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nunuhara_xsystem4/include/reign.h
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/* Copyright (C) 2022 kichikuou <KichikuouChrome@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
#ifndef SYSTEM4_REIGN_H
#define SYSTEM4_REIGN_H
#define RE_MAX_INSTANCES 32
#include <cglm/types.h>
#include "plugin.h"
enum RE_motion_state {
RE_MOTION_STATE_STOP = 0,
RE_MOTION_STATE_NOLOOP = 1,
RE_MOTION_STATE_LOOP = 2,
};
struct RE_options {
int anti_aliasing;
int wait_vsync;
};
extern struct RE_options RE_options;
struct RE_camera {
vec3 pos;
float pitch, roll, yaw; // in degrees
};
struct RE_plugin {
struct draw_plugin plugin;
int sprite;
struct RE_instance *instances[RE_MAX_INSTANCES];
struct archive *aar;
struct RE_renderer *renderer;
struct RE_camera camera;
mat4 proj_transform;
// Settings.
int render_mode;
int shadow_mode;
int bump_mode;
int bloom_mode;
int glare_mode;
int fog_mode;
int specular_mode;
int light_map_mode;
int soft_fog_edge_mode;
int ssao_mode;
int vertex_blend_mode;
int shader_precision_mode;
int texture_filter_mode;
bool use_power2_texture;
int shadow_map_resolution_level;
int texture_resolution_level;
float global_ambient_r;
float global_ambient_g;
float global_ambient_b;
float post_effect_filter_y;
float post_effect_filter_cb;
float post_effect_filter_cr;
};
struct RE_instance {
struct RE_plugin *plugin;
struct model *model;
struct motion *motion;
struct motion *next_motion;
int type;
vec3 pos;
float pitch, roll, yaw; // in degrees
vec3 vec;
vec3 scale;
float alpha;
bool draw;
float fps;
bool motion_blend;
float motion_blend_rate;
bool local_transform_needs_update;
mat4 local_transform;
mat4 *bone_transforms; // model->nr_bones elements
};
struct RE_plugin *RE_plugin_new(void);
void RE_plugin_free(struct RE_plugin *plugin);
bool RE_plugin_bind(struct RE_plugin *plugin, int sprite);
bool RE_plugin_unbind(struct RE_plugin *plugin);
bool RE_set_projection(struct RE_plugin *plugin, float width, float height, float near, float far, float deg);
int RE_create_instance(struct RE_plugin *plugin);
bool RE_release_instance(struct RE_plugin *plugin, int instance);
bool RE_instance_load(struct RE_instance *instance, const char *name);
bool RE_instance_load_motion(struct RE_instance *instance, const char *name);
bool RE_instance_load_next_motion(struct RE_instance *instance, const char *name);
bool RE_instance_free_next_motion(struct RE_instance *instance);
int RE_motion_get_state(struct motion *motion);
bool RE_motion_set_state(struct motion *motion, int state);
float RE_motion_get_frame(struct motion *motion);
bool RE_motion_set_frame(struct motion *motion, float frame);
bool RE_motion_set_frame_range(struct motion *motion, float begin, float end);
bool RE_motion_set_loop_frame_range(struct motion *motion, float begin, float end);
void RE_render(struct sact_sprite *sp);
void RE_debug_print(struct sact_sprite *sp, int indent);
#endif /* SYSTEM4_REIGN_H */