#pragma once #include "iron_armpack.h" #include "iron_array.h" #include "iron_gc.h" #include "iron_gpu.h" #include "iron_mat3.h" #include "iron_mat4.h" #include "iron_quat.h" #include "iron_string.h" #include "iron_system.h" #include "iron_vec2.h" #include "iron_vec4.h" #include #include 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 frustum_plane { vec4_t normal; f32 constant; } frustum_plane_t; typedef struct frustum_plane_array { frustum_plane_t **buffer; int length; int capacity; } frustum_plane_array_t; typedef struct camera_object { object_t *base; camera_data_t *data; mat4_t p; mat4_t no_jitter_p; i32 frame; mat4_t v; mat4_t vp; frustum_plane_array_t *frustum_planes; } camera_object_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; // obj_t[] any_array_t *mesh_datas; // mesh_data_t[] any_array_t *camera_datas; // camera_data_t[] char *camera_ref; any_array_t *material_datas; // material_data_t[] any_array_t *shader_datas; // shader_data_t[] any_array_t *world_datas; // world_data_t[] 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 render_target { char *name; i32 width; i32 height; // Optional char *format; f32 scale; // Runtime gpu_texture_t *_image; } render_target_t; typedef struct mesh_object { object_t *base; mesh_data_t *data; material_data_t *material; f32 camera_dist; bool frustum_culling; char *skip_context; // Do not draw this context char *force_context; // Draw only this context } mesh_object_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 vec4_t _camera_object_sphere_center; extern i32 camera_object_taa_frames; camera_object_t *camera_object_create(camera_data_t *data); void camera_object_build_proj(camera_object_t *raw, f32 screen_aspect); void camera_object_remove(camera_object_t *raw); void camera_object_render_frame(camera_object_t *raw); void camera_object_proj_jitter(camera_object_t *raw); void camera_object_build_mat(camera_object_t *raw); vec4_t camera_object_right(camera_object_t *raw); vec4_t camera_object_up(camera_object_t *raw); vec4_t camera_object_look(camera_object_t *raw); vec4_t camera_object_right_world(camera_object_t *raw); vec4_t camera_object_up_world(camera_object_t *raw); vec4_t camera_object_look_world(camera_object_t *raw); void camera_object_build_view_frustum(mat4_t vp, frustum_plane_array_t *frustum_planes); bool camera_object_sphere_in_frustum(frustum_plane_array_t *frustum_planes, transform_t *t, f32 radius_scale, f32 offset_x, f32 offset_y, f32 offset_z); frustum_plane_t *frustum_plane_create(); void frustum_plane_normalize(frustum_plane_t *raw); f32 frustum_plane_dist_to_sphere(frustum_plane_t *raw, vec4_t sphere_center, f32 sphere_radius); void frustum_plane_set_components(frustum_plane_t *raw, f32 x, f32 y, f32 z, f32 w); 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); extern gpu_pipeline_t *_mesh_object_last_pipeline; mesh_object_t *mesh_object_create(mesh_data_t *data, material_data_t *material); void mesh_object_set_data(mesh_object_t *raw, mesh_data_t *data); void mesh_object_remove(mesh_object_t *raw); bool mesh_object_cull_material(mesh_object_t *raw, char *context); bool mesh_object_cull_mesh(mesh_object_t *raw, char *context, camera_object_t *camera); void mesh_object_render(mesh_object_t *raw, char *context, char_ptr_array_t *bind_params); bool mesh_object_valid_context(mesh_object_t *raw, material_data_t *mat, char *context); extern mat4_t _uniforms_mat; extern mat4_t _uniforms_mat2; extern mat3_t _uniforms_mat3; extern vec4_t _uniforms_vec; extern vec4_t _uniforms_vec2; extern quat_t _uniforms_quat; extern f32 uniforms_pos_unpack; extern f32 uniforms_tex_unpack; extern gpu_texture_t *(*uniforms_tex_links)(object_t *o, material_data_t *md, char *s); extern mat4_t (*uniforms_mat4_links)(object_t *o, material_data_t *md, char *s); extern vec4_t (*uniforms_vec4_links)(object_t *o, material_data_t *md, char *s); extern vec4_t (*uniforms_vec3_links)(object_t *o, material_data_t *md, char *s); extern vec2_t (*uniforms_vec2_links)(object_t *o, material_data_t *md, char *s); extern f32 (*uniforms_f32_links)(object_t *o, material_data_t *md, char *s); extern f32_array_t *(*uniforms_f32_array_links)(object_t *o, material_data_t *md, char *s); extern i32 (*uniforms_i32_links)(object_t *o, material_data_t *md, char *s); void uniforms_set_context_consts(shader_context_t *context, char_ptr_array_t *bind_params); void uniforms_set_obj_consts(shader_context_t *context, object_t *object); void uniforms_bind_render_target(render_target_t *rt, shader_context_t *context, char *sampler_id); bool uniforms_set_context_const(i32 location, shader_const_t *c); void uniforms_set_obj_const(object_t *obj, i32 loc, shader_const_t *c); void uniforms_set_material_consts(shader_context_t *context, material_context_t *material_context); material_data_t *current_material(object_t *object); void uniforms_set_material_const(i32 location, shader_const_t *shader_const, bind_const_t *material_const);