673 lines
38 KiB
C
673 lines
38 KiB
C
#pragma once
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#include "iron_armpack.h"
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#include "iron_array.h"
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#include "iron_audio.h"
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#include "iron_draw.h"
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#include "iron_alloc.h"
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#include "iron_gpu.h"
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#include "iron_map.h"
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#include "iron_math.h"
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#include "iron_path.h"
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#include "iron_string.h"
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#include "iron_sys.h"
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#include "iron_system.h"
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#include "iron_thread.h"
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#include <math.h>
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#include <string.h>
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#ifdef WITH_PHYSICS
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#include "iron_physics.h"
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#endif
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typedef struct object object_t;
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typedef struct obj_t_array {
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struct obj **buffer;
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int length;
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int capacity;
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} obj_t_array_t;
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typedef struct vertex_array_t_array {
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struct vertex_array **buffer;
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int length;
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int capacity;
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} vertex_array_t_array_t;
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typedef struct shader_data_t_array {
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struct shader_data **buffer;
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int length;
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int capacity;
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} shader_data_t_array_t;
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typedef struct tex_unit_t_array {
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struct tex_unit **buffer;
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int length;
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int capacity;
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} tex_unit_t_array_t;
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typedef struct shader_const_t_array {
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struct shader_const **buffer;
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int length;
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int capacity;
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} shader_const_t_array_t;
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typedef struct vertex_element_t_array {
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struct vertex_element **buffer;
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int length;
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int capacity;
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} vertex_element_t_array_t;
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typedef struct bind_const_t_array {
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struct bind_const **buffer;
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int length;
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int capacity;
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} bind_const_t_array_t;
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typedef struct bind_tex_t_array {
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struct bind_tex **buffer;
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int length;
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int capacity;
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} bind_tex_t_array_t;
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typedef struct material_context_t_array {
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struct material_context **buffer;
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int length;
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int capacity;
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} material_context_t_array_t;
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typedef struct obj_runtime {
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void *_gc; // Link to armpack_decode result
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} obj_runtime_t;
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typedef struct obj {
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char *name;
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char *type; // object, mesh_object, camera_object
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char *data_ref;
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f32_array_t *transform;
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f32_array_t *dimensions;
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bool visible;
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bool spawn; // Auto add object when creating scene
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void *anim; // TODO: deprecated
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char *material_ref;
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obj_t_array_t *children;
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obj_runtime_t *_;
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} obj_t;
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typedef struct vertex_array {
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char *attrib;
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char *data; // short4norm, short2norm
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i16_array_t *values;
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} vertex_array_t;
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typedef struct mesh_data_runtime {
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char *handle;
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gpu_buffer_t *vertex_buffer;
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gpu_buffer_t *index_buffer;
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gpu_vertex_structure_t structure;
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buffer_t *skin_blob; // Source file bytes
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i32 skin_frames;
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bool owns_arrays;
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} mesh_data_runtime_t;
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typedef struct mesh_data {
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char *name;
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float scale_pos;
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float scale_tex;
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vertex_array_t_array_t *vertex_arrays;
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u32_array_t *index_array;
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mesh_data_runtime_t *_;
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} mesh_data_t;
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typedef struct camera_data {
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char *name;
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float near_plane;
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float far_plane;
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float fov;
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float aspect;
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bool frustum_culling;
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f32_array_t *ortho; // Indicates ortho camera, left, right, bottom, top
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} camera_data_t;
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typedef struct frustum_plane {
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vec4_t normal;
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f32 constant;
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} frustum_plane_t;
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typedef struct frustum_plane_array {
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frustum_plane_t **buffer;
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int length;
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int capacity;
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} frustum_plane_array_t;
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typedef struct camera_object {
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object_t *base;
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camera_data_t *data;
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mat4_t p;
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mat4_t no_jitter_p;
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i32 frame;
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mat4_t v;
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mat4_t vp;
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frustum_plane_array_t *frustum_planes;
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} camera_object_t;
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typedef struct world_data_runtime {
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gpu_texture_t *envmap;
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gpu_texture_t *radiance;
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any_array_t *radiance_mipmaps; // gpu_texture_t[]
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f32_array_t *irradiance;
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} world_data_runtime_t;
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typedef struct world_data {
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char *name;
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i32 color;
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float strength;
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char *irradiance; // Reference to irradiance_t blob
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char *radiance;
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i32 radiance_mipmaps;
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char *envmap;
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world_data_runtime_t *_;
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} world_data_t;
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typedef struct irradiance {
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f32_array_t *irradiance; // Spherical harmonics, bands 0,1,2
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} irradiance_t;
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typedef struct scene {
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char *name;
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any_array_t *objects; // obj_t[]
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any_array_t *mesh_datas; // mesh_data_t[]
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any_array_t *camera_datas; // camera_data_t[]
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char *camera_ref;
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any_array_t *material_datas; // material_data_t[]
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any_array_t *shader_datas; // shader_data_t[]
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any_array_t *world_datas; // world_data_t[]
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char *world_ref;
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any_array_t *speaker_datas; // TODO: deprecated
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string_array_t *embedded_datas; // Preload for this scene, images only for now
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} scene_t;
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typedef struct shader_context_runtime {
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gpu_pipeline_t *pipe;
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i32_array_t *constants;
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i32_array_t *tex_units;
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gpu_vertex_structure_t structure;
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i32 vertex_shader_size;
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i32 fragment_shader_size;
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} shader_context_runtime_t;
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typedef struct vertex_element {
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char *name;
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char *data; // "short4norm", "short2norm"
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} vertex_element_t;
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typedef struct shader_const {
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char *name;
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char *type;
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char *link;
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} shader_const_t;
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typedef struct tex_unit {
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char *name;
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char *link;
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} tex_unit_t;
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typedef struct shader_context {
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char *name;
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bool depth_write;
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char *compare_mode;
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char *cull_mode;
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char *vertex_shader;
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char *fragment_shader;
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bool shader_from_source;
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char *blend_source;
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char *blend_destination;
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char *alpha_blend_source;
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char *alpha_blend_destination;
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u8_array_t *color_writes_red; // Per target masks
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u8_array_t *color_writes_green;
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u8_array_t *color_writes_blue;
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u8_array_t *color_writes_alpha;
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string_array_t *color_attachments; // RGBA32, RGBA64, R8
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char *depth_attachment; // D32
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vertex_element_t_array_t *vertex_elements; // vertex_element_t[]
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shader_const_t_array_t *constants; // shader_const_t[]
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tex_unit_t_array_t *texture_units; // tex_unit_t[]
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shader_context_runtime_t *_;
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} shader_context_t;
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typedef struct shader_data {
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char *name;
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any_array_t *contexts; // shader_context_t[]
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} shader_data_t;
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typedef struct bind_const {
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char *name;
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f32_array_t *vec; // bool (vec[0] > 0) | i32 | f32 | vec2 | vec3 | vec4
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} bind_const_t;
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typedef struct bind_tex {
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char *name;
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char *file;
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} bind_tex_t;
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typedef struct material_context_runtime {
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any_array_t *textures; // gpu_texture_t[]
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} material_context_runtime_t;
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typedef struct material_context {
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char *name;
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bind_const_t_array_t *bind_constants; // bind_const_t[]
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bind_tex_t_array_t *bind_textures; // bind_tex_t[]
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material_context_runtime_t *_;
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} material_context_t;
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typedef struct material_data_runtime {
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float uid;
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shader_data_t *shader;
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} material_data_runtime_t;
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typedef struct material_data {
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char *name;
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char *shader;
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material_context_t_array_t *contexts; // material_context_t[]
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material_data_runtime_t *_;
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} material_data_t;
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typedef struct render_target {
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char *name;
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i32 width;
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i32 height;
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// Optional
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char *format;
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f32 scale;
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// Runtime
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gpu_texture_t *_image;
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} render_target_t;
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typedef struct cached_shader_context {
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shader_context_t *context;
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} cached_shader_context_t;
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typedef struct mesh_object {
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object_t *base;
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mesh_data_t *data;
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material_data_t *material;
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f32 camera_dist;
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bool frustum_culling;
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char *skip_context; // Do not draw this context
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char *force_context; // Draw only this context
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} mesh_object_t;
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typedef struct transform {
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mat4_t world;
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mat4_t local;
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vec4_t loc;
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quat_t rot;
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vec4_t scale;
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float scale_world;
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mat4_t world_unpack;
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bool dirty;
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object_t *object;
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vec4_t dim;
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float radius;
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} transform_t;
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typedef struct {
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int empty;
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#ifdef WITH_PHYSICS
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physics_body_t *body;
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#endif
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} object_runtime_t;
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typedef struct object {
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i32 uid;
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float urandom;
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obj_t *raw;
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char *name;
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transform_t *transform;
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object_t *parent;
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any_array_t *children;
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bool visible;
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bool culled;
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bool is_empty;
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bool owns_raw;
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void *ext;
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char *ext_type;
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object_runtime_t *_;
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} object_t;
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// ██████╗ ██████╗ ██╗███████╗ ██████╗████████╗
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// ██╔═══██╗██╔══██╗ ██║██╔════╝██╔════╝╚══██╔══╝
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// ██║ ██║██████╔╝ ██║█████╗ ██║ ██║
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// ██║ ██║██╔══██╗██ ██║██╔══╝ ██║ ██║
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// ╚██████╔╝██████╔╝╚█████╔╝███████╗╚██████╗ ██║
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// ╚═════╝ ╚═════╝ ╚════╝ ╚══════╝ ╚═════╝ ╚═╝
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extern i32 _object_uid_counter;
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object_t *object_create(bool is_empty);
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void object_set_parent(object_t *raw, object_t *parent_object);
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void object_remove_super(object_t *raw);
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void object_free(object_t *raw);
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void object_remove(object_t *raw);
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object_t *object_get_child(object_t *raw, char *name);
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// ████████╗██████╗ █████╗ ███╗ ██╗███████╗███████╗ ██████╗ ██████╗ ███╗ ███╗
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// ╚══██╔══╝██╔══██╗██╔══██╗████╗ ██║██╔════╝██╔════╝██╔═══██╗██╔══██╗████╗ ████║
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// ██║ ██████╔╝███████║██╔██╗ ██║███████╗█████╗ ██║ ██║██████╔╝██╔████╔██║
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// ██║ ██╔══██╗██╔══██║██║╚██╗██║╚════██║██╔══╝ ██║ ██║██╔══██╗██║╚██╔╝██║
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// ██║ ██║ ██║██║ ██║██║ ╚████║███████║██║ ╚██████╔╝██║ ██║██║ ╚═╝ ██║
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// ╚═╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═══╝╚══════╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝
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transform_t *transform_create(object_t *object);
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void transform_reset(transform_t *raw);
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void transform_update(transform_t *raw);
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void transform_build_matrix(transform_t *raw);
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void transform_set_matrix(transform_t *raw, mat4_t mat);
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void transform_decompose(transform_t *raw);
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void transform_rotate(transform_t *raw, vec4_t axis, float f);
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void transform_move(transform_t *raw, vec4_t axis, float f);
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void transform_compute_radius(transform_t *raw);
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void transform_compute_dim(transform_t *raw);
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vec4_t transform_look(transform_t *raw);
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vec4_t transform_right(transform_t *raw);
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vec4_t transform_up(transform_t *raw);
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float transform_world_x(transform_t *raw);
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float transform_world_y(transform_t *raw);
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float transform_world_z(transform_t *raw);
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// ██████╗ █████╗ ███╗ ███╗███████╗██████╗ █████╗ ██████╗ █████╗ ████████╗ █████╗
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// ██╔════╝██╔══██╗████╗ ████║██╔════╝██╔══██╗██╔══██╗ ██╔══██╗██╔══██╗╚══██╔══╝██╔══██╗
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// ██║ ███████║██╔████╔██║█████╗ ██████╔╝███████║ ██║ ██║███████║ ██║ ███████║
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// ██║ ██╔══██║██║╚██╔╝██║██╔══╝ ██╔══██╗██╔══██║ ██║ ██║██╔══██║ ██║ ██╔══██║
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// ╚██████╗██║ ██║██║ ╚═╝ ██║███████╗██║ ██║██║ ██║ ██████╔╝██║ ██║ ██║ ██║ ██║
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// ╚═════╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝
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camera_data_t *camera_data_parse(char *name, char *id);
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camera_data_t *camera_data_get_raw_by_name(any_array_t *datas, char *name);
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// ██████╗ █████╗ ███╗ ███╗███████╗██████╗ █████╗ ██████╗ ██████╗ ██╗███████╗ ██████╗████████╗
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// ██╔════╝██╔══██╗████╗ ████║██╔════╝██╔══██╗██╔══██╗ ██╔═══██╗██╔══██╗ ██║██╔════╝██╔════╝╚══██╔══╝
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// ██║ ███████║██╔████╔██║█████╗ ██████╔╝███████║ ██║ ██║██████╔╝ ██║█████╗ ██║ ██║
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// ██║ ██╔══██║██║╚██╔╝██║██╔══╝ ██╔══██╗██╔══██║ ██║ ██║██╔══██╗██ ██║██╔══╝ ██║ ██║
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// ╚██████╗██║ ██║██║ ╚═╝ ██║███████╗██║ ██║██║ ██║ ╚██████╔╝██████╔╝╚█████╔╝███████╗╚██████╗ ██║
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// ╚═════╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝ ╚═════╝ ╚═════╝ ╚════╝ ╚══════╝ ╚═════╝ ╚═╝
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extern vec4_t _camera_object_sphere_center;
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camera_object_t *camera_object_create(camera_data_t *data);
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void camera_object_build_proj(camera_object_t *raw, f32 screen_aspect);
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void camera_object_remove(camera_object_t *raw);
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void camera_object_proj_jitter(camera_object_t *raw);
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void camera_object_build_mat(camera_object_t *raw);
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vec4_t camera_object_right(camera_object_t *raw);
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vec4_t camera_object_up(camera_object_t *raw);
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vec4_t camera_object_look(camera_object_t *raw);
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vec4_t camera_object_right_world(camera_object_t *raw);
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vec4_t camera_object_up_world(camera_object_t *raw);
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vec4_t camera_object_look_world(camera_object_t *raw);
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void camera_object_build_view_frustum(mat4_t vp, frustum_plane_array_t *frustum_planes);
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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);
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// ███████╗██████╗ ██╗ ██╗███████╗████████╗██╗ ██╗███╗ ███╗ ██████╗ ██╗ █████╗ ███╗ ██╗███████╗
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// ██╔════╝██╔══██╗██║ ██║██╔════╝╚══██╔══╝██║ ██║████╗ ████║ ██╔══██╗██║ ██╔══██╗████╗ ██║██╔════╝
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// █████╗ ██████╔╝██║ ██║███████╗ ██║ ██║ ██║██╔████╔██║ ██████╔╝██║ ███████║██╔██╗ ██║█████╗
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// ██╔══╝ ██╔══██╗██║ ██║╚════██║ ██║ ██║ ██║██║╚██╔╝██║ ██╔═══╝ ██║ ██╔══██║██║╚██╗██║██╔══╝
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// ██║ ██║ ██║╚██████╔╝███████║ ██║ ╚██████╔╝██║ ╚═╝ ██║ ██║ ███████╗██║ ██║██║ ╚████║███████╗
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// ╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚══════╝ ╚═╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝ ╚═══╝╚══════╝
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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);
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// ██╗ ██╗ ██████╗ ██████╗ ██╗ ██████╗ ██████╗ █████╗ ████████╗ █████╗
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// ██║ ██║██╔═══██╗██╔══██╗██║ ██╔══██╗ ██╔══██╗██╔══██╗╚══██╔══╝██╔══██╗
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// ██║ █╗ ██║██║ ██║██████╔╝██║ ██║ ██║ ██║ ██║███████║ ██║ ███████║
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// ██║███╗██║██║ ██║██╔══██╗██║ ██║ ██║ ██║ ██║██╔══██║ ██║ ██╔══██║
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// ╚███╔███╔╝╚██████╔╝██║ ██║███████╗ ██████╔╝ ██████╔╝██║ ██║ ██║ ██║ ██║
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// ╚══╝╚══╝ ╚═════╝ ╚═╝ ╚═╝╚══════╝ ╚═════╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝
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|
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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);
|
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f32_array_t *world_data_get_empty_irradiance();
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|
f32_array_t *world_data_set_irradiance(world_data_t *raw);
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void world_data_load_envmap(world_data_t *raw);
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// ███╗ ███╗ █████╗ ████████╗███████╗██████╗ ██╗ █████╗ ██╗ ██████╗ █████╗ ████████╗ █████╗
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// ████╗ ████║██╔══██╗╚══██╔══╝██╔════╝██╔══██╗██║██╔══██╗██║ ██╔══██╗██╔══██╗╚══██╔══╝██╔══██╗
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// ██╔████╔██║███████║ ██║ █████╗ ██████╔╝██║███████║██║ ██║ ██║███████║ ██║ ███████║
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// ██║╚██╔╝██║██╔══██║ ██║ ██╔══╝ ██╔══██╗██║██╔══██║██║ ██║ ██║██╔══██║ ██║ ██╔══██║
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// ██║ ╚═╝ ██║██║ ██║ ██║ ███████╗██║ ██║██║██║ ██║███████╗ ██████╔╝██║ ██║ ██║ ██║ ██║
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// ╚═╝ ╚═╝╚═╝ ╚═╝ ╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝╚═╝ ╚═╝╚══════╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝
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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);
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// ███████╗██╗ ██╗ █████╗ ██████╗ ███████╗██████╗ ██████╗ █████╗ ████████╗ █████╗
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// ██╔════╝██║ ██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ ██╔══██╗██╔══██╗╚══██╔══╝██╔══██╗
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// ███████╗███████║███████║██║ ██║█████╗ ██████╔╝ ██║ ██║███████║ ██║ ███████║
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// ╚════██║██╔══██║██╔══██║██║ ██║██╔══╝ ██╔══██╗ ██║ ██║██╔══██║ ██║ ██╔══██║
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// ███████║██║ ██║██║ ██║██████╔╝███████╗██║ ██║ ██████╔╝██║ ██║ ██║ ██║ ██║
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// ╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═════╝ ╚══════╝╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝
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|
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);
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|
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);
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|
// ███╗ ███╗███████╗███████╗██╗ ██╗ ██████╗ █████╗ ████████╗ █████╗
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// ████╗ ████║██╔════╝██╔════╝██║ ██║ ██╔══██╗██╔══██╗╚══██╔══╝██╔══██╗
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// ██╔████╔██║█████╗ ███████╗███████║ ██║ ██║███████║ ██║ ███████║
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// ██║╚██╔╝██║██╔══╝ ╚════██║██╔══██║ ██║ ██║██╔══██║ ██║ ██╔══██║
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// ██║ ╚═╝ ██║███████╗███████║██║ ██║ ██████╔╝██║ ██║ ██║ ██║ ██║
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// ╚═╝ ╚═╝╚══════╝╚══════╝╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝
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|
|
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);
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|
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);
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|
void mesh_data_build_indices(gpu_buffer_t *index_buffer, u32_array_t *index_array);
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|
vertex_array_t *mesh_data_get_vertex_array(mesh_data_t *raw, char *name);
|
|
void mesh_data_build(mesh_data_t *raw);
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|
vec4_t mesh_data_calculate_aabb(mesh_data_t *raw);
|
|
void mesh_data_calculate_aabb_min_max(mesh_data_t *raw, vec4_t *out_min, vec4_t *out_max);
|
|
void mesh_data_delete(mesh_data_t *raw);
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|
|
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// ███╗ ███╗███████╗███████╗██╗ ██╗ ██████╗ ██████╗ ██╗███████╗ ██████╗████████╗
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// ████╗ ████║██╔════╝██╔════╝██║ ██║ ██╔═══██╗██╔══██╗ ██║██╔════╝██╔════╝╚══██╔══╝
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// ██╔████╔██║█████╗ ███████╗███████║ ██║ ██║██████╔╝ ██║█████╗ ██║ ██║
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// ██║╚██╔╝██║██╔══╝ ╚════██║██╔══██║ ██║ ██║██╔══██╗██ ██║██╔══╝ ██║ ██║
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// ██║ ╚═╝ ██║███████╗███████║██║ ██║ ╚██████╔╝██████╔╝╚█████╔╝███████╗╚██████╗ ██║
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// ╚═╝ ╚═╝╚══════╝╚══════╝╚═╝ ╚═╝ ╚═════╝ ╚═════╝ ╚════╝ ╚══════╝ ╚═════╝ ╚═╝
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|
|
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, string_array_t *bind_params);
|
|
bool mesh_object_valid_context(mesh_object_t *raw, material_data_t *mat, char *context);
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|
|
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);
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|
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);
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|
|
|
// ██╗ ██╗███╗ ██╗██╗███████╗ ██████╗ ██████╗ ███╗ ███╗███████╗
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// ██║ ██║████╗ ██║██║██╔════╝██╔═══██╗██╔══██╗████╗ ████║██╔════╝
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// ██║ ██║██╔██╗ ██║██║█████╗ ██║ ██║██████╔╝██╔████╔██║███████╗
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// ██║ ██║██║╚██╗██║██║██╔══╝ ██║ ██║██╔══██╗██║╚██╔╝██║╚════██║
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// ╚██████╔╝██║ ╚████║██║██║ ╚██████╔╝██║ ██║██║ ╚═╝ ██║███████║
|
|
// ╚═════╝ ╚═╝ ╚═══╝╚═╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝
|
|
|
|
void uniforms_set_context_consts(shader_context_t *context, string_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);
|
|
|
|
// ██████╗ █████╗ ████████╗ █████╗
|
|
// ██╔══██╗██╔══██╗╚══██╔══╝██╔══██╗
|
|
// ██║ ██║███████║ ██║ ███████║
|
|
// ██║ ██║██╔══██║ ██║ ██╔══██║
|
|
// ██████╔╝██║ ██║ ██║ ██║ ██║
|
|
// ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝
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|
|
|
typedef void sound_t;
|
|
|
|
extern any_map_t *data_cached_scene_raws;
|
|
extern any_map_t *data_cached_meshes;
|
|
extern any_map_t *data_cached_cameras;
|
|
extern any_map_t *data_cached_materials;
|
|
extern any_map_t *data_cached_worlds;
|
|
extern any_map_t *data_cached_shaders;
|
|
extern any_map_t *data_cached_blobs;
|
|
extern any_map_t *data_cached_textures;
|
|
extern any_map_t *data_cached_videos;
|
|
extern any_map_t *data_cached_fonts;
|
|
extern any_map_t *data_cached_sounds;
|
|
extern i32 data_assets_loaded;
|
|
|
|
mesh_data_t *data_get_mesh(char *file, char *name);
|
|
camera_data_t *data_get_camera(char *file, char *name);
|
|
material_data_t *data_get_material(char *file, char *name);
|
|
world_data_t *data_get_world(char *file, char *name);
|
|
shader_data_t *data_get_shader(char *file, char *name);
|
|
scene_t *data_get_scene_raw(char *file);
|
|
gpu_texture_t *data_get_texture(char *file);
|
|
buffer_t *data_get_blob(char *file);
|
|
video_t *data_get_video(char *file);
|
|
draw_font_t *data_get_font(char *file);
|
|
sound_t *data_get_sound(char *file);
|
|
void data_delete_mesh(char *handle);
|
|
void data_delete_blob(char *handle);
|
|
void data_delete_texture(char *handle);
|
|
void data_delete_video(char *handle);
|
|
void data_delete_font(char *handle);
|
|
void data_delete_sound(char *handle);
|
|
bool data_is_abs(char *file);
|
|
bool data_is_up(char *file);
|
|
char *data_resolve_path(char *file);
|
|
char *data_path(void);
|
|
|
|
// ███████╗ ██████╗███████╗███╗ ██╗███████╗
|
|
// ██╔════╝██╔════╝██╔════╝████╗ ██║██╔════╝
|
|
// ███████╗██║ █████╗ ██╔██╗ ██║█████╗
|
|
// ╚════██║██║ ██╔══╝ ██║╚██╗██║██╔══╝
|
|
// ███████║╚██████╗███████╗██║ ╚████║███████╗
|
|
// ╚══════╝ ╚═════╝╚══════╝╚═╝ ╚═══╝╚══════╝
|
|
|
|
extern camera_object_t *scene_camera;
|
|
extern world_data_t *scene_world;
|
|
extern any_array_t *scene_meshes;
|
|
extern any_array_t *scene_cameras;
|
|
extern any_array_t *scene_empties;
|
|
extern any_map_t *scene_embedded;
|
|
extern i32 _scene_uid_counter;
|
|
extern i32 _scene_uid;
|
|
extern scene_t *_scene_raw;
|
|
extern object_t *_scene_root;
|
|
extern i32 _scene_objects_traversed;
|
|
extern i32 _scene_objects_count;
|
|
|
|
object_t *scene_create(scene_t *format);
|
|
void scene_remove(void);
|
|
object_t *scene_set_active(char *scene_name);
|
|
void scene_render_frame(void);
|
|
object_t *scene_add_object(object_t *parent);
|
|
object_t *scene_get_child(char *name);
|
|
mesh_object_t *scene_add_mesh_object(mesh_data_t *data, material_data_t *material, object_t *parent);
|
|
camera_object_t *scene_add_camera_object(camera_data_t *data, object_t *parent);
|
|
void scene_traverse_objects(scene_t *format, object_t *parent, any_array_t *objects);
|
|
void scene_add_scene(char *scene_name);
|
|
i32 scene_get_objects_count(any_array_t *objects);
|
|
object_t *_scene_spawn_object_tree(obj_t *obj, object_t *parent, bool spawn_children);
|
|
object_t *scene_spawn_object(char *name, object_t *parent, bool spawn_children);
|
|
obj_t *scene_get_raw_object_by_name(scene_t *format, char *name);
|
|
obj_t *scene_traverse_objs(any_array_t *children, char *name);
|
|
object_t *scene_create_object(obj_t *o, scene_t *format, object_t *parent);
|
|
object_t *scene_create_mesh_object(obj_t *o, scene_t *format, object_t *parent, material_data_t *material);
|
|
object_t *scene_return_mesh_object(char *object_file, char *data_ref, material_data_t *material, object_t *parent, obj_t *o);
|
|
object_t *scene_return_object(object_t *object, obj_t *o);
|
|
void scene_gen_transform(obj_t *object, transform_t *transform);
|
|
void scene_load_embedded_data(string_array_t *datas);
|
|
void scene_embed_data(char *file);
|
|
|
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// ██████╗ ███████╗███╗ ██╗██████╗ ███████╗██████╗ ██████╗ █████╗ ████████╗██╗ ██╗
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// ██╔══██╗██╔════╝████╗ ██║██╔══██╗██╔════╝██╔══██╗ ██╔══██╗██╔══██╗╚══██╔══╝██║ ██║
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// ██████╔╝█████╗ ██╔██╗ ██║██║ ██║█████╗ ██████╔╝ ██████╔╝███████║ ██║ ███████║
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// ██╔══██╗██╔══╝ ██║╚██╗██║██║ ██║██╔══╝ ██╔══██╗ ██╔═══╝ ██╔══██║ ██║ ██╔══██║
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// ██║ ██║███████╗██║ ╚████║██████╔╝███████╗██║ ██║ ██║ ██║ ██║ ██║ ██║ ██║
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// ╚═╝ ╚═╝╚══════╝╚═╝ ╚═══╝╚═════╝ ╚══════╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝
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extern void (*render_path_commands)(void);
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extern any_map_t *render_path_render_targets;
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extern i32 render_path_current_w;
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extern i32 render_path_current_h;
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extern f32 _render_path_frame_time;
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extern i32 _render_path_frame;
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extern render_target_t *_render_path_current_target;
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extern gpu_texture_t *_render_path_current_image;
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extern bool _render_path_paused;
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extern i32 _render_path_last_w;
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extern i32 _render_path_last_h;
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extern string_array_t *_render_path_bind_params;
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extern f32 _render_path_last_frame_time;
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extern i32 _render_path_loading;
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extern any_map_t *_render_path_cached_shader_contexts;
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bool render_path_ready(void);
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void render_path_render_frame(void);
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void render_path_set_target(char *target, string_array_t *additional, char *depth_buffer, gpu_clear_t flags, i32 color, f32 depth);
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void render_path_end(void);
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void render_path_draw_meshes(char *context);
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void render_path_draw_skydome(char *handle);
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void render_path_bind_target(char *target, char *uniform);
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void render_path_draw_shader(char *handle);
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void render_path_load_shader(char *handle);
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void render_path_resize(void);
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render_target_t *render_path_create_render_target(render_target_t *t);
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gpu_texture_t *render_path_create_image(render_target_t *t);
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gpu_texture_format_t render_path_get_tex_format(char *s);
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render_target_t *render_target_create(void);
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