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10 Commits

Author SHA1 Message Date
mid
e43391caa3 update workflow
Some checks failed
k4 Build Test / do_the_build (push) Failing after 6s
2025-05-10 19:20:19 +03:00
mid
eb17923448 Add noise1234 source 2025-05-10 19:19:32 +03:00
mid
9cd4aee87a bugfix 2025-05-10 19:19:13 +03:00
mid
310889bd2c things 2025-05-10 19:18:58 +03:00
mid
0629b042ad Many API additions 2 2025-05-10 19:18:09 +03:00
mid
3c780c7290 Clamping texture sizes 2025-05-10 19:17:23 +03:00
mid
943a8cd1d9 Do not tanh the final audio 2025-05-10 19:16:59 +03:00
mid
2c1ee84791 Update GLAD file 2025-05-10 19:16:45 +03:00
mid
8990e415d3 Many API additions 2025-05-10 19:16:20 +03:00
mid
85d5f4f019 Makefile changes 2025-05-10 19:13:01 +03:00
12 changed files with 1146 additions and 158 deletions

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@ -13,7 +13,7 @@ jobs:
uses: actions/checkout@v3 uses: actions/checkout@v3
with: with:
submodules: 'true' submodules: 'true'
- run: mkdir build build/k3 bin bin/assets - run: mkdir build build/k3 build/k3/compr bin bin/assets
- run: CC="i686-w64-mingw32-gcc" CFLAGS="-I/usr/i686-w64-mingw32/include -I/usr/i686-w64-mingw32/include/lua5.3 -L/usr/i686-w64-mingw32/lib -Wno-error" make -B - run: CC="i686-w64-mingw32-gcc" CFLAGS="-I/usr/i686-w64-mingw32/include -I/usr/i686-w64-mingw32/include/lua5.3 -L/usr/i686-w64-mingw32/lib -Wno-error" make -B
- run: CC="i686-linux-gnu-gcc" CFLAGS="-I/usr/i686-linux-gnu/include -I/usr/i686-linux-gnu/include/lua5.3 -L/usr/i686-linux-gnu/lib -Wno-error" make -B - run: CC="i686-linux-gnu-gcc" CFLAGS="-I/usr/i686-linux-gnu/include -I/usr/i686-linux-gnu/include/lua5.3 -L/usr/i686-linux-gnu/lib -Wno-error" make -B
- run: cp /usr/lib/gcc/i686-w64-mingw32/10-win32/libgcc_s_dw2-1.dll /usr/lib/gcc/i686-w64-mingw32/10-win32/libstdc++-6.dll /usr/i686-w64-mingw32/lib/libportaudio-2.dll /usr/i686-w64-mingw32/lib/libwinpthread-1.dll bin/ - run: cp /usr/lib/gcc/i686-w64-mingw32/10-win32/libgcc_s_dw2-1.dll /usr/lib/gcc/i686-w64-mingw32/10-win32/libstdc++-6.dll /usr/i686-w64-mingw32/lib/libportaudio-2.dll /usr/i686-w64-mingw32/lib/libwinpthread-1.dll bin/

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@ -1,24 +1,26 @@
k4_SRCS := $(wildcard src/*.c) rwildcard=$(foreach d,$(wildcard $(1:=/*)),$(call rwildcard,$d,$2) $(filter $(subst *,%,$2),$d))
k4_HDRS := $(wildcard src/*.h)
k4_SRCS := $(call rwildcard,src,*.c)
k4_HDRS := $(call rwildcard,src,*.h)
k4_OBJS := $(patsubst src/%.c, build/%.o, $(k4_SRCS)) k4_OBJS := $(patsubst src/%.c, build/%.o, $(k4_SRCS))
k4_DEPS := $(patsubst src/%.c, build/%.d, $(k4_SRCS)) k4_DEPS := $(patsubst src/%.c, build/%.d, $(k4_SRCS))
k3_SRCS = $(wildcard k3/src/*.c) k3_SRCS := $(call rwildcard,k3/src,*.c)
k3_HDRS = $(wildcard k3/src/*.h) k3_HDRS := $(call rwildcard,k3/src,*.h)
k3_OBJS := $(patsubst k3/src/%.c, build/k3/%.o, $(k3_SRCS)) k3_OBJS := $(patsubst k3/src/%.c, build/k3/%.o, $(k3_SRCS))
k3_DEPS := $(patsubst k3/src/%.c, build/k3/%.d, $(k3_SRCS)) k3_DEPS := $(patsubst k3/src/%.c, build/k3/%.d, $(k3_SRCS))
CFLAGS := $(CFLAGS) -Ik3/src CFLAGS := $(CFLAGS) -Ik3/src -O2 -fopenmp
ifneq (,$(findstring mingw,$(CC))) ifneq (,$(findstring mingw,$(CC)))
CFLAGS := -static-libgcc -static-libstdc++ -std=gnu99 -march=pentium4 -D_WIN32_WINNT=0x600 -DENET_FEATURE_ADDRESS_MAPPING -fno-pic -no-pie -fms-extensions -fno-pie -O0 -g -gdwarf-2 -Isrc $(CFLAGS) CFLAGS := -static-libgcc -static-libstdc++ -std=gnu99 -march=pentium4 -D_WIN32_WINNT=0x600 -DENET_FEATURE_ADDRESS_MAPPING -fno-pic -no-pie -fms-extensions -fno-pie -Isrc $(CFLAGS)
LIBS := -l:libglfw3.a -lopengl32 -pthread -lm -l:libode.a -l:libvorbisfile.a -l:libvorbis.a -l:libogg.a -lportaudio -lgdi32 -lws2_32 -lwinmm -lstdc++ -lole32 -lsetupapi -lhid -l:liblua5.3.a $(LIBS) LIBS := -l:libglfw3.a -lopengl32 -pthread -lm -l:libode.a -l:libvorbisfile.a -l:libvorbis.a -l:libogg.a -lportaudio -lgdi32 -lws2_32 -lwinmm -lstdc++ -lole32 -lsetupapi -lhid -l:liblua5.3.a $(LIBS)
else else
CFLAGS := -march=opteron $(SAN) -std=gnu99 -DENET_FEATURE_ADDRESS_MAPPING -fms-extensions -fno-pic -no-pie -fno-pie -O0 -g -Isrc $(CFLAGS) CFLAGS := -march=opteron $(SAN) -std=gnu99 -DENET_FEATURE_ADDRESS_MAPPING -fms-extensions -fno-pic -no-pie -fno-pie -Isrc $(CFLAGS)
LIBS := -lglfw3 -pthread -ldl -lm -lode -lstdc++ -llua5.3 -lvorbis -lvorbisfile -lportaudio $(LIBS) LIBS := -lglfw3 -pthread -ldl -lm -lode -lstdc++ -llua5.3 -lvorbis -lvorbisfile -lportaudio $(LIBS)
endif endif
CFLAGS := $(CFLAGS) -DLOCALHOST_ONLY -Dk3_IRREGULAR_SHADOWS CFLAGS := $(CFLAGS) -DLOCALHOST_ONLY
build/k3/%.o: k3/src/%.c build/k3/%.o: k3/src/%.c
$(CC) $(CFLAGS) -MMD -o $@ -c $< $(CC) $(CFLAGS) -MMD -o $@ -c $<

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@ -216,7 +216,7 @@ for input_filename in sys.argv[1:]:
k3result["meshes"].append(mehs) k3result["meshes"].append(mehs)
if len(skin.joints) > 255: if skin and len(skin.joints) > 255:
err("Bone maximum is 255") err("Bone maximum is 255")
err_barrier() err_barrier()

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@ -150,13 +150,25 @@ static void contact_callback(void *data, dGeomID g1, dGeomID g2) {
int triggerType = activate_pair(g1, g2); int triggerType = activate_pair(g1, g2);
if(e1 != ENT_ID_INVALID) { if(e1 != ENT_ID_INVALID) {
if(game_getcomponent(e1, physics)->dynamics & CPHYSICS_GHOST) { struct CPhysics *cp = game_getcomponent(e1, physics);
if(!cp) {
// Entity being killed
return;
}
if(cp->dynamics & CPHYSICS_GHOST) {
ghost = 1; ghost = 1;
} }
} }
if(e2 != ENT_ID_INVALID) { if(e2 != ENT_ID_INVALID) {
if(game_getcomponent(e2, physics)->dynamics & CPHYSICS_GHOST) { struct CPhysics *cp = game_getcomponent(e2, physics);
if(!cp) {
// Entity being killed
return;
}
if(cp->dynamics & CPHYSICS_GHOST) {
ghost = 1; ghost = 1;
} }
} }
@ -896,3 +908,35 @@ void game_cleanup() {
Game.contactgroup = dJointGroupCreate(0); Game.contactgroup = dJointGroupCreate(0);
} }
void game_killentity(uint16_t eid) {
// XXX: Go over ALL component types!
struct CPhysics *cp = game_getcomponent(eid, physics);
if(cp) {
dBodyID bid = dGeomGetBody(cp->geom);
dGeomDestroy(cp->geom);
if(bid) {
dBodyDestroy(bid);
}
game_killcomponent_ptr(cp, physics);
}
struct CRender *cr = game_getcomponent(eid, render);
if(cr) {
if(cr->cache) {
if(resman_rev(cr->cache)) {
resman_unref(RESMAN_MODEL, cr->cache);
}
}
game_killcomponent_ptr(cr, render);
}
game_killcomponent(eid, movement);
game_killcomponent(eid, playerctrl);
game_killcomponent(eid, boned);
}

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@ -248,7 +248,22 @@ static inline void *game_ensurecomponent_(uint16_t eid, void *array, size_t comp
return ptr; return ptr;
} }
#define game_killcomponent_ptr(c, arr) do { \
size_t idx = c - Game.entities.arr; \
memmove(c, c + 1, sizeof(*c) * (Game.entities.arr##Count - idx - 1)); \
Game.entities.arr##Count--; \
} while(0);
#define game_killcomponent(eid, arr) do { \
typeof(&Game.entities.arr[0]) c = game_getcomponent(eid, arr); \
if(c) { \
game_killcomponent_ptr(c, arr); \
} \
} while(0);
// An artifact of using a third-party physics engine // An artifact of using a third-party physics engine
void game_synccphysics(); void game_synccphysics();
void game_cleanup(); void game_cleanup();
void game_killentity(uint16_t eid);

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@ -1,11 +1,11 @@
/** /**
* Loader generated by glad 2.0.8 on Sun Nov 17 08:36:10 2024 * Loader generated by glad 2.0.8 on Fri May 9 09:20:04 2025
* *
* SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0 * SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0
* *
* Generator: C/C++ * Generator: C/C++
* Specification: gl * Specification: gl
* Extensions: 31 * Extensions: 37
* *
* APIs: * APIs:
* - gl:compatibility=4.6 * - gl:compatibility=4.6
@ -19,10 +19,10 @@
* - ON_DEMAND = False * - ON_DEMAND = False
* *
* Commandline: * Commandline:
* --api='gl:compatibility=4.6' --extensions='GL_ARB_compatibility,GL_ARB_debug_output,GL_ARB_fragment_program,GL_ARB_fragment_shader,GL_ARB_framebuffer_sRGB,GL_ARB_shader_image_load_store,GL_ARB_shader_image_size,GL_ARB_shader_objects,GL_ARB_shader_storage_buffer_object,GL_ARB_shading_language_100,GL_ARB_texture_float,GL_ARB_texture_rg,GL_ARB_texture_rgb10_a2ui,GL_ARB_vertex_buffer_object,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ARB_vertex_type_2_10_10_10_rev,GL_EXT_direct_state_access,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_object,GL_EXT_framebuffer_sRGB,GL_EXT_geometry_shader4,GL_EXT_gpu_shader4,GL_EXT_shader_image_load_store,GL_EXT_texture_array,GL_EXT_texture_compression_s3tc,GL_EXT_texture_integer,GL_EXT_texture_sRGB,GL_EXT_transform_feedback,GL_INTEL_conservative_rasterization,GL_NV_conservative_raster' c --header-only * --api='gl:compatibility=4.6' --extensions='GL_ARB_compatibility,GL_ARB_debug_output,GL_ARB_fragment_program,GL_ARB_fragment_shader,GL_ARB_framebuffer_sRGB,GL_ARB_shader_image_load_store,GL_ARB_shader_image_size,GL_ARB_shader_objects,GL_ARB_shader_storage_buffer_object,GL_ARB_shading_language_100,GL_ARB_texture_compression_bptc,GL_ARB_texture_float,GL_ARB_texture_rg,GL_ARB_texture_rgb10_a2ui,GL_ARB_vertex_buffer_object,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ARB_vertex_type_2_10_10_10_rev,GL_EXT_direct_state_access,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_multisample_blit_scaled,GL_EXT_framebuffer_object,GL_EXT_framebuffer_sRGB,GL_EXT_geometry_shader4,GL_EXT_gpu_shader4,GL_EXT_shader_image_load_store,GL_EXT_texture_array,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_integer,GL_EXT_texture_sRGB,GL_EXT_transform_feedback,GL_INTEL_conservative_rasterization,GL_KHR_texture_compression_astc_ldr,GL_NV_conservative_raster' c --header-only
* *
* Online: * Online:
* http://glad.sh/#api=gl%3Acompatibility%3D4.6&extensions=GL_ARB_compatibility%2CGL_ARB_debug_output%2CGL_ARB_fragment_program%2CGL_ARB_fragment_shader%2CGL_ARB_framebuffer_sRGB%2CGL_ARB_shader_image_load_store%2CGL_ARB_shader_image_size%2CGL_ARB_shader_objects%2CGL_ARB_shader_storage_buffer_object%2CGL_ARB_shading_language_100%2CGL_ARB_texture_float%2CGL_ARB_texture_rg%2CGL_ARB_texture_rgb10_a2ui%2CGL_ARB_vertex_buffer_object%2CGL_ARB_vertex_program%2CGL_ARB_vertex_shader%2CGL_ARB_vertex_type_2_10_10_10_rev%2CGL_EXT_direct_state_access%2CGL_EXT_framebuffer_blit%2CGL_EXT_framebuffer_object%2CGL_EXT_framebuffer_sRGB%2CGL_EXT_geometry_shader4%2CGL_EXT_gpu_shader4%2CGL_EXT_shader_image_load_store%2CGL_EXT_texture_array%2CGL_EXT_texture_compression_s3tc%2CGL_EXT_texture_integer%2CGL_EXT_texture_sRGB%2CGL_EXT_transform_feedback%2CGL_INTEL_conservative_rasterization%2CGL_NV_conservative_raster&generator=c&options=HEADER_ONLY * http://glad.sh/#api=gl%3Acompatibility%3D4.6&extensions=GL_ARB_compatibility%2CGL_ARB_debug_output%2CGL_ARB_fragment_program%2CGL_ARB_fragment_shader%2CGL_ARB_framebuffer_sRGB%2CGL_ARB_shader_image_load_store%2CGL_ARB_shader_image_size%2CGL_ARB_shader_objects%2CGL_ARB_shader_storage_buffer_object%2CGL_ARB_shading_language_100%2CGL_ARB_texture_compression_bptc%2CGL_ARB_texture_float%2CGL_ARB_texture_rg%2CGL_ARB_texture_rgb10_a2ui%2CGL_ARB_vertex_buffer_object%2CGL_ARB_vertex_program%2CGL_ARB_vertex_shader%2CGL_ARB_vertex_type_2_10_10_10_rev%2CGL_EXT_direct_state_access%2CGL_EXT_framebuffer_blit%2CGL_EXT_framebuffer_multisample%2CGL_EXT_framebuffer_multisample_blit_scaled%2CGL_EXT_framebuffer_object%2CGL_EXT_framebuffer_sRGB%2CGL_EXT_geometry_shader4%2CGL_EXT_gpu_shader4%2CGL_EXT_shader_image_load_store%2CGL_EXT_texture_array%2CGL_EXT_texture_compression_rgtc%2CGL_EXT_texture_compression_s3tc%2CGL_EXT_texture_filter_anisotropic%2CGL_EXT_texture_integer%2CGL_EXT_texture_sRGB%2CGL_EXT_transform_feedback%2CGL_INTEL_conservative_rasterization%2CGL_KHR_texture_compression_astc_ldr%2CGL_NV_conservative_raster&generator=c&options=HEADER_ONLY
* *
*/ */
@ -465,7 +465,9 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB
#define GL_COMPRESSED_R11_EAC 0x9270 #define GL_COMPRESSED_R11_EAC 0x9270
#define GL_COMPRESSED_RED 0x8225 #define GL_COMPRESSED_RED 0x8225
#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define GL_COMPRESSED_RED_RGTC1 0x8DBB #define GL_COMPRESSED_RED_RGTC1 0x8DBB
#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define GL_COMPRESSED_RG 0x8226 #define GL_COMPRESSED_RG 0x8226
#define GL_COMPRESSED_RG11_EAC 0x9272 #define GL_COMPRESSED_RG11_EAC 0x9272
#define GL_COMPRESSED_RGB 0x84ED #define GL_COMPRESSED_RGB 0x84ED
@ -473,16 +475,35 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 #define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
#define GL_COMPRESSED_RGBA 0x84EE #define GL_COMPRESSED_RGBA 0x84EE
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8
#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9
#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA
#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1
#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2
#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3
#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4
#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5
#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7
#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C #define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F #define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RG_RGTC2 0x8DBD #define GL_COMPRESSED_RG_RGTC2 0x8DBD
#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 #define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC #define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 #define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE #define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#define GL_COMPRESSED_SLUMINANCE 0x8C4A #define GL_COMPRESSED_SLUMINANCE 0x8C4A
@ -490,11 +511,26 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B #define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B
#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A #define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A
#define GL_COMPRESSED_SRGB 0x8C48 #define GL_COMPRESSED_SRGB 0x8C48
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 #define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
#define GL_COMPRESSED_SRGB8_ETC2 0x9275 #define GL_COMPRESSED_SRGB8_ETC2 0x9275
#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 #define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 #define GL_COMPRESSED_SRGB_ALPHA 0x8C49
#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D #define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 #define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
@ -833,6 +869,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC
#define GL_FRAMEBUFFER_RENDERABLE 0x8289 #define GL_FRAMEBUFFER_RENDERABLE 0x8289
@ -1335,6 +1372,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 #define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 #define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8
#define GL_MAX_SAMPLES 0x8D57 #define GL_MAX_SAMPLES 0x8D57
#define GL_MAX_SAMPLES_EXT 0x8D57
#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 #define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 #define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE #define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
@ -1370,6 +1408,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 #define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD #define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF #define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 #define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
#define GL_MAX_TEXTURE_UNITS 0x84E2 #define GL_MAX_TEXTURE_UNITS 0x84E2
@ -1730,6 +1769,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_RENDERBUFFER_RED_SIZE 0x8D50 #define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 #define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50
#define GL_RENDERBUFFER_SAMPLES 0x8CAB #define GL_RENDERBUFFER_SAMPLES 0x8CAB
#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 #define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55
#define GL_RENDERBUFFER_WIDTH 0x8D42 #define GL_RENDERBUFFER_WIDTH 0x8D42
@ -1864,6 +1904,8 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_SAMPLE_MASK_VALUE 0x8E52 #define GL_SAMPLE_MASK_VALUE 0x8E52
#define GL_SAMPLE_POSITION 0x8E50 #define GL_SAMPLE_POSITION 0x8E50
#define GL_SAMPLE_SHADING 0x8C36 #define GL_SAMPLE_SHADING 0x8C36
#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA
#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB
#define GL_SCISSOR_BIT 0x00080000 #define GL_SCISSOR_BIT 0x00080000
#define GL_SCISSOR_BOX 0x0C10 #define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11 #define GL_SCISSOR_TEST 0x0C11
@ -2174,6 +2216,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MATRIX 0x0BA8 #define GL_TEXTURE_MATRIX 0x0BA8
#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE #define GL_TEXTURE_MAX_ANISOTROPY 0x84FE
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_TEXTURE_MAX_LEVEL 0x813D #define GL_TEXTURE_MAX_LEVEL 0x813D
#define GL_TEXTURE_MAX_LOD 0x813B #define GL_TEXTURE_MAX_LOD 0x813B
#define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_TEXTURE_MIN_FILTER 0x2801
@ -2889,6 +2932,8 @@ GLAD_API_CALL int GLAD_GL_ARB_shader_objects;
GLAD_API_CALL int GLAD_GL_ARB_shader_storage_buffer_object; GLAD_API_CALL int GLAD_GL_ARB_shader_storage_buffer_object;
#define GL_ARB_shading_language_100 1 #define GL_ARB_shading_language_100 1
GLAD_API_CALL int GLAD_GL_ARB_shading_language_100; GLAD_API_CALL int GLAD_GL_ARB_shading_language_100;
#define GL_ARB_texture_compression_bptc 1
GLAD_API_CALL int GLAD_GL_ARB_texture_compression_bptc;
#define GL_ARB_texture_float 1 #define GL_ARB_texture_float 1
GLAD_API_CALL int GLAD_GL_ARB_texture_float; GLAD_API_CALL int GLAD_GL_ARB_texture_float;
#define GL_ARB_texture_rg 1 #define GL_ARB_texture_rg 1
@ -2907,6 +2952,10 @@ GLAD_API_CALL int GLAD_GL_ARB_vertex_type_2_10_10_10_rev;
GLAD_API_CALL int GLAD_GL_EXT_direct_state_access; GLAD_API_CALL int GLAD_GL_EXT_direct_state_access;
#define GL_EXT_framebuffer_blit 1 #define GL_EXT_framebuffer_blit 1
GLAD_API_CALL int GLAD_GL_EXT_framebuffer_blit; GLAD_API_CALL int GLAD_GL_EXT_framebuffer_blit;
#define GL_EXT_framebuffer_multisample 1
GLAD_API_CALL int GLAD_GL_EXT_framebuffer_multisample;
#define GL_EXT_framebuffer_multisample_blit_scaled 1
GLAD_API_CALL int GLAD_GL_EXT_framebuffer_multisample_blit_scaled;
#define GL_EXT_framebuffer_object 1 #define GL_EXT_framebuffer_object 1
GLAD_API_CALL int GLAD_GL_EXT_framebuffer_object; GLAD_API_CALL int GLAD_GL_EXT_framebuffer_object;
#define GL_EXT_framebuffer_sRGB 1 #define GL_EXT_framebuffer_sRGB 1
@ -2919,8 +2968,12 @@ GLAD_API_CALL int GLAD_GL_EXT_gpu_shader4;
GLAD_API_CALL int GLAD_GL_EXT_shader_image_load_store; GLAD_API_CALL int GLAD_GL_EXT_shader_image_load_store;
#define GL_EXT_texture_array 1 #define GL_EXT_texture_array 1
GLAD_API_CALL int GLAD_GL_EXT_texture_array; GLAD_API_CALL int GLAD_GL_EXT_texture_array;
#define GL_EXT_texture_compression_rgtc 1
GLAD_API_CALL int GLAD_GL_EXT_texture_compression_rgtc;
#define GL_EXT_texture_compression_s3tc 1 #define GL_EXT_texture_compression_s3tc 1
GLAD_API_CALL int GLAD_GL_EXT_texture_compression_s3tc; GLAD_API_CALL int GLAD_GL_EXT_texture_compression_s3tc;
#define GL_EXT_texture_filter_anisotropic 1
GLAD_API_CALL int GLAD_GL_EXT_texture_filter_anisotropic;
#define GL_EXT_texture_integer 1 #define GL_EXT_texture_integer 1
GLAD_API_CALL int GLAD_GL_EXT_texture_integer; GLAD_API_CALL int GLAD_GL_EXT_texture_integer;
#define GL_EXT_texture_sRGB 1 #define GL_EXT_texture_sRGB 1
@ -2929,6 +2982,8 @@ GLAD_API_CALL int GLAD_GL_EXT_texture_sRGB;
GLAD_API_CALL int GLAD_GL_EXT_transform_feedback; GLAD_API_CALL int GLAD_GL_EXT_transform_feedback;
#define GL_INTEL_conservative_rasterization 1 #define GL_INTEL_conservative_rasterization 1
GLAD_API_CALL int GLAD_GL_INTEL_conservative_rasterization; GLAD_API_CALL int GLAD_GL_INTEL_conservative_rasterization;
#define GL_KHR_texture_compression_astc_ldr 1
GLAD_API_CALL int GLAD_GL_KHR_texture_compression_astc_ldr;
#define GL_NV_conservative_raster 1 #define GL_NV_conservative_raster 1
GLAD_API_CALL int GLAD_GL_NV_conservative_raster; GLAD_API_CALL int GLAD_GL_NV_conservative_raster;
@ -3949,6 +4004,7 @@ typedef GLint (GLAD_API_PTR *PFNGLRENDERMODEPROC)(GLenum mode);
typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAD_API_PTR *PFNGLRESUMETRANSFORMFEEDBACKPROC)(void); typedef void (GLAD_API_PTR *PFNGLRESUMETRANSFORMFEEDBACKPROC)(void);
typedef void (GLAD_API_PTR *PFNGLROTATEDPROC)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); typedef void (GLAD_API_PTR *PFNGLROTATEDPROC)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAD_API_PTR *PFNGLROTATEFPROC)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); typedef void (GLAD_API_PTR *PFNGLROTATEFPROC)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
@ -6458,6 +6514,8 @@ GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEEXTPROC glad_glRenderbufferStorageEXT;
#define glRenderbufferStorageEXT glad_glRenderbufferStorageEXT #define glRenderbufferStorageEXT glad_glRenderbufferStorageEXT
GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample;
#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample #define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample
GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT;
#define glRenderbufferStorageMultisampleEXT glad_glRenderbufferStorageMultisampleEXT
GLAD_API_CALL PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback; GLAD_API_CALL PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback;
#define glResumeTransformFeedback glad_glResumeTransformFeedback #define glResumeTransformFeedback glad_glResumeTransformFeedback
GLAD_API_CALL PFNGLROTATEDPROC glad_glRotated; GLAD_API_CALL PFNGLROTATEDPROC glad_glRotated;
@ -7480,6 +7538,7 @@ int GLAD_GL_ARB_shader_image_size = 0;
int GLAD_GL_ARB_shader_objects = 0; int GLAD_GL_ARB_shader_objects = 0;
int GLAD_GL_ARB_shader_storage_buffer_object = 0; int GLAD_GL_ARB_shader_storage_buffer_object = 0;
int GLAD_GL_ARB_shading_language_100 = 0; int GLAD_GL_ARB_shading_language_100 = 0;
int GLAD_GL_ARB_texture_compression_bptc = 0;
int GLAD_GL_ARB_texture_float = 0; int GLAD_GL_ARB_texture_float = 0;
int GLAD_GL_ARB_texture_rg = 0; int GLAD_GL_ARB_texture_rg = 0;
int GLAD_GL_ARB_texture_rgb10_a2ui = 0; int GLAD_GL_ARB_texture_rgb10_a2ui = 0;
@ -7489,17 +7548,22 @@ int GLAD_GL_ARB_vertex_shader = 0;
int GLAD_GL_ARB_vertex_type_2_10_10_10_rev = 0; int GLAD_GL_ARB_vertex_type_2_10_10_10_rev = 0;
int GLAD_GL_EXT_direct_state_access = 0; int GLAD_GL_EXT_direct_state_access = 0;
int GLAD_GL_EXT_framebuffer_blit = 0; int GLAD_GL_EXT_framebuffer_blit = 0;
int GLAD_GL_EXT_framebuffer_multisample = 0;
int GLAD_GL_EXT_framebuffer_multisample_blit_scaled = 0;
int GLAD_GL_EXT_framebuffer_object = 0; int GLAD_GL_EXT_framebuffer_object = 0;
int GLAD_GL_EXT_framebuffer_sRGB = 0; int GLAD_GL_EXT_framebuffer_sRGB = 0;
int GLAD_GL_EXT_geometry_shader4 = 0; int GLAD_GL_EXT_geometry_shader4 = 0;
int GLAD_GL_EXT_gpu_shader4 = 0; int GLAD_GL_EXT_gpu_shader4 = 0;
int GLAD_GL_EXT_shader_image_load_store = 0; int GLAD_GL_EXT_shader_image_load_store = 0;
int GLAD_GL_EXT_texture_array = 0; int GLAD_GL_EXT_texture_array = 0;
int GLAD_GL_EXT_texture_compression_rgtc = 0;
int GLAD_GL_EXT_texture_compression_s3tc = 0; int GLAD_GL_EXT_texture_compression_s3tc = 0;
int GLAD_GL_EXT_texture_filter_anisotropic = 0;
int GLAD_GL_EXT_texture_integer = 0; int GLAD_GL_EXT_texture_integer = 0;
int GLAD_GL_EXT_texture_sRGB = 0; int GLAD_GL_EXT_texture_sRGB = 0;
int GLAD_GL_EXT_transform_feedback = 0; int GLAD_GL_EXT_transform_feedback = 0;
int GLAD_GL_INTEL_conservative_rasterization = 0; int GLAD_GL_INTEL_conservative_rasterization = 0;
int GLAD_GL_KHR_texture_compression_astc_ldr = 0;
int GLAD_GL_NV_conservative_raster = 0; int GLAD_GL_NV_conservative_raster = 0;
@ -8520,6 +8584,7 @@ PFNGLRENDERMODEPROC glad_glRenderMode = NULL;
PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL;
PFNGLRENDERBUFFERSTORAGEEXTPROC glad_glRenderbufferStorageEXT = NULL; PFNGLRENDERBUFFERSTORAGEEXTPROC glad_glRenderbufferStorageEXT = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT = NULL;
PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL; PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL;
PFNGLROTATEDPROC glad_glRotated = NULL; PFNGLROTATEDPROC glad_glRotated = NULL;
PFNGLROTATEFPROC glad_glRotatef = NULL; PFNGLROTATEFPROC glad_glRotatef = NULL;
@ -10618,6 +10683,10 @@ static void glad_gl_load_GL_EXT_framebuffer_blit( GLADuserptrloadfunc load, void
if(!GLAD_GL_EXT_framebuffer_blit) return; if(!GLAD_GL_EXT_framebuffer_blit) return;
glad_glBlitFramebufferEXT = (PFNGLBLITFRAMEBUFFEREXTPROC) load(userptr, "glBlitFramebufferEXT"); glad_glBlitFramebufferEXT = (PFNGLBLITFRAMEBUFFEREXTPROC) load(userptr, "glBlitFramebufferEXT");
} }
static void glad_gl_load_GL_EXT_framebuffer_multisample( GLADuserptrloadfunc load, void* userptr) {
if(!GLAD_GL_EXT_framebuffer_multisample) return;
glad_glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) load(userptr, "glRenderbufferStorageMultisampleEXT");
}
static void glad_gl_load_GL_EXT_framebuffer_object( GLADuserptrloadfunc load, void* userptr) { static void glad_gl_load_GL_EXT_framebuffer_object( GLADuserptrloadfunc load, void* userptr) {
if(!GLAD_GL_EXT_framebuffer_object) return; if(!GLAD_GL_EXT_framebuffer_object) return;
glad_glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) load(userptr, "glBindFramebufferEXT"); glad_glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) load(userptr, "glBindFramebufferEXT");
@ -10816,6 +10885,7 @@ static int glad_gl_find_extensions_gl(void) {
GLAD_GL_ARB_shader_objects = glad_gl_has_extension(exts, exts_i, "GL_ARB_shader_objects"); GLAD_GL_ARB_shader_objects = glad_gl_has_extension(exts, exts_i, "GL_ARB_shader_objects");
GLAD_GL_ARB_shader_storage_buffer_object = glad_gl_has_extension(exts, exts_i, "GL_ARB_shader_storage_buffer_object"); GLAD_GL_ARB_shader_storage_buffer_object = glad_gl_has_extension(exts, exts_i, "GL_ARB_shader_storage_buffer_object");
GLAD_GL_ARB_shading_language_100 = glad_gl_has_extension(exts, exts_i, "GL_ARB_shading_language_100"); GLAD_GL_ARB_shading_language_100 = glad_gl_has_extension(exts, exts_i, "GL_ARB_shading_language_100");
GLAD_GL_ARB_texture_compression_bptc = glad_gl_has_extension(exts, exts_i, "GL_ARB_texture_compression_bptc");
GLAD_GL_ARB_texture_float = glad_gl_has_extension(exts, exts_i, "GL_ARB_texture_float"); GLAD_GL_ARB_texture_float = glad_gl_has_extension(exts, exts_i, "GL_ARB_texture_float");
GLAD_GL_ARB_texture_rg = glad_gl_has_extension(exts, exts_i, "GL_ARB_texture_rg"); GLAD_GL_ARB_texture_rg = glad_gl_has_extension(exts, exts_i, "GL_ARB_texture_rg");
GLAD_GL_ARB_texture_rgb10_a2ui = glad_gl_has_extension(exts, exts_i, "GL_ARB_texture_rgb10_a2ui"); GLAD_GL_ARB_texture_rgb10_a2ui = glad_gl_has_extension(exts, exts_i, "GL_ARB_texture_rgb10_a2ui");
@ -10825,17 +10895,22 @@ static int glad_gl_find_extensions_gl(void) {
GLAD_GL_ARB_vertex_type_2_10_10_10_rev = glad_gl_has_extension(exts, exts_i, "GL_ARB_vertex_type_2_10_10_10_rev"); GLAD_GL_ARB_vertex_type_2_10_10_10_rev = glad_gl_has_extension(exts, exts_i, "GL_ARB_vertex_type_2_10_10_10_rev");
GLAD_GL_EXT_direct_state_access = glad_gl_has_extension(exts, exts_i, "GL_EXT_direct_state_access"); GLAD_GL_EXT_direct_state_access = glad_gl_has_extension(exts, exts_i, "GL_EXT_direct_state_access");
GLAD_GL_EXT_framebuffer_blit = glad_gl_has_extension(exts, exts_i, "GL_EXT_framebuffer_blit"); GLAD_GL_EXT_framebuffer_blit = glad_gl_has_extension(exts, exts_i, "GL_EXT_framebuffer_blit");
GLAD_GL_EXT_framebuffer_multisample = glad_gl_has_extension(exts, exts_i, "GL_EXT_framebuffer_multisample");
GLAD_GL_EXT_framebuffer_multisample_blit_scaled = glad_gl_has_extension(exts, exts_i, "GL_EXT_framebuffer_multisample_blit_scaled");
GLAD_GL_EXT_framebuffer_object = glad_gl_has_extension(exts, exts_i, "GL_EXT_framebuffer_object"); GLAD_GL_EXT_framebuffer_object = glad_gl_has_extension(exts, exts_i, "GL_EXT_framebuffer_object");
GLAD_GL_EXT_framebuffer_sRGB = glad_gl_has_extension(exts, exts_i, "GL_EXT_framebuffer_sRGB"); GLAD_GL_EXT_framebuffer_sRGB = glad_gl_has_extension(exts, exts_i, "GL_EXT_framebuffer_sRGB");
GLAD_GL_EXT_geometry_shader4 = glad_gl_has_extension(exts, exts_i, "GL_EXT_geometry_shader4"); GLAD_GL_EXT_geometry_shader4 = glad_gl_has_extension(exts, exts_i, "GL_EXT_geometry_shader4");
GLAD_GL_EXT_gpu_shader4 = glad_gl_has_extension(exts, exts_i, "GL_EXT_gpu_shader4"); GLAD_GL_EXT_gpu_shader4 = glad_gl_has_extension(exts, exts_i, "GL_EXT_gpu_shader4");
GLAD_GL_EXT_shader_image_load_store = glad_gl_has_extension(exts, exts_i, "GL_EXT_shader_image_load_store"); GLAD_GL_EXT_shader_image_load_store = glad_gl_has_extension(exts, exts_i, "GL_EXT_shader_image_load_store");
GLAD_GL_EXT_texture_array = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_array"); GLAD_GL_EXT_texture_array = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_array");
GLAD_GL_EXT_texture_compression_rgtc = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_compression_rgtc");
GLAD_GL_EXT_texture_compression_s3tc = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_compression_s3tc"); GLAD_GL_EXT_texture_compression_s3tc = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_compression_s3tc");
GLAD_GL_EXT_texture_filter_anisotropic = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_filter_anisotropic");
GLAD_GL_EXT_texture_integer = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_integer"); GLAD_GL_EXT_texture_integer = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_integer");
GLAD_GL_EXT_texture_sRGB = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_sRGB"); GLAD_GL_EXT_texture_sRGB = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_sRGB");
GLAD_GL_EXT_transform_feedback = glad_gl_has_extension(exts, exts_i, "GL_EXT_transform_feedback"); GLAD_GL_EXT_transform_feedback = glad_gl_has_extension(exts, exts_i, "GL_EXT_transform_feedback");
GLAD_GL_INTEL_conservative_rasterization = glad_gl_has_extension(exts, exts_i, "GL_INTEL_conservative_rasterization"); GLAD_GL_INTEL_conservative_rasterization = glad_gl_has_extension(exts, exts_i, "GL_INTEL_conservative_rasterization");
GLAD_GL_KHR_texture_compression_astc_ldr = glad_gl_has_extension(exts, exts_i, "GL_KHR_texture_compression_astc_ldr");
GLAD_GL_NV_conservative_raster = glad_gl_has_extension(exts, exts_i, "GL_NV_conservative_raster"); GLAD_GL_NV_conservative_raster = glad_gl_has_extension(exts, exts_i, "GL_NV_conservative_raster");
glad_gl_free_extensions(exts_i); glad_gl_free_extensions(exts_i);
@ -10929,6 +11004,7 @@ int gladLoadGLUserPtr( GLADuserptrloadfunc load, void *userptr) {
glad_gl_load_GL_ARB_vertex_type_2_10_10_10_rev(load, userptr); glad_gl_load_GL_ARB_vertex_type_2_10_10_10_rev(load, userptr);
glad_gl_load_GL_EXT_direct_state_access(load, userptr); glad_gl_load_GL_EXT_direct_state_access(load, userptr);
glad_gl_load_GL_EXT_framebuffer_blit(load, userptr); glad_gl_load_GL_EXT_framebuffer_blit(load, userptr);
glad_gl_load_GL_EXT_framebuffer_multisample(load, userptr);
glad_gl_load_GL_EXT_framebuffer_object(load, userptr); glad_gl_load_GL_EXT_framebuffer_object(load, userptr);
glad_gl_load_GL_EXT_geometry_shader4(load, userptr); glad_gl_load_GL_EXT_geometry_shader4(load, userptr);
glad_gl_load_GL_EXT_gpu_shader4(load, userptr); glad_gl_load_GL_EXT_gpu_shader4(load, userptr);

View File

@ -351,7 +351,7 @@ __attribute__((optimize("Ofast"))) static void k3MixDoYourThang(size_t sampleCou
} else i++; } else i++;
} }
for(size_t i = 0; i < sampleCount * FinalChannels; i += 4) { /*for(size_t i = 0; i < sampleCount * FinalChannels; i += 4) {
// Compute tanh approximation x*(27+x*x)/(27+9*x*x) // Compute tanh approximation x*(27+x*x)/(27+9*x*x)
float *ptr = FinalData + i; float *ptr = FinalData + i;
@ -363,7 +363,7 @@ __attribute__((optimize("Ofast"))) static void k3MixDoYourThang(size_t sampleCou
__m128 denom = _mm_add_ps(_mm_set1_ps(27), _mm_mul_ps(_mm_set1_ps(9), xx)); __m128 denom = _mm_add_ps(_mm_set1_ps(27), _mm_mul_ps(_mm_set1_ps(9), xx));
_mm_storeu_ps(ptr, _mm_div_ps(numer, denom)); _mm_storeu_ps(ptr, _mm_div_ps(numer, denom));
} }*/
// The accuracy isn't worth the function call per sample // The accuracy isn't worth the function call per sample
/*for(size_t i = 0; i < sampleCount * FinalChannels; i++) { /*for(size_t i = 0; i < sampleCount * FinalChannels; i++) {

View File

@ -253,15 +253,27 @@ static int refresh_texture(struct ResManRes *res) {
int w, h, origN; int w, h, origN;
unsigned char *data = stbi_load(namebuf, &w, &h, &origN, n); unsigned char *data = stbi_load(namebuf, &w, &h, &origN, n);
int stbifree = 1;
if(TextureResolutionReduction && data) { int newW = w, newH = h;
int newW = w >> TextureResolutionReduction;
int newH = h >> TextureResolutionReduction;
if(newW <= 4) newW = 4; if(TextureResolutionReduction) {
if(newH <= 4) newH = 4; newW = newW >> TextureResolutionReduction;
newH = newH >> TextureResolutionReduction;
}
if(newW > k3TexSzMax()) {
newW = k3TexSzMax();
}
if(newH > k3TexSzMax()) {
newH = k3TexSzMax();
}
if(newW < 4) {
newW = 4;
}
if(newH < 4) {
newH = 4;
}
if(newW != w || newH != h) {
unsigned char *data2 = malloc(newW * newH * n); unsigned char *data2 = malloc(newW * newH * n);
int success = stbir_resize_uint8_generic(data, w, h, 0, data2, newW, newH, 0, n, n == 4 ? 3 : -1, 0, STBIR_EDGE_WRAP, STBIR_FILTER_DEFAULT, gamma ? STBIR_COLORSPACE_SRGB : STBIR_COLORSPACE_LINEAR, NULL); int success = stbir_resize_uint8_generic(data, w, h, 0, data2, newW, newH, 0, n, n == 4 ? 3 : -1, 0, STBIR_EDGE_WRAP, STBIR_FILTER_DEFAULT, gamma ? STBIR_COLORSPACE_SRGB : STBIR_COLORSPACE_LINEAR, NULL);
@ -271,7 +283,6 @@ static int refresh_texture(struct ResManRes *res) {
w = newW; w = newW;
h = newH; h = newH;
data = data2; data = data2;
stbifree = 0;
} else { } else {
free(data2); free(data2);
} }
@ -283,12 +294,7 @@ static int refresh_texture(struct ResManRes *res) {
if(data) { if(data) {
k3TexUpdate(res->thing, type, 0, w, h, data); k3TexUpdate(res->thing, type, 0, w, h, data);
free(data);
if(stbifree) {
stbi_image_free(data);
} else {
free(data);
}
} }
} }

View File

@ -15,6 +15,8 @@
#include"k3menu.h" #include"k3menu.h"
#include<assert.h> #include<assert.h>
#include"net_hi.h" #include"net_hi.h"
#include"k3particles.h"
#include<GLFW/glfw3.h>
/* /*
* This is by far the least clean or well-maintained source in the * This is by far the least clean or well-maintained source in the
@ -170,6 +172,24 @@ error:
return 0; return 0;
} }
struct mixitem {
void *thing;
#define MIXITEM_SOURCE 0
#define MIXITEM_SOUND 1
#define MIXITEM_QUEUE 2
#define MIXITEM_POWER 3
int type;
};
struct Animator {
struct k3Mdl *mdl;
struct k3Animator animator;
struct k3AnimationBone *bones;
bool playing;
double playStartTime;
};
static int game_addentity(lua_State *L) { static int game_addentity(lua_State *L) {
lua_Integer li; lua_Integer li;
int i; int i;
@ -666,15 +686,6 @@ static int game_water_disturb(lua_State *L) {
return 0; return 0;
} }
struct mixitem {
void *thing;
#define MIXITEM_SOURCE 0
#define MIXITEM_SOUND 1
#define MIXITEM_QUEUE 2
#define MIXITEM_POWER 3
int type;
};
static int dagame_mixsound(lua_State *L) { static int dagame_mixsound(lua_State *L) {
struct mixitem *i = lua_touserdata(L, 1); struct mixitem *i = lua_touserdata(L, 1);
@ -866,13 +877,15 @@ static int game_ref(lua_State *L) {
} }
static int game_batch(lua_State *L) { static int game_batch(lua_State *L) {
void **r = lua_touserdata(L, 1); void *r = lua_touserdata(L, 1);
struct k3Mdl *mdl; struct k3Mdl *mdl;
if(luaL_testudata(L, 1, "k3water")) { if(luaL_testudata(L, 1, "k3water")) {
mdl = ((struct k3Water*) *r)->mdl; mdl = (*(struct k3Water**) r)->mdl;
} else if(luaL_testudata(L, 1, "k3cpuparticles")) {
mdl = (*(struct k3CPUQuadParticles**) r)->mdl;
} else if(luaL_testudata(L, 1, "k3mdl")) { } else if(luaL_testudata(L, 1, "k3mdl")) {
mdl = *r; mdl = *(struct k3Mdl**) r;
} else return 0; } else return 0;
lua_rawgeti(L, 2, 1); lua_rawgeti(L, 2, 1);
@ -884,7 +897,28 @@ static int game_batch(lua_State *L) {
lua_pop(L, 3); lua_pop(L, 3);
if(lua_gettop(L) == 3) { struct k3AnimationBone *bones = NULL;
if(lua_gettop(L) >= 4) {
struct Animator *anim = lua_touserdata(L, 4);
if(anim->playing) {
k3AnimatorSet(&anim->animator, glfwGetTime() - anim->playStartTime);
}
bones = anim->bones;
size_t boneCount = k3MdlGetBoneCount(anim->mdl);
for(size_t m = 0; m < boneCount; m++) {
vec3 scaleignore;
mat4 rot;
glm_decompose(anim->animator.inter[m], bones[m].translation, rot, scaleignore);
glm_mat4_quat(anim->animator.inter[m], bones[m].rotation);
}
}
if(lua_gettop(L) >= 3) {
mat4 anchor; mat4 anchor;
for(int i = 0; i < 16; i++) { for(int i = 0; i < 16; i++) {
lua_rawgeti(L, 3, i + 1); lua_rawgeti(L, 3, i + 1);
@ -895,7 +929,7 @@ static int game_batch(lua_State *L) {
glm_mat4_mul(anchor, m, m); glm_mat4_mul(anchor, m, m);
} }
k3Batch(mdl, m, NULL); k3Batch(mdl, m, bones);
return 0; return 0;
} }
@ -986,6 +1020,22 @@ static int game_submissive_send(lua_State *L) {
return 0; return 0;
} }
static int dagame_cphysics_add_force(lua_State *L) {
struct CPhysics *c = *(struct CPhysics**) lua_touserdata(L, 1);
dBodyID bid = dGeomGetBody(c->geom);
if(!bid) {
lua_pushboolean(L, false);
return 1;
}
dBodyAddForce(bid, lua_tonumber(L, 2), lua_tonumber(L, 3), lua_tonumber(L, 4));
lua_pushboolean(L, true);
return 1;
}
static int game_cphysics_get(lua_State *L) { static int game_cphysics_get(lua_State *L) {
struct CPhysics *c = *(struct CPhysics**) lua_touserdata(L, 1); struct CPhysics *c = *(struct CPhysics**) lua_touserdata(L, 1);
@ -1052,7 +1102,7 @@ static int game_cphysics_get(lua_State *L) {
lua_pushnumber(L, c->speed); lua_pushnumber(L, c->speed);
return 1; return 1;
} else if(!strcmp(k, "add_force")) { } else if(!strcmp(k, "add_force")) {
//lua_pushcfunction(L, ); lua_pushcfunction(L, dagame_cphysics_add_force);
return 1; return 1;
} }
@ -1083,7 +1133,9 @@ static int game_cphysics_set(lua_State *L) {
lua_rawgeti(L, 3, 3); lua_rawgeti(L, 3, 3);
lua_rawgeti(L, 3, 4); lua_rawgeti(L, 3, 4);
dGeomSetQuaternion(c->geom, (dQuaternion) {lua_tonumber(L, -1), lua_tonumber(L, -4), lua_tonumber(L, -3), lua_tonumber(L, -2)}); dQuaternion q = {lua_tonumber(L, -1), lua_tonumber(L, -4), lua_tonumber(L, -3), lua_tonumber(L, -2)};
dGeomSetQuaternion(c->geom, q);
lua_pop(L, 4); lua_pop(L, 4);
} else if(!strcmp(k, "vel")) { } else if(!strcmp(k, "vel")) {
@ -1280,7 +1332,11 @@ static int game_get(lua_State *L) {
} else if(!strcmp(i, "authority")) { } else if(!strcmp(i, "authority")) {
lua_pushboolean(L, Game.isAuthority); lua_pushboolean(L, Game.isAuthority);
} else if(!strcmp(i, "spectated")) { } else if(!strcmp(i, "spectated")) {
lua_pushinteger(L, Game.spectated); if(Game.spectated == ENT_ID_INVALID) {
lua_pushnil(L);
} else {
lua_pushinteger(L, Game.spectated);
}
} else if(!strcmp(i, "fov")) { } else if(!strcmp(i, "fov")) {
lua_pushnumber(L, LuaapiFov); lua_pushnumber(L, LuaapiFov);
} else if(!strcmp(i, "rate")) { } else if(!strcmp(i, "rate")) {
@ -1491,7 +1547,6 @@ static int game_load(lua_State *L) {
static int dagame_cleanup(lua_State *L) { static int dagame_cleanup(lua_State *L) {
luaapi_cleanup(); luaapi_cleanup();
LuaapiCamFocus = false;
return 0; return 0;
} }
@ -1597,7 +1652,7 @@ static int dagame_mdl(lua_State *L) {
vertexCount = lua_tointeger(L, -1) / 3; vertexCount = lua_tointeger(L, -1) / 3;
lua_pop(L, 1); lua_pop(L, 1);
positions = malloc(sizeof(*positions) * vertexCount); positions = calloc(vertexCount, sizeof(*positions));
for(size_t i = 0; i < vertexCount; i++) { for(size_t i = 0; i < vertexCount; i++) {
lua_geti(L, -1, i * 3 + 1); lua_geti(L, -1, i * 3 + 1);
@ -1615,7 +1670,7 @@ static int dagame_mdl(lua_State *L) {
indexCount = lua_tointeger(L, -1); indexCount = lua_tointeger(L, -1);
lua_pop(L, 1); lua_pop(L, 1);
indices = malloc(sizeof(*indices) * indexCount); indices = calloc(indexCount, sizeof(*indices));
for(size_t i = 0; i < indexCount; i++) { for(size_t i = 0; i < indexCount; i++) {
lua_geti(L, -1, i + 1); lua_geti(L, -1, i + 1);
@ -1637,7 +1692,7 @@ static int dagame_mdl(lua_State *L) {
return 0; return 0;
} }
normals = malloc(sizeof(*normals) * 3 * vertexCount); normals = calloc(vertexCount, sizeof(*normals) * 3);
for(size_t i = 0; i < vertexCount; i++) { for(size_t i = 0; i < vertexCount; i++) {
lua_geti(L, -1, i * 3 + 1); lua_geti(L, -1, i * 3 + 1);
@ -1660,7 +1715,7 @@ static int dagame_mdl(lua_State *L) {
return 0; return 0;
} }
uvs = malloc(sizeof(*uvs) * vertexCount); uvs = calloc(vertexCount, sizeof(*uvs));
for(size_t i = 0; i < vertexCount; i++) { for(size_t i = 0; i < vertexCount; i++) {
lua_geti(L, -1, i * 2 + 1); lua_geti(L, -1, i * 2 + 1);
@ -1858,7 +1913,7 @@ static int dagame_draw(lua_State *L) {
float b = lua_type(L, -2) == LUA_TNUMBER ? lua_tonumber(L, -2) : 1; float b = lua_type(L, -2) == LUA_TNUMBER ? lua_tonumber(L, -2) : 1;
float a = lua_type(L, -1) == LUA_TNUMBER ? lua_tonumber(L, -1) : 1; float a = lua_type(L, -1) == LUA_TNUMBER ? lua_tonumber(L, -1) : 1;
k3BatchAdd(tex, (struct k3RectF) {.x = sx, .y = sy, .w = sw, .h = sh}, (struct k3RectF) {.x = x, .y = y, .w = w, .h = h}, 0, (vec4) {r, g, b, a}); k3BatchAdd(tex, (struct k3RectF) {.x = sx, .y = sy, .w = sw, .h = sh}, (struct k3RectF) {.x = x, .y = y, .w = w, .h = h}, 0, (vec4) {r, g, b, a}, 0);
lua_pop(L, 13); lua_pop(L, 13);
} else { } else {
@ -2348,12 +2403,277 @@ static int dagame_mdl_desc_append(lua_State *L) {
return 0; return 0;
} }
#include<GLFW/glfw3.h>
static int os_time(lua_State *L) { static int os_time(lua_State *L) {
lua_pushnumber(L, glfwGetTime() - LuaapiStartTime); lua_pushnumber(L, glfwGetTime() - LuaapiStartTime);
return 1; return 1;
} }
static int dagame_particle_system(lua_State *L) {
struct k3CPUQuadParticles *qp = calloc(1, sizeof(*qp));
qp->capacity = lua_tointeger(L, 1);
qp->origin[0] = 0;
qp->origin[1] = 0;
qp->origin[2] = 0;
qp->emissionEnabled = true;
qp->emissionRate = 100;
qp->emissionConeDirection[0] = 0;
qp->emissionConeDirection[1] = 1;
qp->emissionConeDirection[2] = 0;
qp->emissionConeAngle = M_PI / 2;
qp->gravity[0] = 0;
qp->gravity[1] = 0.03;
qp->gravity[2] = 0;
qp->particleLifetime = 4;
qp->colorStart[0] = 1;
qp->colorStart[1] = 1;
qp->colorStart[2] = 1;
qp->colorStart[3] = 1;
qp->colorEnd[0] = 1;
qp->colorEnd[1] = 1;
qp->colorEnd[2] = 1;
qp->colorEnd[3] = 0;
struct k3Mat *mat = *(struct k3Mat**) lua_touserdata(L, 2);
/*struct k3Mat mat = {
.primitive = {
.diffuse = {1, 1, 1, 1},
.specular = {0, 0, 0, 0},
.emission = {0, 0, 0, 0},
.shininess = 16,
},
.passes = {
{
.unitsUsed = 0,
.aabb = NAN,
.transparent = true,
.nocull = false,
.alphatest = false,
.depthwrite = false,
}
},
};*/
k3CPUQuadParticlesInit(qp, mat);
void **z = lua_newuserdata(L, sizeof(*z));
*z = qp;
luaL_setmetatable(L, "k3cpuparticles");
return 1;
}
static int dagame_k3cpuparticles_update(lua_State *L) {
struct k3CPUQuadParticles *qp = *(void**) lua_touserdata(L, 1);
k3CPUQuadParticlesUpdate(qp, lua_tonumber(L, 2), &LuaapiCamMatrix[0], &LuaapiCamMatrix[1], &LuaapiCamMatrix[2]);
lua_pushvalue(L, 1);
return 1;
}
static int dagame_k3cpuparticles_set(lua_State *L) {
struct k3CPUQuadParticles *qp = *(void**) lua_touserdata(L, 1);
const char *key = lua_tostring(L, 2);
if(!strcmp(key, "origin")) {
lua_geti(L, 3, 1);
lua_geti(L, 3, 2);
lua_geti(L, 3, 3);
qp->origin[0] = lua_tonumber(L, -3);
qp->origin[1] = lua_tonumber(L, -2);
qp->origin[2] = lua_tonumber(L, -1);
lua_pop(L, 3);
} else if(!strcmp(key, "enabled")) {
qp->emissionEnabled = lua_toboolean(L, 3);
} else if(!strcmp(key, "rate")) {
qp->emissionRate = lua_tonumber(L, 3);
} else if(!strcmp(key, "cone_direction")) {
lua_geti(L, 3, 1);
lua_geti(L, 3, 2);
lua_geti(L, 3, 3);
qp->emissionConeDirection[0] = lua_tonumber(L, -3);
qp->emissionConeDirection[1] = lua_tonumber(L, -2);
qp->emissionConeDirection[2] = lua_tonumber(L, -1);
lua_pop(L, 3);
} else if(!strcmp(key, "cone_angle")) {
qp->emissionConeAngle = lua_tonumber(L, 3);
} else if(!strcmp(key, "gravity")) {
lua_geti(L, 3, 1);
lua_geti(L, 3, 2);
lua_geti(L, 3, 3);
qp->gravity[0] = lua_tonumber(L, -3);
qp->gravity[1] = lua_tonumber(L, -2);
qp->gravity[2] = lua_tonumber(L, -1);
lua_pop(L, 3);
} else if(!strcmp(key, "lifetime")) {
qp->particleLifetime = lua_tonumber(L, 3);
} else if(!strcmp(key, "remaining")) {
qp->emissionLifetime = lua_tonumber(L, 3);
} else if(!strcmp(key, "color_start")) {
lua_geti(L, 3, 1);
lua_geti(L, 3, 2);
lua_geti(L, 3, 3);
lua_geti(L, 3, 4);
qp->colorStart[0] = lua_tonumber(L, -4);
qp->colorStart[1] = lua_tonumber(L, -3);
qp->colorStart[2] = lua_tonumber(L, -2);
qp->colorStart[3] = lua_tonumber(L, -1);
lua_pop(L, 4);
} else if(!strcmp(key, "color_end")) {
lua_geti(L, 3, 1);
lua_geti(L, 3, 2);
lua_geti(L, 3, 3);
lua_geti(L, 3, 4);
qp->colorEnd[0] = lua_tonumber(L, -4);
qp->colorEnd[1] = lua_tonumber(L, -3);
qp->colorEnd[2] = lua_tonumber(L, -2);
qp->colorEnd[3] = lua_tonumber(L, -1);
lua_pop(L, 4);
}
return 0;
}
static int dagame_k3cpuparticles_get(lua_State *L) {
struct k3CPUQuadParticles *qp = *(void**) lua_touserdata(L, 1);
const char *key = lua_tostring(L, 2);
if(!strcmp(key, "update")) {
lua_pushcfunction(L, dagame_k3cpuparticles_update);
return 1;
} else if(!strcmp(key, "remaining")) {
lua_pushnumber(L, qp->emissionLifetime);
return 1;
} else if(!strcmp(key, "count")) {
lua_pushinteger(L, qp->count);
return 1;
}
return 0;
}
#include"noise1234.h"
static int dagame_perlin3(lua_State *L) {
lua_pushnumber(L, noise3(lua_tonumber(L, 1), lua_tonumber(L, 2), lua_tonumber(L, 3)));
return 1;
}
static int dagame_fbm(lua_State *L) {
float x = lua_tonumber(L, 1);
float y = lua_tonumber(L, 2);
float z = lua_tonumber(L, 3);
int octaves = lua_type(L, 4) == LUA_TNIL ? 8 : lua_tointeger(L, 4);
float lacunarity = lua_type(L, 5) == LUA_TNIL ? 2 : lua_tonumber(L, 5);
float gain = lua_type(L, 6) == LUA_TNIL ? 0.5 : lua_tonumber(L, 6);
float sum = 0;
float freq = 1;
float amp = 1;
for(int o = 0; o < octaves; o++) {
sum += amp * noise3(x * freq, y * freq, z * freq);
amp *= gain;
freq *= lacunarity;
}
lua_pushnumber(L, sum);
return 1;
}
static int dagame_kill(lua_State *L) {
if(lua_type(L, 1) != LUA_TNUMBER) {
return luaL_error(L, "Invalid entity ID");
}
game_killentity(lua_tointeger(L, 1));
}
static int dagame_animator(lua_State *L) {
struct Animator *this = lua_newuserdata(L, sizeof(*this));
this->mdl = *(struct k3Mdl**) lua_touserdata(L, 1);
memset(&this->animator, 0, sizeof(this->animator));
size_t boneCount = k3MdlGetBoneCount(this->mdl);
this->bones = _mm_malloc(boneCount * sizeof(*this->bones), 16);
for(size_t b = 0; b < boneCount; b++) {
this->bones[b].translation[0] = 0;
this->bones[b].translation[1] = 0;
this->bones[b].translation[2] = 0;
this->bones[b].translation[3] = 1;
this->bones[b].rotation[0] = 0;
this->bones[b].rotation[1] = 0;
this->bones[b].rotation[2] = 0;
this->bones[b].rotation[3] = 1;
}
luaL_setmetatable(L, "k4animator");
return 1;
}
static int dagame_animator_set(lua_State *L) {
struct Animator *this = lua_touserdata(L, 1);
size_t animIdx = lua_tointeger(L, 2);
this->animator.base = k3MdlGetAnim(this->mdl, animIdx);
this->animator.loop = false;
this->playStartTime = glfwGetTime();
k3AnimatorSet(&this->animator, 0);
lua_pushvalue(L, 1);
return 1;
}
static int dagame_animator_play(lua_State *L) {
struct Animator *this = lua_touserdata(L, 1);
this->playing = true;
this->playStartTime = glfwGetTime();
}
static int dagame_animator_index(lua_State *L) {
struct Animator *this = lua_touserdata(L, 1);
const char *key = lua_tostring(L, 2);
if(!strcmp(key, "set")) {
lua_pushcfunction(L, dagame_animator_set);
return 1;
} else if(!strcmp(key, "play")) {
lua_pushcfunction(L, dagame_animator_play);
return 1;
} else if(!strcmp(key, "time")) {
lua_pushnumber(L, this->animator.time);
return 1;
} else if(!strcmp(key, "loop")) {
lua_pushboolean(L, this->animator.loop);
return 1;
}
return 0;
}
static int dagame_animator_newindex(lua_State *L) {
struct Animator *this = lua_touserdata(L, 1);
const char *key = lua_tostring(L, 2);
if(!strcmp(key, "time")) {
k3AnimatorSet(&this->animator, lua_tonumber(L, 3));
} else if(!strcmp(key, "loop")) {
this->animator.loop = lua_toboolean(L, 3);
}
return 0;
}
void luaapi_init() { void luaapi_init() {
k3Log(k3_DEBUG, "Creating Lua environment"); k3Log(k3_DEBUG, "Creating Lua environment");
@ -2496,6 +2816,21 @@ void luaapi_init() {
lua_pushcfunction(L, dagame_set_texture_reduction); lua_pushcfunction(L, dagame_set_texture_reduction);
lua_setfield(L, -2, "set_texture_reduction"); lua_setfield(L, -2, "set_texture_reduction");
lua_pushcfunction(L, dagame_particle_system);
lua_setfield(L, -2, "particle_system");
lua_pushcfunction(L, dagame_perlin3);
lua_setfield(L, -2, "perlin3");
lua_pushcfunction(L, dagame_fbm);
lua_setfield(L, -2, "fbm3");
lua_pushcfunction(L, dagame_kill);
lua_setfield(L, -2, "kill");
lua_pushcfunction(L, dagame_animator);
lua_setfield(L, -2, "animator");
k3Log(k3_DEBUG, "Creating table game.ui"); k3Log(k3_DEBUG, "Creating table game.ui");
lua_newtable(L); lua_newtable(L);
lua_pushcfunction(L, dagame_ui_screen); lua_pushcfunction(L, dagame_ui_screen);
@ -2753,6 +3088,28 @@ void luaapi_init() {
lua_pushcfunction(L, os_time); lua_pushcfunction(L, os_time);
lua_setfield(L, -2, "time"); lua_setfield(L, -2, "time");
lua_setglobal(L, "os"); lua_setglobal(L, "os");
luaL_newmetatable(L, "k3cpuparticles");
lua_pushcfunction(L, dagame_k3cpuparticles_set);
lua_setfield(L, -2, "__newindex");
lua_pushcfunction(L, dagame_k3cpuparticles_get);
lua_setfield(L, -2, "__index");
lua_pushboolean(L, 0);
lua_setfield(L, -2, "__metatable");
lua_pop(L, 1);
luaL_newmetatable(L, "k4animator");
lua_pushcfunction(L, dagame_animator_index);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, dagame_animator_newindex);
lua_setfield(L, -2, "__newindex");
lua_pushboolean(L, 0);
lua_setfield(L, -2, "__metatable");
lua_pop(L, 1);
} }
void luaapi_load(const char *name) { void luaapi_load(const char *name) {
@ -3211,6 +3568,10 @@ void luaapi_fillmaterial_direct(struct k3Mat *mat) {
mat->passes[0].alphatest = lua_toboolean(L, -1); mat->passes[0].alphatest = lua_toboolean(L, -1);
lua_pop(L, 1); lua_pop(L, 1);
lua_getfield(L, -1, "depthwrite");
mat->passes[0].depthwrite = lua_isnil(L, -1) ? true : lua_toboolean(L, -1);
lua_pop(L, 1);
lua_getfield(L, -1, "aabb"); lua_getfield(L, -1, "aabb");
mat->passes[0].aabb = lua_isnil(L, -1) ? NAN : lua_tonumber(L, -1); mat->passes[0].aabb = lua_isnil(L, -1) ? NAN : lua_tonumber(L, -1);
lua_pop(L, 1); lua_pop(L, 1);
@ -3417,6 +3778,9 @@ struct k3Light *luaapi_getlights(size_t *count) {
ret[i].dir.direction[3] = lua_tonumber(L, -1); ret[i].dir.direction[3] = lua_tonumber(L, -1);
glm_vec3_normalize(ret[i].dir.direction); glm_vec3_normalize(ret[i].dir.direction);
lua_pop(L, 5); lua_pop(L, 5);
lua_getfield(L, -1, "cascades");
ret[i].dir.cascadeCount = lua_tointeger(L, -1);
lua_pop(L, 1);
} }
lua_pop(L, 1); lua_pop(L, 1);
} }
@ -3428,6 +3792,8 @@ struct k3Light *luaapi_getlights(size_t *count) {
} }
void luaapi_cleanup() { void luaapi_cleanup() {
LuaapiCamFocus = false;
game_cleanup(); game_cleanup();
lua_getglobal(L, "game"); lua_getglobal(L, "game");

View File

@ -46,6 +46,7 @@ static int TextureResolutionReduction = 0;
static int IrregularShadows = 0; static int IrregularShadows = 0;
static int InstantCamShift = 5;
static float CamPitch, CamYaw; static float CamPitch, CamYaw;
static vec3 CamPos; static vec3 CamPos;
static int ThirdPerson = 1; static int ThirdPerson = 1;
@ -169,8 +170,10 @@ static void charcallback(GLFWwindow *window, unsigned int codepoint) {
} }
} }
static void fix_resol();
static void resizecallback(GLFWwindow *window, int width, int height) { static void resizecallback(GLFWwindow *window, int width, int height) {
k3Resize(width, height); k3Resize(width, height);
fix_resol();
} }
static int argc; static int argc;
@ -184,86 +187,6 @@ const char *k4_get_arg(const char *name) {
return NULL; return NULL;
} }
/*static void netwrap_step() {
if(NetWrap.stage && CurrentTime >= NetWrap.timeout) {
if(NetWrap.stage == 1) {
if(stoon_req(&NetWrap.stoon)) {
if(stoon_listen(&NetWrap.stoon)) {
uint8_t conndata[STOON_CONN_INFO_SIZE] = {};
stoon_serialize(&NetWrap.stoon, conndata);
char str[STOON_CONN_INFO_SIZE * 2 + 1] = {};
for(int i = 0; i < sizeof(conndata); i++) {
snprintf(str + i * 2, 3, "%02x", conndata[i]);
}
luaapi_peercode_found(str);
NetWrap.stage = 2;
} else {
k3Log(k3_INFO, "Stoon listen timeout.");
NetWrap.timeout = CurrentTime + 0.5;
}
} else {
k3Log(k3_INFO, "Stoon request failed.");
NetWrap.timeout = CurrentTime + 0.5;
}
} else if(NetWrap.stage == 2) {
stoon_keepalive(&NetWrap.stoon);
NetWrap.timeout = CurrentTime + 1;
} else if(NetWrap.stage == 3) {
if(NetWrap.isHost) {
stoon_kill(&NetWrap.stoon);
net_server_init();
NetWrap.stage = 4;
}
} else if(NetWrap.stage == 4) {
if(NetWrap.isHost) {
ENetBuffer buf = {.data = "Punch!", .dataLength = 6};
ENetHost *h = net_server_get_enethost();
for(size_t i = 0; i < NETWRAP_BACKLOG; i++) {
if(NetWrap.otherpeersActive[i]) {
ENetAddress v4 = {}, v6 = {};
stoonpeer_to_enets(NetWrap.otherpeers[i], &v4, &v6);
enet_socket_send(h->socket, &v4, &buf, 1);
enet_socket_send(h->socket, &v6, &buf, 1);
}
}
} else {
stoon_keepalive(&NetWrap.stoon);
}
NetWrap.timeout = CurrentTime + 1;
} else if(NetWrap.stage == 5) {
if(!NetWrap.isHost) {
char ip[64];
int port;
if(*(uint16_t*) (NetWrap.otherpeer + 22) == 0) {
inet_ntop(AF_INET, NetWrap.otherpeer, ip, sizeof(ip));
port = ntohs(*(uint16_t*) (NetWrap.otherpeer + 4));
} else {
inet_ntop(AF_INET6, NetWrap.otherpeer + 6, ip, sizeof(ip));
port = ntohs(*(uint16_t*) (NetWrap.otherpeer + 22));
}
printf("Trying [%s]:%u\n", ip, port);
net_client_init();
if(net_client_connect(ip, port)) {
NetWrap.stage = 5;
}
}
NetWrap.timeout = CurrentTime + 0.5;
} else {
NetWrap.timeout = CurrentTime + 1;
}
}
}*/
#include<signal.h> #include<signal.h>
void k4k3LogCallback(enum k3LogLevel lvl, const char *str, size_t len) { void k4k3LogCallback(enum k3LogLevel lvl, const char *str, size_t len) {
static const char *prefixes[] = { static const char *prefixes[] = {
@ -459,26 +382,12 @@ static int gr_lowres(int newW, int newH) {
} }
k3TexUpdate(lowresDepth, k3_DEPTH, 0, newW, newH, NULL); k3TexUpdate(lowresDepth, k3_DEPTH, 0, newW, newH, NULL);
lowresOffscreen = k3OffscreenCreate(lowres, lowresDepth); lowresOffscreen = k3OffscreenCreateMultisampled(lowres, lowresDepth, 4);
} }
return !!lowresOffscreen; return !!lowresOffscreen;
} }
#define MAX_RAYS 64
static struct LocalRay RaysToCast[MAX_RAYS];
static size_t RaysToCastCount = 0;
struct LocalRay *request_ray(struct LocalRay *lr) {
if(RaysToCastCount == MAX_RAYS) {
return NULL;
}
memcpy(RaysToCast + RaysToCastCount, lr, sizeof(*lr));
return &RaysToCast[RaysToCastCount++];
}
int main(int argc_, char **argv_) { int main(int argc_, char **argv_) {
argc = argc_; argc = argc_;
argv = argv_; argv = argv_;
@ -557,9 +466,6 @@ int main(int argc_, char **argv_) {
} }
} }
game_raycast(RaysToCast, RaysToCastCount);
RaysToCastCount = 0;
while(accumulator >= 1. / GAME_TPS) { while(accumulator >= 1. / GAME_TPS) {
for(size_t i = 0; i < Game.entities.renderCount; i++) { for(size_t i = 0; i < Game.entities.renderCount; i++) {
glm_vec4_copy(Game.entities.render[i].pos, Game.entities.render[i].posLast); glm_vec4_copy(Game.entities.render[i].pos, Game.entities.render[i].posLast);
@ -586,10 +492,10 @@ int main(int argc_, char **argv_) {
glfwGetFramebufferSize(GameWnd, &width, &height); glfwGetFramebufferSize(GameWnd, &width, &height);
mat4 proj; mat4 proj;
glm_perspective(glm_rad(LuaapiFov), (float) width / height, 0.01f, 100.f, proj); glm_perspective(glm_rad(LuaapiFov), (float) width / height, 0.1f, 80.f, proj);
/* Third-person camera movement */ /* Third-person camera movement */
struct LocalRay camray; struct LocalRay camray = {};
if(Game.spectated != ENT_ID_INVALID) { if(Game.spectated != ENT_ID_INVALID) {
struct CRender *c = game_getcomponent(Game.spectated, render); struct CRender *c = game_getcomponent(Game.spectated, render);
if(c) { if(c) {
@ -610,6 +516,9 @@ int main(int argc_, char **argv_) {
} }
mat4 cam; mat4 cam;
if(InstantCamShift) {
InstantCamShift--;
}
if(LuaapiFirstPerson) { if(LuaapiFirstPerson) {
struct CRender *c = game_getcomponent(Game.spectated, render); struct CRender *c = game_getcomponent(Game.spectated, render);
@ -628,10 +537,15 @@ int main(int argc_, char **argv_) {
vec3 almostThere; vec3 almostThere;
if(LuaapiCamFocus) { if(LuaapiCamFocus) {
float lerpa = InstantCamShift ? 1 : 0.1;
glm_vec3_copy(LuaapiCamFocusPos, almostThere); glm_vec3_copy(LuaapiCamFocusPos, almostThere);
glm_vec3_lerp(CamPos, almostThere, 0.1, CamPos); glm_vec3_lerp(CamPos, almostThere, 0.1, CamPos);
glm_vec3_copy(LuaapiCamFocusPos, CamPos);
glm_look(CamPos, LuaapiCamFocusDir, (vec3) {0, 1, 0}, cam); glm_look(CamPos, LuaapiCamFocusDir, (vec3) {0, 1, 0}, cam);
} else { } else {
float lerpa = InstantCamShift ? 1 : 0.2;
vec3 dirneg; vec3 dirneg;
glm_vec3_negate_to(camray.dir, dirneg); glm_vec3_negate_to(camray.dir, dirneg);
@ -745,7 +659,7 @@ int main(int argc_, char **argv_) {
// Shadowmap debugging // Shadowmap debugging
if(glfwGetKey(GameWnd, GLFW_KEY_F5) == GLFW_PRESS) { if(glfwGetKey(GameWnd, GLFW_KEY_F5) == GLFW_PRESS) {
k3BlitToScreen(shadowmapOffscreen, 0); k3BlitToScreenEffect(shadowmapOffscreen, 0, k3_ARBFRAG, shadowmapDebugThing, NULL);
} }
glfwSwapBuffers(GameWnd); glfwSwapBuffers(GameWnd);

524
src/noise1234.c Normal file
View File

@ -0,0 +1,524 @@
// noise1234
//
// Author: Stefan Gustavson, 2003-2005
// Contact: stefan.gustavson@liu.se
//
// This code was GPL licensed until February 2011.
// As the original author of this code, I hereby
// release it into the public domain.
// Please feel free to use it for whatever you want.
// Credit is appreciated where appropriate, and I also
// appreciate being told where this code finds any use,
// but you may do as you like.
/*
* This implementation is "Improved Noise" as presented by
* Ken Perlin at Siggraph 2002. The 3D function is a direct port
* of his Java reference code which was once publicly available
* on www.noisemachine.com (although I cleaned it up, made it
* faster and made the code more readable), but the 1D, 2D and
* 4D functions were implemented from scratch by me.
*
* This is a backport to C of my improved noise class in C++
* which was included in the Aqsis renderer project.
* It is highly reusable without source code modifications.
*
*/
#include "noise1234.h"
// This is the new and improved, C(2) continuous interpolant
#define FADE(t) ( t * t * t * ( t * ( t * 6 - 15 ) + 10 ) )
#define FASTFLOOR(x) ( ((int)(x)<(x)) ? ((int)x) : ((int)x-1 ) )
#define LERP(t, a, b) ((a) + (t)*((b)-(a)))
//---------------------------------------------------------------------
// Static data
/*
* Permutation table. This is just a random jumble of all numbers 0-255,
* repeated twice to avoid wrapping the index at 255 for each lookup.
* This needs to be exactly the same for all instances on all platforms,
* so it's easiest to just keep it as static explicit data.
* This also removes the need for any initialisation of this class.
*
* Note that making this an int[] instead of a char[] might make the
* code run faster on platforms with a high penalty for unaligned single
* byte addressing. Intel x86 is generally single-byte-friendly, but
* some other CPUs are faster with 4-aligned reads.
* However, a char[] is smaller, which avoids cache trashing, and that
* is probably the most important aspect on most architectures.
* This array is accessed a *lot* by the noise functions.
* A vector-valued noise over 3D accesses it 96 times, and a
* float-valued 4D noise 64 times. We want this to fit in the cache!
*/
unsigned char perm[] = {151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
};
//---------------------------------------------------------------------
/*
* Helper functions to compute gradients-dot-residualvectors (1D to 4D)
* Note that these generate gradients of more than unit length. To make
* a close match with the value range of classic Perlin noise, the final
* noise values need to be rescaled. To match the RenderMan noise in a
* statistical sense, the approximate scaling values (empirically
* determined from test renderings) are:
* 1D noise needs rescaling with 0.188
* 2D noise needs rescaling with 0.507
* 3D noise needs rescaling with 0.936
* 4D noise needs rescaling with 0.87
* Note that these noise functions are the most practical and useful
* signed version of Perlin noise. To return values according to the
* RenderMan specification from the SL noise() and pnoise() functions,
* the noise values need to be scaled and offset to [0,1], like this:
* float SLnoise = (noise3(x,y,z) + 1.0) * 0.5;
*/
float grad1( int hash, float x ) {
int h = hash & 15;
float grad = 1.0 + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
if (h&8) grad = -grad; // and a random sign for the gradient
return ( grad * x ); // Multiply the gradient with the distance
}
float grad2( int hash, float x, float y ) {
int h = hash & 7; // Convert low 3 bits of hash code
float u = h<4 ? x : y; // into 8 simple gradient directions,
float v = h<4 ? y : x; // and compute the dot product with (x,y).
return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
}
float grad3( int hash, float x, float y , float z ) {
int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
float u = h<8 ? x : y; // gradient directions, and compute dot product.
float v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15
return ((h&1)? -u : u) + ((h&2)? -v : v);
}
float grad4( int hash, float x, float y, float z, float t ) {
int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
float u = h<24 ? x : y; // gradient directions, and compute dot product.
float v = h<16 ? y : z;
float w = h<8 ? z : t;
return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
}
//---------------------------------------------------------------------
/** 1D float Perlin noise, SL "noise()"
*/
float noise1( float x )
{
int ix0, ix1;
float fx0, fx1;
float s, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
fx0 = x - ix0; // Fractional part of x
fx1 = fx0 - 1.0f;
ix1 = ( ix0+1 ) & 0xff;
ix0 = ix0 & 0xff; // Wrap to 0..255
s = FADE( fx0 );
n0 = grad1( perm[ ix0 ], fx0 );
n1 = grad1( perm[ ix1 ], fx1 );
return 0.188f * ( LERP( s, n0, n1 ) );
}
//---------------------------------------------------------------------
/** 1D float Perlin periodic noise, SL "pnoise()"
*/
float pnoise1( float x, int px )
{
int ix0, ix1;
float fx0, fx1;
float s, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
fx0 = x - ix0; // Fractional part of x
fx1 = fx0 - 1.0f;
ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 *and* wrap to 0..255
ix0 = ( ix0 % px ) & 0xff; // (because px might be greater than 256)
s = FADE( fx0 );
n0 = grad1( perm[ ix0 ], fx0 );
n1 = grad1( perm[ ix1 ], fx1 );
return 0.188f * ( LERP( s, n0, n1 ) );
}
//---------------------------------------------------------------------
/** 2D float Perlin noise.
*/
float noise2( float x, float y )
{
int ix0, iy0, ix1, iy1;
float fx0, fy0, fx1, fy1;
float s, t, nx0, nx1, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
iy0 = FASTFLOOR( y ); // Integer part of y
fx0 = x - ix0; // Fractional part of x
fy0 = y - iy0; // Fractional part of y
fx1 = fx0 - 1.0f;
fy1 = fy0 - 1.0f;
ix1 = (ix0 + 1) & 0xff; // Wrap to 0..255
iy1 = (iy0 + 1) & 0xff;
ix0 = ix0 & 0xff;
iy0 = iy0 & 0xff;
t = FADE( fy0 );
s = FADE( fx0 );
nx0 = grad2(perm[ix0 + perm[iy0]], fx0, fy0);
nx1 = grad2(perm[ix0 + perm[iy1]], fx0, fy1);
n0 = LERP( t, nx0, nx1 );
nx0 = grad2(perm[ix1 + perm[iy0]], fx1, fy0);
nx1 = grad2(perm[ix1 + perm[iy1]], fx1, fy1);
n1 = LERP(t, nx0, nx1);
return 0.507f * ( LERP( s, n0, n1 ) );
}
//---------------------------------------------------------------------
/** 2D float Perlin periodic noise.
*/
float pnoise2( float x, float y, int px, int py )
{
int ix0, iy0, ix1, iy1;
float fx0, fy0, fx1, fy1;
float s, t, nx0, nx1, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
iy0 = FASTFLOOR( y ); // Integer part of y
fx0 = x - ix0; // Fractional part of x
fy0 = y - iy0; // Fractional part of y
fx1 = fx0 - 1.0f;
fy1 = fy0 - 1.0f;
ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
iy1 = (( iy0 + 1 ) % py) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
ix0 = ( ix0 % px ) & 0xff;
iy0 = ( iy0 % py ) & 0xff;
t = FADE( fy0 );
s = FADE( fx0 );
nx0 = grad2(perm[ix0 + perm[iy0]], fx0, fy0);
nx1 = grad2(perm[ix0 + perm[iy1]], fx0, fy1);
n0 = LERP( t, nx0, nx1 );
nx0 = grad2(perm[ix1 + perm[iy0]], fx1, fy0);
nx1 = grad2(perm[ix1 + perm[iy1]], fx1, fy1);
n1 = LERP(t, nx0, nx1);
return 0.507f * ( LERP( s, n0, n1 ) );
}
//---------------------------------------------------------------------
/** 3D float Perlin noise.
*/
float noise3( float x, float y, float z )
{
int ix0, iy0, ix1, iy1, iz0, iz1;
float fx0, fy0, fz0, fx1, fy1, fz1;
float s, t, r;
float nxy0, nxy1, nx0, nx1, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
iy0 = FASTFLOOR( y ); // Integer part of y
iz0 = FASTFLOOR( z ); // Integer part of z
fx0 = x - ix0; // Fractional part of x
fy0 = y - iy0; // Fractional part of y
fz0 = z - iz0; // Fractional part of z
fx1 = fx0 - 1.0f;
fy1 = fy0 - 1.0f;
fz1 = fz0 - 1.0f;
ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255
iy1 = ( iy0 + 1 ) & 0xff;
iz1 = ( iz0 + 1 ) & 0xff;
ix0 = ix0 & 0xff;
iy0 = iy0 & 0xff;
iz0 = iz0 & 0xff;
r = FADE( fz0 );
t = FADE( fy0 );
s = FADE( fx0 );
nxy0 = grad3(perm[ix0 + perm[iy0 + perm[iz0]]], fx0, fy0, fz0);
nxy1 = grad3(perm[ix0 + perm[iy0 + perm[iz1]]], fx0, fy0, fz1);
nx0 = LERP( r, nxy0, nxy1 );
nxy0 = grad3(perm[ix0 + perm[iy1 + perm[iz0]]], fx0, fy1, fz0);
nxy1 = grad3(perm[ix0 + perm[iy1 + perm[iz1]]], fx0, fy1, fz1);
nx1 = LERP( r, nxy0, nxy1 );
n0 = LERP( t, nx0, nx1 );
nxy0 = grad3(perm[ix1 + perm[iy0 + perm[iz0]]], fx1, fy0, fz0);
nxy1 = grad3(perm[ix1 + perm[iy0 + perm[iz1]]], fx1, fy0, fz1);
nx0 = LERP( r, nxy0, nxy1 );
nxy0 = grad3(perm[ix1 + perm[iy1 + perm[iz0]]], fx1, fy1, fz0);
nxy1 = grad3(perm[ix1 + perm[iy1 + perm[iz1]]], fx1, fy1, fz1);
nx1 = LERP( r, nxy0, nxy1 );
n1 = LERP( t, nx0, nx1 );
return 0.936f * ( LERP( s, n0, n1 ) );
}
//---------------------------------------------------------------------
/** 3D float Perlin periodic noise.
*/
float pnoise3( float x, float y, float z, int px, int py, int pz )
{
int ix0, iy0, ix1, iy1, iz0, iz1;
float fx0, fy0, fz0, fx1, fy1, fz1;
float s, t, r;
float nxy0, nxy1, nx0, nx1, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
iy0 = FASTFLOOR( y ); // Integer part of y
iz0 = FASTFLOOR( z ); // Integer part of z
fx0 = x - ix0; // Fractional part of x
fy0 = y - iy0; // Fractional part of y
fz0 = z - iz0; // Fractional part of z
fx1 = fx0 - 1.0f;
fy1 = fy0 - 1.0f;
fz1 = fz0 - 1.0f;
ix1 = (( ix0 + 1 ) % px ) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
iy1 = (( iy0 + 1 ) % py ) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
iz1 = (( iz0 + 1 ) % pz ) & 0xff; // Wrap to 0..pz-1 and wrap to 0..255
ix0 = ( ix0 % px ) & 0xff;
iy0 = ( iy0 % py ) & 0xff;
iz0 = ( iz0 % pz ) & 0xff;
r = FADE( fz0 );
t = FADE( fy0 );
s = FADE( fx0 );
nxy0 = grad3(perm[ix0 + perm[iy0 + perm[iz0]]], fx0, fy0, fz0);
nxy1 = grad3(perm[ix0 + perm[iy0 + perm[iz1]]], fx0, fy0, fz1);
nx0 = LERP( r, nxy0, nxy1 );
nxy0 = grad3(perm[ix0 + perm[iy1 + perm[iz0]]], fx0, fy1, fz0);
nxy1 = grad3(perm[ix0 + perm[iy1 + perm[iz1]]], fx0, fy1, fz1);
nx1 = LERP( r, nxy0, nxy1 );
n0 = LERP( t, nx0, nx1 );
nxy0 = grad3(perm[ix1 + perm[iy0 + perm[iz0]]], fx1, fy0, fz0);
nxy1 = grad3(perm[ix1 + perm[iy0 + perm[iz1]]], fx1, fy0, fz1);
nx0 = LERP( r, nxy0, nxy1 );
nxy0 = grad3(perm[ix1 + perm[iy1 + perm[iz0]]], fx1, fy1, fz0);
nxy1 = grad3(perm[ix1 + perm[iy1 + perm[iz1]]], fx1, fy1, fz1);
nx1 = LERP( r, nxy0, nxy1 );
n1 = LERP( t, nx0, nx1 );
return 0.936f * ( LERP( s, n0, n1 ) );
}
//---------------------------------------------------------------------
/** 4D float Perlin noise.
*/
float noise4( float x, float y, float z, float w )
{
int ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1;
float fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
float s, t, r, q;
float nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
iy0 = FASTFLOOR( y ); // Integer part of y
iz0 = FASTFLOOR( z ); // Integer part of y
iw0 = FASTFLOOR( w ); // Integer part of w
fx0 = x - ix0; // Fractional part of x
fy0 = y - iy0; // Fractional part of y
fz0 = z - iz0; // Fractional part of z
fw0 = w - iw0; // Fractional part of w
fx1 = fx0 - 1.0f;
fy1 = fy0 - 1.0f;
fz1 = fz0 - 1.0f;
fw1 = fw0 - 1.0f;
ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255
iy1 = ( iy0 + 1 ) & 0xff;
iz1 = ( iz0 + 1 ) & 0xff;
iw1 = ( iw0 + 1 ) & 0xff;
ix0 = ix0 & 0xff;
iy0 = iy0 & 0xff;
iz0 = iz0 & 0xff;
iw0 = iw0 & 0xff;
q = FADE( fw0 );
r = FADE( fz0 );
t = FADE( fy0 );
s = FADE( fx0 );
nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx0, fy0, fz0, fw0);
nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx0, fy0, fz0, fw1);
nxy0 = LERP( q, nxyz0, nxyz1 );
nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx0, fy0, fz1, fw0);
nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx0, fy0, fz1, fw1);
nxy1 = LERP( q, nxyz0, nxyz1 );
nx0 = LERP ( r, nxy0, nxy1 );
nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx0, fy1, fz0, fw0);
nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx0, fy1, fz0, fw1);
nxy0 = LERP( q, nxyz0, nxyz1 );
nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx0, fy1, fz1, fw0);
nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx0, fy1, fz1, fw1);
nxy1 = LERP( q, nxyz0, nxyz1 );
nx1 = LERP ( r, nxy0, nxy1 );
n0 = LERP( t, nx0, nx1 );
nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx1, fy0, fz0, fw0);
nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx1, fy0, fz0, fw1);
nxy0 = LERP( q, nxyz0, nxyz1 );
nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx1, fy0, fz1, fw0);
nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx1, fy0, fz1, fw1);
nxy1 = LERP( q, nxyz0, nxyz1 );
nx0 = LERP ( r, nxy0, nxy1 );
nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx1, fy1, fz0, fw0);
nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx1, fy1, fz0, fw1);
nxy0 = LERP( q, nxyz0, nxyz1 );
nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx1, fy1, fz1, fw0);
nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx1, fy1, fz1, fw1);
nxy1 = LERP( q, nxyz0, nxyz1 );
nx1 = LERP ( r, nxy0, nxy1 );
n1 = LERP( t, nx0, nx1 );
return 0.87f * ( LERP( s, n0, n1 ) );
}
//---------------------------------------------------------------------
/** 4D float Perlin periodic noise.
*/
float pnoise4( float x, float y, float z, float w,
int px, int py, int pz, int pw )
{
int ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1;
float fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
float s, t, r, q;
float nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
iy0 = FASTFLOOR( y ); // Integer part of y
iz0 = FASTFLOOR( z ); // Integer part of y
iw0 = FASTFLOOR( w ); // Integer part of w
fx0 = x - ix0; // Fractional part of x
fy0 = y - iy0; // Fractional part of y
fz0 = z - iz0; // Fractional part of z
fw0 = w - iw0; // Fractional part of w
fx1 = fx0 - 1.0f;
fy1 = fy0 - 1.0f;
fz1 = fz0 - 1.0f;
fw1 = fw0 - 1.0f;
ix1 = (( ix0 + 1 ) % px ) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
iy1 = (( iy0 + 1 ) % py ) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
iz1 = (( iz0 + 1 ) % pz ) & 0xff; // Wrap to 0..pz-1 and wrap to 0..255
iw1 = (( iw0 + 1 ) % pw ) & 0xff; // Wrap to 0..pw-1 and wrap to 0..255
ix0 = ( ix0 % px ) & 0xff;
iy0 = ( iy0 % py ) & 0xff;
iz0 = ( iz0 % pz ) & 0xff;
iw0 = ( iw0 % pw ) & 0xff;
q = FADE( fw0 );
r = FADE( fz0 );
t = FADE( fy0 );
s = FADE( fx0 );
nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx0, fy0, fz0, fw0);
nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx0, fy0, fz0, fw1);
nxy0 = LERP( q, nxyz0, nxyz1 );
nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx0, fy0, fz1, fw0);
nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx0, fy0, fz1, fw1);
nxy1 = LERP( q, nxyz0, nxyz1 );
nx0 = LERP ( r, nxy0, nxy1 );
nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx0, fy1, fz0, fw0);
nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx0, fy1, fz0, fw1);
nxy0 = LERP( q, nxyz0, nxyz1 );
nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx0, fy1, fz1, fw0);
nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx0, fy1, fz1, fw1);
nxy1 = LERP( q, nxyz0, nxyz1 );
nx1 = LERP ( r, nxy0, nxy1 );
n0 = LERP( t, nx0, nx1 );
nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx1, fy0, fz0, fw0);
nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx1, fy0, fz0, fw1);
nxy0 = LERP( q, nxyz0, nxyz1 );
nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx1, fy0, fz1, fw0);
nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx1, fy0, fz1, fw1);
nxy1 = LERP( q, nxyz0, nxyz1 );
nx0 = LERP ( r, nxy0, nxy1 );
nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx1, fy1, fz0, fw0);
nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx1, fy1, fz0, fw1);
nxy0 = LERP( q, nxyz0, nxyz1 );
nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx1, fy1, fz1, fw0);
nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx1, fy1, fz1, fw1);
nxy1 = LERP( q, nxyz0, nxyz1 );
nx1 = LERP ( r, nxy0, nxy1 );
n1 = LERP( t, nx0, nx1 );
return 0.87f * ( LERP( s, n0, n1 ) );
}
//---------------------------------------------------------------------

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// noise1234
//
// Author: Stefan Gustavson, 2003-2005
// Contact: stefan.gustavson@liu.se
//
// This code was GPL licensed until February 2011.
// As the original author of this code, I hereby
// release it into the public domain.
// Please feel free to use it for whatever you want.
// Credit is appreciated where appropriate, and I also
// appreciate being told where this code finds any use,
// but you may do as you like.
/*
* This implementation is "Improved Noise" as presented by
* Ken Perlin at Siggraph 2002. The 3D function is a direct port
* of his Java reference code which was once publicly available
* on www.noisemachine.com (although I cleaned it up, made it
* faster and made the code more readable), but the 1D, 2D and
* 4D functions were implemented from scratch by me.
*
* This is a backport to C of my improved noise class in C++
* which was included in the Aqsis renderer project.
* It is highly reusable without source code modifications.
*
*/
/** 1D, 2D, 3D and 4D float Perlin noise
*/
extern float noise1( float x );
extern float noise2( float x, float y );
extern float noise3( float x, float y, float z );
extern float noise4( float x, float y, float z, float w );
/** 1D, 2D, 3D and 4D float Perlin periodic noise
*/
extern float pnoise1( float x, int px );
extern float pnoise2( float x, float y, int px, int py );
extern float pnoise3( float x, float y, float z, int px, int py, int pz );
extern float pnoise4( float x, float y, float z, float w,
int px, int py, int pz, int pw );