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#ifndef _SOFTSHADEROOM_COMMON_HEADER_H_
#define _SOFTSHADEROOM_COMMON_HEADER_H_

/*
** Common shader header
*/
#include "../core/shader.h"

extern void ssrR_putline(int x0, int y0, int x1, int y1, Color color);

/*shader built in functions*/
Vec3 normal_from_color(Color32 c32);

Mat4 mat4(Vec4* c1, Vec4* c2, Vec4* c3, Vec4* c4);
Mat3 mat3(Vec3* c1, Vec3* c2, Vec3* c3);

Vec2 texsize(Texture* texture);

#define discardif(cond) \
do{ \
if(cond) return 0; \
}while(0)

#define MVP_PROCESS \
do{																										 \
static Vec4 p; p.xyz = in->vertex->position; p.w = 1;	 \
mat4_mulvec4(uniforms->mvp, &p, clipcoord);						 \
}while(0)																							 

#define _model_matrix (uniforms->model)
#define _view_matrix (uniforms->view)
#define _proj_matrix (uniforms->projection)
#define _mvp_matrix (uniforms->mvp)
#define _inverse_model_matrix   (uniforms->inverse_model)

#define object2clip(pos, out)    mat4_mulvec4(_mvp_matrix, pos, out);

/*need defined _it_model_matrix of model matrix, i-nverse, t-ranspose*/
#define object2world_normal(normal, out)    \
mat4_mulvec4(_it_model_matrix, normal, out)



#endif