFORM_HAS_TEX_SKYENV,
|
|
MODEL_UNIFORM_TEX_SKYSPHERE,
|
|
MODEL_UNIFORM_SKYSPHERE_MIP_COUNT,
|
|
MODEL_UNIFORM_TEX_SKYENV,
|
|
MODEL_UNIFORM_TEX_BRDF_LUT,
|
|
MODEL_UNIFORM_FRAME_COUNT,
|
|
|
|
NUM_MODEL_UNIFORMS
|
|
};
|
|
|
|
|
|
typedef struct model_t {
|
|
struct iqm_t *iqm; // private
|
|
|
|
int shading; // based on SHADING_MODE
|
|
unsigned num_textures;
|
|
handle *textures;
|
|
char **texture_names;
|
|
array(material_t) materials;
|
|
int uniforms[NUM_MODEL_UNIFORMS];
|
|
|
|
texture_t sky_refl, sky_env;
|
|
|
|
texture_t lightmap;
|
|
float *lmdata;
|
|
|
|
unsigned num_meshes;
|
|
unsigned num_triangles;
|
|
unsigned num_joints; // num_poses;
|
|
unsigned num_anims;
|
|
unsigned num_frames;
|
|
handle program;
|
|
handle shadow_program;
|
|
shadowmap_t *shadow_map;
|
|
bool shadow_receiver;
|
|
float curframe;
|
|
mat44 pivot;
|
|
|
|
int stride; // usually 68 bytes for a p3 u2 u2 n3 t4 i4B w4B c4B vertex stream
|
|
void *verts;
|
|
int num_verts;
|
|
void *tris;
|
|
vec3 *meshcenters;
|
|
aabb *meshbounds;
|
|
float *meshradii;
|
|
int num_tris;
|
|
handle vao, ibo, vbo, vao_instanced;
|
|
|
|
array(int) lod_collapse_map; // to which neighbor each vertex collapses. ie, [10] -> 7 (used by LODs) @leak
|
|
void *lod_verts;
|
|
int lod_num_verts;
|
|
void *lod_tris;
|
|
int lod_num_tris;
|
|
|
|
unsigned flags;
|
|
unsigned billboard;
|
|
|
|
float *instanced_matrices;
|
|
unsigned num_instances;
|
|
|
|
int stored_flags;
|
|
renderstate_t rs[NUM_RENDER_PASSES];
|
|
|
|
bool frustum_enabled;
|
|
frustum frustum_state;
|
|
} model_t;
|
|
|
|
enum BILLBOARD_MODE {
|
|
BILLBOARD_X = 0x1,
|
|
BILLBOARD_Y = 0x2,
|
|
BILLBOARD_Z = 0x4,
|
|
|
|
BILLBOARD_CYLINDRICAL = BILLBOARD_X|BILLBOARD_Z,
|
|
BILLBOARD_SPHERICAL = BILLBOARD_X|BILLBOARD_Y|BILLBOARD_Z
|
|
};
|
|
|
|
API model_t model(const char *filename, int flags);
|
|
API model_t model_from_mem(const void *mem, int sz, int flags);
|
|
API float model_animate(model_t, float curframe);
|
|
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
|
|
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
|
|
API aabb model_aabb(model_t, mat44 transform);
|
|
API void model_lod(model_t*, float lo_detail, float hi_detail, float morph);
|
|
API void model_shading(model_t*, int shading);
|
|
API void model_shading_custom(model_t*, int shading, const char *vs, const char *fs, const char *defines);
|
|
API void model_skybox(model_t*, skybox_t sky, bool load_sh);
|
|
API void model_shadow(model_t*, shadowmap_t *sm);
|
|
API void model_fog(model_t*, unsigned mode, vec3 color, float start, float end, float density);
|
|
API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
|
|
API void model_render_skeleton(model_t, mat44 model);
|
|
API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count);
|
|
API void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass);
|
|
API void model_render_pass(model_t m, mat44 proj, mat44 view, mat44 model, int shader, int pass);
|
|
API void model_set_texture(model_t*, texture_t t);
|
|
API bool model_has_transparency_mesh(model_t m, int mesh);
|
|
API bool model_has_transparency(model_t m);
|
|
API void model_set_frustum(model_t *m, frustum f);
|
|
API void model_clear_frustum(model_t *m);
|
|
API bool model_get_bone_pose(model_t m, unsigned joint, mat34 *out);
|
|
API bool model_get_bone_position(model_t m, unsigned joint, mat44 M, vec3 *out);
|
|
API void model_destroy(model_t);
|
|
|
|
API unsigned model_getpass();
|
|
API unsigned model_setpass(unsigned pass);
|
|
|
|
API vec3 pose(bool forward, float curframe, int minframe, int maxframe, bool loop, float *opt_retframe);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// model animations
|
|
|
|
typedef struct anims_t {
|
|
int inuse; // animation number in use
|
|
float speed; // x1.00
|
|
array(anim_t) anims; // [begin,end,flags] frames of every animation in set
|
|
} anims_t;
|
|
|
|
API anims_t animations(const char *pathfile, int flags);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// lightmapping utils
|
|
// @fixme: support xatlas uv packing
|
|
|
|
typedef struct lightmap_t {
|
|
struct lm_context *ctx; // private
|
|
bool ready;
|
|
int w, h;
|
|
int atlas_w, atlas_h; //@fixme: implement
|
|
texture_t atlas; //@fixme: implement this
|
|
array(model_t*) models;
|
|
unsigned shader;
|
|
} lightmap_t;
|
|
|
|
API lightmap_t lightmap(int hmsize /*64*/, float near, float far, vec3 color /*1,1,1 for AO*/, int passes /*2*/, float threshold /*0.01f*/, float distmod /*0.0f*/);
|
|
API void lightmap_setup(lightmap_t *lm, int w, int h);
|
|
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata);
|
|
API void lightmap_destroy(lightmap_t *lm);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// post-fxs
|
|
|
|
API void viewport_color(unsigned color);
|
|
API void viewport_clear(bool color, bool depth);
|
|
API void viewport_clip(vec2 from, vec2 to);
|
|
|
|
API int fx_load(const char *file);
|
|
API int fx_load_from_mem(const char *nameid, const char *content);
|
|
API void fx_begin();
|
|
API void fx_begin_res(int w, int h);
|
|
API void fx_end();
|
|
API void fx_enable(int pass, int enabled);
|
|
API int fx_enabled(int pass);
|
|
API void fx_enable_all(int enabled);
|
|
API char * fx_name(int pass);
|
|
API int fx_find(const char *name);
|
|
API void fx_setparam(int pass, const char *name, float value);
|
|
API void fx_order(int pass, unsigned priority);
|
|
API unsigned fx_program(int pass);
|
|
|
|
API int ui_fx(int pass);
|
|
API int ui_fxs();
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// utils
|
|
|
|
API void* screenshot(int components); // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA
|
|
API void* screenshot_async(int components); // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA
|