Files
armorpaint/base/sources/engine.h
T

344 lines
12 KiB
C
Raw Normal View History

2026-03-03 13:57:18 +01:00
#pragma once
#include "iron_armpack.h"
#include "iron_array.h"
#include "iron_gc.h"
#include "iron_gpu.h"
#include "iron_mat4.h"
#include "iron_quat.h"
#include "iron_string.h"
#include "iron_system.h"
#include "iron_vec4.h"
#include <math.h>
#include <string.h>
typedef struct object object_t;
typedef struct _obj_t_array {
struct obj **buffer;
int length;
int capacity;
} _obj_t_array_t;
typedef struct _vertex_array_t_array {
struct vertex_array **buffer;
int length;
int capacity;
} _vertex_array_t_array_t;
typedef struct _shader_data_t_array {
struct shader_data **buffer;
int length;
int capacity;
} _shader_data_t_array_t;
typedef struct _tex_unit_t_array {
struct tex_unit **buffer;
int length;
int capacity;
} _tex_unit_t_array_t;
typedef struct _shader_const_t_array {
struct shader_const **buffer;
int length;
int capacity;
} _shader_const_t_array_t;
typedef struct _vertex_element_t_array {
struct vertex_element **buffer;
int length;
int capacity;
} _vertex_element_t_array_t;
typedef struct _bind_const_t_array {
struct bind_const **buffer;
int length;
int capacity;
} _bind_const_t_array_t;
typedef struct _bind_tex_t_array {
struct bind_tex **buffer;
int length;
int capacity;
} _bind_tex_t_array_t;
typedef struct _material_context_t_array {
struct material_context **buffer;
int length;
int capacity;
} _material_context_t_array_t;
typedef struct obj_runtime {
void *_gc; // Link to armpack_decode result
} obj_runtime_t;
typedef struct obj {
char *name;
char *type; // object, mesh_object, camera_object
char *data_ref;
f32_array_t *transform;
f32_array_t *dimensions;
bool visible;
bool spawn; // Auto add object when creating scene
void *anim; // TODO: deprecated
char *material_ref;
_obj_t_array_t *children;
obj_runtime_t *_;
} obj_t;
typedef struct vertex_array {
char *attrib;
char *data; // short4norm, short2norm
i16_array_t *values;
} vertex_array_t;
typedef struct mesh_data_runtime {
char *handle;
gpu_buffer_t *vertex_buffer;
gpu_buffer_t *index_buffer;
gpu_vertex_structure_t structure;
} mesh_data_runtime_t;
typedef struct mesh_data {
char *name;
float scale_pos;
float scale_tex;
_vertex_array_t_array_t *vertex_arrays;
u32_array_t *index_array;
mesh_data_runtime_t *_;
} mesh_data_t;
typedef struct camera_data {
char *name;
float near_plane;
float far_plane;
float fov;
float aspect;
bool frustum_culling;
f32_array_t *ortho; // Indicates ortho camera, left, right, bottom, top
} camera_data_t;
typedef struct world_data_runtime {
gpu_texture_t *envmap;
gpu_texture_t *radiance;
any_array_t *radiance_mipmaps; // gpu_texture_t[]
f32_array_t *irradiance;
} world_data_runtime_t;
typedef struct world_data {
char *name;
i32 color;
float strength;
char *irradiance; // Reference to irradiance_t blob
char *radiance;
i32 radiance_mipmaps;
char *envmap;
world_data_runtime_t *_;
} world_data_t;
typedef struct irradiance {
f32_array_t *irradiance; // Spherical harmonics, bands 0,1,2
} irradiance_t;
typedef struct _scene {
char *name;
any_array_t *objects;
any_array_t *mesh_datas;
any_array_t *camera_datas;
char *camera_ref;
any_array_t *material_datas;
any_array_t *shader_datas;
any_array_t *world_datas;
char *world_ref;
any_array_t *speaker_datas; // TODO: deprecated
char_ptr_array_t *embedded_datas; // Preload for this scene, images only for now
} _scene_t;
typedef struct shader_context_runtime {
gpu_pipeline_t *pipe;
i32_array_t *constants;
i32_array_t *tex_units;
gpu_vertex_structure_t structure;
i32 vertex_shader_size;
i32 fragment_shader_size;
} shader_context_runtime_t;
typedef struct vertex_element {
char *name;
char *data; // "short4norm", "short2norm"
} vertex_element_t;
typedef struct shader_const {
char *name;
char *type;
char *link;
} shader_const_t;
typedef struct tex_unit {
char *name;
char *link;
} tex_unit_t;
typedef struct shader_context {
char *name;
bool depth_write;
char *compare_mode;
char *cull_mode;
char *vertex_shader;
char *fragment_shader;
bool shader_from_source;
char *blend_source;
char *blend_destination;
char *alpha_blend_source;
char *alpha_blend_destination;
u8_array_t *color_writes_red; // Per target masks
u8_array_t *color_writes_green;
u8_array_t *color_writes_blue;
u8_array_t *color_writes_alpha;
char_ptr_array_t *color_attachments; // RGBA32, RGBA64, R8
char *depth_attachment; // D32
_vertex_element_t_array_t *vertex_elements; // vertex_element_t[]
_shader_const_t_array_t *constants; // shader_const_t[]
_tex_unit_t_array_t *texture_units; // tex_unit_t[]
shader_context_runtime_t *_;
} shader_context_t;
typedef struct shader_data {
char *name;
any_array_t *contexts; // shader_context_t[]
} shader_data_t;
typedef struct bind_const {
char *name;
f32_array_t *vec; // bool (vec[0] > 0) | i32 | f32 | vec2 | vec3 | vec4
} bind_const_t;
typedef struct bind_tex {
char *name;
char *file;
} bind_tex_t;
typedef struct material_context_runtime {
any_array_t *textures; // gpu_texture_t[]
} material_context_runtime_t;
typedef struct material_context {
char *name;
_bind_const_t_array_t *bind_constants; // bind_const_t[]
_bind_tex_t_array_t *bind_textures; // bind_tex_t[]
material_context_runtime_t *_;
} material_context_t;
typedef struct material_data_runtime {
float uid;
shader_data_t *shader;
} material_data_runtime_t;
typedef struct material_data {
char *name;
char *shader;
_material_context_t_array_t *contexts; // material_context_t[]
material_data_runtime_t *_;
} material_data_t;
typedef struct transform {
mat4_t world;
mat4_t local;
vec4_t loc;
quat_t rot;
vec4_t scale;
float scale_world;
mat4_t world_unpack;
bool dirty;
object_t *object;
vec4_t dim;
float radius;
} transform_t;
typedef struct object {
i32 uid;
float urandom;
obj_t *raw;
char *name;
transform_t *transform;
object_t *parent;
any_array_t *children;
bool visible;
bool culled;
bool is_empty;
void *ext;
char *ext_type;
} object_t;
extern i32 _object_uid_counter;
object_t *object_create(bool is_empty);
void object_set_parent(object_t *raw, object_t *parent_object);
void object_remove_super(object_t *raw);
void object_remove(object_t *raw);
object_t *object_get_child(object_t *raw, char *name);
transform_t *transform_create(object_t *object);
void transform_reset(transform_t *raw);
void transform_update(transform_t *raw);
void transform_build_matrix(transform_t *raw);
void transform_set_matrix(transform_t *raw, mat4_t mat);
void transform_decompose(transform_t *raw);
void transform_rotate(transform_t *raw, vec4_t axis, float f);
void transform_move(transform_t *raw, vec4_t axis, float f);
void transform_compute_radius(transform_t *raw);
void transform_compute_dim(transform_t *raw);
vec4_t transform_look(transform_t *raw);
vec4_t transform_right(transform_t *raw);
vec4_t transform_up(transform_t *raw);
float transform_world_x(transform_t *raw);
float transform_world_y(transform_t *raw);
float transform_world_z(transform_t *raw);
camera_data_t *camera_data_parse(char *name, char *id);
camera_data_t *camera_data_get_raw_by_name(any_array_t *datas, char *name);
extern f32_array_t *_world_data_empty_irr;
world_data_t *world_data_parse(char *name, char *id);
world_data_t *world_data_get_raw_by_name(any_array_t *datas, char *name);
f32_array_t *world_data_get_empty_irradiance();
f32_array_t *world_data_set_irradiance(world_data_t *raw);
void world_data_load_envmap(world_data_t *raw);
gpu_texture_t *data_get_image(char *file);
buffer_t *data_get_blob(char *file);
extern i32 _material_data_uid_counter;
material_data_t *material_data_create(material_data_t *raw, char *file);
material_data_t *material_data_parse(char *file, char *name);
material_data_t *material_data_get_raw_by_name(any_array_t *datas, char *name);
material_context_t *material_data_get_context(material_data_t *raw, char *name);
void material_context_load(material_context_t *raw);
shader_data_t *data_get_shader(char *file, char *name);
shader_data_t *shader_data_create(shader_data_t *raw);
char *shader_data_ext();
shader_data_t *shader_data_parse(char *file, char *name);
shader_data_t *shader_data_get_raw_by_name(_shader_data_t_array_t *datas, char *name);
void shader_data_delete(shader_data_t *raw);
shader_context_t *shader_data_get_context(shader_data_t *raw, char *name);
void shader_context_load(shader_context_t *raw);
void shader_context_compile(shader_context_t *raw);
i32 shader_context_type_size(char *t);
i32 shader_context_type_pad(i32 offset, i32 size);
void shader_context_finish_compile(shader_context_t *raw);
gpu_vertex_data_t shader_context_parse_data(char *data);
void shader_context_parse_vertex_struct(shader_context_t *raw);
void shader_context_delete(shader_context_t *raw);
gpu_compare_mode_t shader_context_get_compare_mode(char *s);
gpu_cull_mode_t shader_context_get_cull_mode(char *s);
gpu_blend_t shader_context_get_blend_fac(char *s);
gpu_texture_format_t shader_context_get_tex_format(char *s);
void shader_context_add_const(shader_context_t *raw, i32 offset);
void shader_context_add_tex(shader_context_t *raw, i32 i);
mesh_data_t *mesh_data_parse(char *name, char *id);
mesh_data_t *mesh_data_get_raw_by_name(any_array_t *datas, char *name);
mesh_data_t *mesh_data_create(mesh_data_t *raw);
gpu_vertex_structure_t mesh_data_get_vertex_struct(any_array_t *vertex_arrays);
gpu_vertex_data_t mesh_data_get_vertex_data(char *data);
i32 mesh_data_get_vertex_size(char *vertex_data);
void mesh_data_build_vertices(gpu_buffer_t *vertex_buffer, any_array_t *vertex_arrays);
void mesh_data_build_indices(gpu_buffer_t *index_buffer, u32_array_t *index_array);
vertex_array_t *mesh_data_get_vertex_array(mesh_data_t *raw, char *name);
void mesh_data_build(mesh_data_t *raw);
vec4_t mesh_data_calculate_aabb(mesh_data_t *raw);
void mesh_data_delete(mesh_data_t *raw);