581 lines
19 KiB
C
581 lines
19 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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// 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 float 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) ( ((r)<<16) | ((g)<<8) | (b) )
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#define RGB4(r,g,b,a) RGBX(RGB3(r,g,b),a)
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#define BLACK RGBX(0x000000,255)
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#define WHITE RGBX(0xFFF1E8,255)
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#if 0
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#define RED RGBX(0xFF004D,255)
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#define GREEN RGBX(0x00B543,255)
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#define BLUE RGBX(0x065AB5,255)
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#define ORANGE RGBX(0xFF6C24,255)
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#define CYAN RGBX(0x29ADFF,255)
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#define PURPLE RGBX(0x7E2553,255)
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#define YELLOW RGBX(0xFFEC27,255)
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#define GRAY RGBX(0x725158,255)
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#else
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#define RED RGB3( 255,48,48 )
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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( 149,149,149 )
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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(0x065AB5,255)
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#endif
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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_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_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, unit;
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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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} 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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// 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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// pbr materials
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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 *pbr_material_type, bool load_as_srgb );
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typedef struct pbr_material_t {
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char* name;
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colormap_t diffuse;
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colormap_t normals;
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colormap_t specular;
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colormap_t albedo;
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colormap_t roughness;
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colormap_t metallic;
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colormap_t ao;
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colormap_t ambient;
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colormap_t emissive;
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float specular_shininess;
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} pbr_material_t;
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API bool pbr_material(pbr_material_t *pbr, const char *material);
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API void pbr_material_destroy(pbr_material_t *m);
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// -----------------------------------------------------------------------------
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// fullscreen quads
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API void fullscreen_quad_rgb( texture_t texture_rgb, float gamma );
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API void fullscreen_quad_ycbcr( texture_t texture_YCbCr[3], float gamma );
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// -----------------------------------------------------------------------------
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// sprites
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// texture id, position(x,y,depth sort), tint color, rotation angle
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API void sprite( texture_t texture, float position[3], float rotation /*0*/, uint32_t color /*~0u*/);
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// texture id, rect(x,y,w,h) is [0..1] normalized, z-index, pos(xy,scale), rotation (degrees), color (rgba)
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API void sprite_rect( texture_t t, vec4 rect, float zindex, vec3 pos, float tilt_deg, unsigned tint_rgba);
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// texture id, sheet(frameNumber,X,Y) (frame in a X*Y spritesheet), position(x,y,depth sort), rotation angle, offset(x,y), scale(x,y), is_additive, tint color
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API void sprite_sheet( texture_t texture, float sheet[3], float position[3], float rotation, float offset[2], float scale[2], int is_additive, uint32_t rgba, int resolution_independant);
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API void sprite_flush();
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// -----------------------------------------------------------------------------
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// tilemaps
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typedef struct tileset_t {
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texture_t tex; // spritesheet
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unsigned tile_w, tile_h; // dimensions per tile in pixels
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unsigned cols, rows; // tileset num_cols, num_rows
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unsigned selected; // active tile (while editing)
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} tileset_t;
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API tileset_t tileset(texture_t tex, unsigned tile_w, unsigned tile_h, unsigned cols, unsigned rows);
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API int tileset_ui( tileset_t t );
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typedef struct tilemap_t {
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int blank_chr; // transparent tile
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unsigned cols, rows; // map dimensions (in tiles)
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array(int) map;
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vec3 position; // x,y,scale
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float zindex;
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float tilt;
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unsigned tint;
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bool is_additive;
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} tilemap_t;
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API tilemap_t tilemap(const char *map, int blank_chr, int linefeed_chr);
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API void tilemap_render( tilemap_t m, tileset_t style );
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API void tilemap_render_ext( tilemap_t m, tileset_t style, float zindex, float xy_zoom[3], float tilt, unsigned tint, bool is_additive );
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// -----------------------------------------------------------------------------
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// tiled maps
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typedef struct tiled_t {
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char *map_name;
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unsigned first_gid, tilew, tileh, w, h;
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bool parallax;
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vec3 position;
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array(bool) visible;
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array(tilemap_t) layers;
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array(tileset_t) sets;
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array(char*) names;
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} tiled_t;
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API tiled_t tiled(const char *file_tmx);
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API void tiled_render(tiled_t tmx, vec3 pos);
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API void tiled_ui(tiled_t *t);
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// -----------------------------------------------------------------------------
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// spines
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typedef struct spine_t spine_t;
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API spine_t*spine(const char *file_json, const char *file_atlas, unsigned flags);
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API void spine_skin(spine_t *p, unsigned skin);
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API void spine_render(spine_t *p, vec3 offset, unsigned flags);
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API void spine_animate(spine_t *p, float delta);
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API void spine_ui(spine_t *p);
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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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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);
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API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor);
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API unsigned shader_bind(unsigned program);
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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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// compute shaders
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enum ACCESS_MODE {
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READ,
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WRITE,
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READ_WRITE
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};
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API unsigned compute(const char *cs);
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API void dispatch(unsigned wx, unsigned wy, unsigned wz);
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API void shader_image(texture_t t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access);
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API void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned texel_type, unsigned access);
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API void image_write_barrier();
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API void write_barrier();
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// ssbo
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enum USAGE_MODE {
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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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API unsigned ssbo_create(const void *data, int len, unsigned usage);
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API void ssbo_destroy(unsigned ssbo);
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API void ssbo_update(int offset, int len, const void *data);
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API void ssbo_bind(unsigned ssbo, unsigned unit);
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API void *ssbo_map(unsigned access);
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API void ssbo_unmap();
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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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// materials
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enum MATERIAL_ENUMS {
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MAX_CHANNELS_PER_MATERIAL = 8
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};
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typedef struct material_t {
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char *name;
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int count;
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struct material_layer_t {
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char texname[32];
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handle texture;
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float value;
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vec4 color; // uint32_t
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} layer[MAX_CHANNELS_PER_MATERIAL];
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} material_t;
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// -----------------------------------------------------------------------------
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// shadertoys
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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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float clickx, clicky;
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uint64_t t;
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texture_t tx;
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unsigned dims;
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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); // @todo
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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_MATCAPS = 8,
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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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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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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;
|
|
mat44 pivot;
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|
|
|
int stride; // usually 60 bytes (12*4+4*3) for a p3 u2 n3 t4 i4B w4B c4B vertex stream
|
|
void *verts;
|
|
int num_verts;
|
|
handle vao, ibo, vbo, vao_instanced;
|
|
|
|
unsigned flags;
|
|
unsigned billboard;
|
|
|
|
float *instanced_matrices;
|
|
unsigned num_instances;
|
|
} model_t;
|
|
|
|
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);
|
|
API aabb model_aabb(model_t, mat44 transform);
|
|
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_set_texture(model_t, texture_t t);
|
|
API bool model_get_bone_pose(model_t m, unsigned joint, mat34 *out);
|
|
API void model_destroy(model_t);
|
|
|
|
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);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// skyboxes
|
|
|
|
typedef struct skybox_t {
|
|
handle program;
|
|
mesh_t geometry;
|
|
cubemap_t cubemap;
|
|
int flags;
|
|
} skybox_t;
|
|
|
|
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
|
|
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
|
API void skybox_destroy(skybox_t *sky);
|
|
|
|
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
|
API int skybox_pop_state(); // @to deprecate
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// post-fxs
|
|
|
|
API void viewport_color(uint32_t color); // background(uint32_t) instead?
|
|
API void viewport_color3(vec3 color); // background3(vec3) instead?
|
|
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_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);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// 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
|