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