trueno/modules/Tacoma/module.jai

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#import "Math";
#scope_export
Sky_Config :: struct {
skyBase : Vector3 = .{0.5, 0.5, 1.0};
skyTop : Vector3 = .{0.8, 0.8, 1.0};
sunDisk : Vector3;
horizonHalo : Vector3;
sunHalo : Vector3;
sunLightColor : Vector3 = .{1.0, 1.0, 1.0};
sunPosition : Vector3 = #run normalize(Vector3.{0.5, 0.5, 0.5});
sunIntensity : float = 1.0;
skyIntensity : float = 10.0;
skyDesaturation : float = 0.0;
}
// emission is the light it gives off, already scaled. Glass is seen as a solid
// surface but lets the sun through, tinted by its colour.
Swatch :: struct {
color : Vector3;
emission : Vector3;
glass : s32;
}
SWATCH_COUNT :: 256;
PROBE_FLOATS :: 13; // R, G, B × (c0, y, z, x), then the fraction of rays that hit a back face
Trile_Data :: struct {
trixels : [16][16][16]u8; // swatch ids, 0 = empty
vertices : *float;
vertexCount : s32;
}
Trile_Set :: struct {
triles : *Trile_Data;
count : s32;
}
World_Trile :: struct {
index : s32;
position : Vector3;
orientation : s32;
}
World :: struct {
triles : *World_Trile;
count : s32;
}
Tacoma_Context :: struct {}
tacoma_init :: (base_path: *u8) -> *Tacoma_Context #foreign libtacoma;
tacoma_destroy :: (ctx: *Tacoma_Context) #foreign libtacoma;
tacoma_load_scene :: (ctx: *Tacoma_Context, sky: Sky_Config, swatches: *Swatch, ts: Trile_Set, world: World, include_water: s32) #foreign libtacoma;
tacoma_render_rdm :: (ctx: *Tacoma_Context, world_trile_index: s32, roughness: s32, quality: s32, size: s32) -> *float #foreign libtacoma;
tacoma_render_reference :: (ctx: *Tacoma_Context, width: s32, height: s32, eye: Vector3, target: Vector3, roughness: float, quality: s32) -> *float #foreign libtacoma;
tacoma_render_sh_chunk :: (ctx: *Tacoma_Context, origin_x: float, origin_y: float, origin_z: float, probe_n: s32, probe_spacing: float, quality: s32) -> *float #foreign libtacoma;
tacoma_free_result :: (data: *float) #foreign libtacoma;
libtacoma :: #library "libtacoma";