refactor separate framework from game code, add demo3d

This commit is contained in:
asrael 2026-04-14 01:28:38 -05:00
parent 19ae869769
commit 40f5cdcaa5
92 changed files with 2665 additions and 6547 deletions

View file

@ -0,0 +1,162 @@
#pragma once
#include "pxl8_math.h"
#include "pxl8_types.h"
typedef struct demo3d_bsp_edge {
u16 vertex[2];
} demo3d_bsp_edge;
typedef struct demo3d_bsp_face {
u32 first_edge;
u32 lightmap_offset;
u16 num_edges;
u16 plane_id;
u16 side;
u8 styles[4];
u16 material_id;
pxl8_vec3 aabb_min;
pxl8_vec3 aabb_max;
} demo3d_bsp_face;
typedef struct demo3d_bsp_leaf {
u8 ambient_level[4];
i32 contents;
u16 first_marksurface;
i16 maxs[3];
i16 mins[3];
u16 num_marksurfaces;
i32 visofs;
} demo3d_bsp_leaf;
typedef struct demo3d_bsp_model {
i32 first_face;
i32 headnode[4];
f32 maxs[3];
f32 mins[3];
i32 num_faces;
pxl8_vec3 origin;
i32 visleafs;
} demo3d_bsp_model;
typedef struct demo3d_bsp_node {
i32 children[2];
u16 first_face;
i16 maxs[3];
i16 mins[3];
u16 num_faces;
u32 plane_id;
} demo3d_bsp_node;
typedef struct demo3d_bsp_plane {
f32 dist;
pxl8_vec3 normal;
i32 type;
} demo3d_bsp_plane;
typedef struct demo3d_bsp_vertex {
pxl8_vec3 position;
} demo3d_bsp_vertex;
typedef struct demo3d_bsp_lightmap {
u8 color[3];
u8 height;
u32 offset;
u8 width;
} demo3d_bsp_lightmap;
typedef struct demo3d_bsp_lightmap_sample {
u8 b;
u8 g;
u8 r;
} demo3d_bsp_lightmap_sample;
typedef struct demo3d_bsp_pvs {
u8* data;
u32 size;
} demo3d_bsp_pvs;
typedef struct demo3d_bsp_portal {
f32 x0, z0;
f32 x1, z1;
u32 target_leaf;
} demo3d_bsp_portal;
typedef struct demo3d_bsp_cell_portals {
demo3d_bsp_portal portals[4];
u8 num_portals;
} demo3d_bsp_cell_portals;
typedef struct demo3d_bsp {
demo3d_bsp_cell_portals* cell_portals;
demo3d_bsp_edge* edges;
demo3d_bsp_face* faces;
demo3d_bsp_leaf* leafs;
u8* lightdata;
demo3d_bsp_lightmap* lightmaps;
u16* marksurfaces;
demo3d_bsp_model* models;
demo3d_bsp_node* nodes;
demo3d_bsp_plane* planes;
i32* surfedges;
u32* vertex_lights;
demo3d_bsp_vertex* vertices;
u8* visdata;
f32* heightfield;
u32 lightdata_size;
u32 num_cell_portals;
u32 num_edges;
u32 num_faces;
u32 num_leafs;
u32 num_lightmaps;
u32 num_marksurfaces;
u32 num_models;
u32 num_nodes;
u32 num_planes;
u32 num_surfedges;
u32 num_vertex_lights;
u32 num_vertices;
u32 num_heightfield;
f32 heightfield_ox;
f32 heightfield_oz;
f32 heightfield_cell_size;
u16 heightfield_w;
u16 heightfield_h;
u32 visdata_size;
f32 bounds_min_x;
f32 bounds_min_z;
f32 bounds_max_x;
f32 bounds_max_z;
} demo3d_bsp;
#ifdef __cplusplus
extern "C" {
#endif
demo3d_bsp_pvs demo3d_bsp_decompress_pvs(const demo3d_bsp* bsp, i32 leaf);
void demo3d_bsp_destroy(demo3d_bsp* bsp);
u32 demo3d_bsp_face_count(const demo3d_bsp* bsp);
pxl8_vec3 demo3d_bsp_face_normal(const demo3d_bsp* bsp, u32 face_id);
void demo3d_bsp_face_set_material(demo3d_bsp* bsp, u32 face_id, u16 material_id);
i32 demo3d_bsp_find_leaf(const demo3d_bsp* bsp, pxl8_vec3 pos);
bool demo3d_bsp_is_leaf_visible(const demo3d_bsp* bsp, i32 leaf_from, i32 leaf_to);
demo3d_bsp_lightmap demo3d_bsp_lightmap_mapped(u8 width, u8 height, u32 offset);
demo3d_bsp_lightmap demo3d_bsp_lightmap_uniform(u8 r, u8 g, u8 b);
pxl8_result demo3d_bsp_load(const char* path, demo3d_bsp* bsp);
void demo3d_bsp_pvs_destroy(demo3d_bsp_pvs* pvs);
bool demo3d_bsp_pvs_is_visible(const demo3d_bsp_pvs* pvs, i32 leaf);
u8 demo3d_bsp_light_at(const demo3d_bsp* bsp, f32 x, f32 y, f32 z, u8 ambient);
demo3d_bsp_lightmap_sample demo3d_bsp_sample_lightmap(const demo3d_bsp* bsp, u32 face_idx, f32 u, f32 v);
#ifdef __cplusplus
}
#endif