goat3d

annotate src/goat3d.h @ 24:6b651613bd9f

fixed the windows stuff
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 28 Sep 2013 06:32:00 +0300
parents f1b4c27382ce
children d0260d80ae09
rev   line source
nuclear@0 1 #ifndef GOAT3D_H_
nuclear@0 2 #define GOAT3D_H_
nuclear@0 3
nuclear@0 4 #include <stdio.h>
nuclear@0 5 #include <stdlib.h>
nuclear@0 6
nuclear@15 7 #define GOAT3D_MAT_ATTR_DIFFUSE "diffuse"
nuclear@15 8 #define GOAT3D_MAT_ATTR_SPECULAR "specular"
nuclear@15 9 #define GOAT3D_MAT_ATTR_SHININESS "shininess"
nuclear@15 10 #define GOAT3D_MAT_ATTR_NORMAL "normal"
nuclear@15 11 #define GOAT3D_MAT_ATTR_BUMP "bump"
nuclear@15 12 #define GOAT3D_MAT_ATTR_REFLECTION "reflection"
nuclear@15 13 #define GOAT3D_MAT_ATTR_TRANSMISSION "transmission"
nuclear@15 14 #define GOAT3D_MAT_ATTR_IOR "ior"
nuclear@15 15
nuclear@15 16 enum goat3d_mesh_attrib {
nuclear@15 17 GOAT3D_MESH_ATTR_VERTEX,
nuclear@15 18 GOAT3D_MESH_ATTR_NORMAL,
nuclear@15 19 GOAT3D_MESH_ATTR_TANGENT,
nuclear@15 20 GOAT3D_MESH_ATTR_TEXCOORD,
nuclear@15 21 GOAT3D_MESH_ATTR_SKIN_WEIGHT,
nuclear@15 22 GOAT3D_MESH_ATTR_SKIN_MATRIX,
nuclear@15 23 GOAT3D_MESH_ATTR_COLOR,
nuclear@15 24
nuclear@15 25 NUM_GOAT3D_MESH_ATTRIBS
nuclear@15 26 };
nuclear@15 27
nuclear@15 28 /* immediate mode mesh construction primitive type */
nuclear@15 29 enum goat3d_im_primitive {
nuclear@15 30 GOAT3D_TRIANGLES,
nuclear@15 31 GOAT3D_QUADS
nuclear@15 32 };
nuclear@15 33
nuclear@15 34
nuclear@15 35 enum goat3d_option {
nuclear@15 36 GOAT3D_OPT_SAVEXML, /* save in XML format */
nuclear@15 37
nuclear@15 38 NUM_GOAT3D_OPTIONS
nuclear@15 39 };
nuclear@15 40
nuclear@0 41 struct goat3d;
nuclear@15 42 struct goat3d_material;
nuclear@15 43 struct goat3d_mesh;
nuclear@15 44 struct goat3d_light;
nuclear@15 45 struct goat3d_camera;
nuclear@15 46 struct goat3d_node;
nuclear@0 47
nuclear@0 48 struct goat3d_io {
nuclear@0 49 void *cls; /* closure data */
nuclear@0 50
nuclear@11 51 long (*read)(void *buf, size_t bytes, void *uptr);
nuclear@13 52 long (*write)(const void *buf, size_t bytes, void *uptr);
nuclear@0 53 long (*seek)(long offs, int whence, void *uptr);
nuclear@0 54 };
nuclear@0 55
nuclear@0 56 #ifdef __cplusplus
nuclear@0 57 extern "C" {
nuclear@0 58 #endif
nuclear@0 59
nuclear@0 60 /* construction/destruction */
nuclear@15 61 struct goat3d *goat3d_create(void);
nuclear@0 62 void goat3d_free(struct goat3d *g);
nuclear@0 63
nuclear@15 64 void goat3d_setopt(struct goat3d *g, enum goat3d_option opt, int val);
nuclear@15 65 int goat3d_getopt(const struct goat3d *g, enum goat3d_option opt);
nuclear@15 66
nuclear@0 67 /* load/save */
nuclear@0 68 int goat3d_load(struct goat3d *g, const char *fname);
nuclear@0 69 int goat3d_save(const struct goat3d *g, const char *fname);
nuclear@0 70
nuclear@0 71 int goat3d_load_file(struct goat3d *g, FILE *fp);
nuclear@0 72 int goat3d_save_file(const struct goat3d *g, FILE *fp);
nuclear@0 73
nuclear@0 74 int goat3d_load_io(struct goat3d *g, struct goat3d_io *io);
nuclear@0 75 int goat3d_save_io(const struct goat3d *g, struct goat3d_io *io);
nuclear@0 76
nuclear@0 77 /* misc scene properties */
nuclear@0 78 int goat3d_set_name(struct goat3d *g, const char *name);
nuclear@0 79 const char *goat3d_get_name(const struct goat3d *g);
nuclear@0 80
nuclear@15 81 void goat3d_set_ambient(struct goat3d *g, const float *ambient);
nuclear@15 82 void goat3d_set_ambient3f(struct goat3d *g, float ar, float ag, float ab);
nuclear@15 83 const float *goat3d_get_ambient(const struct goat3d *g);
nuclear@0 84
nuclear@15 85 /* materials */
nuclear@15 86 struct goat3d_material *goat3d_create_mtl(void);
nuclear@15 87 void goat3d_destroy_mtl(struct goat3d_material *mtl);
nuclear@0 88
nuclear@15 89 void goat3d_set_mtl_name(struct goat3d_material *mtl, const char *name);
nuclear@15 90 const char *goat3d_get_mtl_name(const struct goat3d_material *mtl);
nuclear@15 91
nuclear@15 92 void goat3d_set_mtl_attrib(struct goat3d_material *mtl, const char *attrib, const float *val);
nuclear@15 93 void goat3d_set_mtl_attrib1f(struct goat3d_material *mtl, const char *attrib, float val);
nuclear@15 94 void goat3d_set_mtl_attrib3f(struct goat3d_material *mtl, const char *attrib, float r, float g, float b);
nuclear@15 95 void goat3d_set_mtl_attrib4f(struct goat3d_material *mtl, const char *attrib, float r, float g, float b, float a);
nuclear@15 96 const float *goat3d_get_mtl_attrib(struct goat3d_material *mtl, const char *attrib);
nuclear@15 97
nuclear@15 98 void goat3d_set_mtl_attrib_map(struct goat3d_material *mtl, const char *attrib, const char *mapname);
nuclear@15 99 const char *goat3d_get_mtl_attrib_map(struct goat3d_material *mtl, const char *attrib);
nuclear@15 100
nuclear@15 101 void goat3d_add_mtl(struct goat3d *g, struct goat3d_material *mtl);
nuclear@15 102
nuclear@15 103 /* meshes */
nuclear@15 104 struct goat3d_mesh *goat3d_create_mesh(void);
nuclear@15 105 void goat3d_destroy_mesh(struct goat3d_mesh *mesh);
nuclear@15 106
nuclear@15 107 void goat3d_set_mesh_name(struct goat3d_mesh *mesh, const char *name);
nuclear@15 108 const char *goat3d_get_mesh_name(const struct goat3d_mesh *mesh);
nuclear@15 109
nuclear@15 110 void goat3d_set_mesh_mtl(struct goat3d_mesh *mesh, struct goat3d_material *mtl);
nuclear@15 111 struct goat3d_material *goat3d_get_mesh_mtl(struct goat3d_mesh *mesh);
nuclear@15 112
nuclear@15 113 int goat3d_get_mesh_attrib_count(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib);
nuclear@15 114 int goat3d_get_mesh_face_count(struct goat3d_mesh *mesh);
nuclear@15 115
nuclear@15 116 /* sets all the data for a single vertex attribute array in one go.
nuclear@15 117 * vnum is the number of *vertices* to be set, not the number of floats, ints or whatever
nuclear@15 118 * data is expected to be something different depending on the attribute:
nuclear@15 119 * - GOAT3D_MESH_ATTR_VERTEX - 3 floats per vertex
nuclear@15 120 * - GOAT3D_MESH_ATTR_NORMAL - 3 floats per vertex
nuclear@15 121 * - GOAT3D_MESH_ATTR_TANGENT - 3 floats per vertex
nuclear@15 122 * - GOAT3D_MESH_ATTR_TEXCOORD - 2 floats per vertex
nuclear@15 123 * - GOAT3D_MESH_ATTR_SKIN_WEIGHT - 4 floats per vertex
nuclear@15 124 * - GOAT3D_MESH_ATTR_SKIN_MATRIX - 4 ints per vertex
nuclear@15 125 * - GOAT3D_MESH_ATTR_COLOR - 4 floats per vertex
nuclear@15 126 */
nuclear@15 127 void goat3d_set_mesh_attribs(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib, const void *data, int vnum);
nuclear@15 128 /* returns a pointer to the beginning of the requested mesh attribute array */
nuclear@15 129 void *goat3d_get_mesh_attribs(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib);
nuclear@15 130 /* returns a pointer to the requested mesh attribute */
nuclear@15 131 void *goat3d_get_mesh_attrib(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib, int idx);
nuclear@15 132
nuclear@15 133 /* sets all the faces in one go. data is an array of 3 int vertex indices per face */
nuclear@15 134 void goat3d_set_mesh_faces(struct goat3d_mesh *mesh, const int *data, int fnum);
nuclear@15 135 /* returns a pointer to the beginning of the face index array */
nuclear@15 136 int *goat3d_get_mesh_faces(struct goat3d_mesh *mesh);
nuclear@15 137 /* returns a pointer to a face index */
nuclear@15 138 int *goat3d_get_mesh_face(struct goat3d_mesh *mesh, int idx);
nuclear@15 139
nuclear@15 140 /* immediate mode OpenGL-like interface for setting mesh data
nuclear@15 141 * NOTE: using this interface will result in no vertex sharing between faces
nuclear@15 142 * NOTE2: the immedate mode interface is not thread-safe, either use locks, or don't
nuclear@15 143 * use it at all in multithreaded situations.
nuclear@15 144 */
nuclear@15 145 void goat3d_begin(struct goat3d_mesh *mesh, enum goat3d_im_primitive prim);
nuclear@15 146 void goat3d_end(void);
nuclear@15 147 void goat3d_vertex3f(float x, float y, float z);
nuclear@15 148 void goat3d_normal3f(float x, float y, float z);
nuclear@15 149 void goat3d_tangent3f(float x, float y, float z);
nuclear@15 150 void goat3d_texcoord2f(float x, float y);
nuclear@15 151 void goat3d_skin_weight4f(float x, float y, float z, float w);
nuclear@15 152 void goat3d_skin_matrix4i(int x, int y, int z, int w);
nuclear@15 153 void goat3d_color3f(float x, float y, float z);
nuclear@15 154 void goat3d_color4f(float x, float y, float z, float w);
nuclear@15 155
nuclear@15 156 void goat3d_add_mesh(struct goat3d *g, struct goat3d_mesh *mesh);
nuclear@0 157
nuclear@19 158 int goat3d_get_mesh_count(struct goat3d *g);
nuclear@19 159 struct goat3d_mesh *goat3d_get_mesh(struct goat3d *g, int idx);
nuclear@19 160
nuclear@0 161 #ifdef __cplusplus
nuclear@0 162 }
nuclear@0 163 #endif
nuclear@0 164
nuclear@0 165 #endif /* GOAT3D_H_ */