mirror of
https://github.com/nunuhara/xsystem4.git
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123 lines
3.4 KiB
C
123 lines
3.4 KiB
C
/* Copyright (C) 2022 kichikuou <KichikuouChrome@gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#ifndef SYSTEM4_REIGN_H
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#define SYSTEM4_REIGN_H
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#define RE_MAX_INSTANCES 32
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#include <cglm/types.h>
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#include "plugin.h"
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enum RE_motion_state {
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RE_MOTION_STATE_STOP = 0,
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RE_MOTION_STATE_NOLOOP = 1,
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RE_MOTION_STATE_LOOP = 2,
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};
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struct RE_options {
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int anti_aliasing;
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int wait_vsync;
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};
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extern struct RE_options RE_options;
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struct RE_camera {
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vec3 pos;
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float pitch, roll, yaw; // in degrees
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};
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struct RE_plugin {
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struct draw_plugin plugin;
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int sprite;
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struct RE_instance *instances[RE_MAX_INSTANCES];
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struct archive *aar;
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struct RE_renderer *renderer;
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struct RE_camera camera;
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mat4 proj_transform;
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// Settings.
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int render_mode;
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int shadow_mode;
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int bump_mode;
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int bloom_mode;
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int glare_mode;
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int fog_mode;
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int specular_mode;
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int light_map_mode;
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int soft_fog_edge_mode;
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int ssao_mode;
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int vertex_blend_mode;
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int shader_precision_mode;
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int texture_filter_mode;
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bool use_power2_texture;
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int shadow_map_resolution_level;
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int texture_resolution_level;
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float global_ambient_r;
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float global_ambient_g;
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float global_ambient_b;
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float post_effect_filter_y;
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float post_effect_filter_cb;
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float post_effect_filter_cr;
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};
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struct RE_instance {
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struct RE_plugin *plugin;
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struct model *model;
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struct motion *motion;
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struct motion *next_motion;
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int type;
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vec3 pos;
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float pitch, roll, yaw; // in degrees
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vec3 vec;
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vec3 scale;
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float alpha;
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bool draw;
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float fps;
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bool motion_blend;
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float motion_blend_rate;
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bool local_transform_needs_update;
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mat4 local_transform;
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mat4 *bone_transforms; // model->nr_bones elements
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};
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struct RE_plugin *RE_plugin_new(void);
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void RE_plugin_free(struct RE_plugin *plugin);
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bool RE_plugin_bind(struct RE_plugin *plugin, int sprite);
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bool RE_plugin_unbind(struct RE_plugin *plugin);
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bool RE_set_projection(struct RE_plugin *plugin, float width, float height, float near, float far, float deg);
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int RE_create_instance(struct RE_plugin *plugin);
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bool RE_release_instance(struct RE_plugin *plugin, int instance);
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bool RE_instance_load(struct RE_instance *instance, const char *name);
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bool RE_instance_load_motion(struct RE_instance *instance, const char *name);
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bool RE_instance_load_next_motion(struct RE_instance *instance, const char *name);
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bool RE_instance_free_next_motion(struct RE_instance *instance);
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int RE_motion_get_state(struct motion *motion);
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bool RE_motion_set_state(struct motion *motion, int state);
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float RE_motion_get_frame(struct motion *motion);
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bool RE_motion_set_frame(struct motion *motion, float frame);
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bool RE_motion_set_frame_range(struct motion *motion, float begin, float end);
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bool RE_motion_set_loop_frame_range(struct motion *motion, float begin, float end);
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void RE_render(struct sact_sprite *sp);
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void RE_debug_print(struct sact_sprite *sp, int indent);
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#endif /* SYSTEM4_REIGN_H */
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