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define_api_id!(0xe0a5_aa39_e06f_6ebd, "render-v1");
pub use crate::render_v0::*;
use crate::FFIResult;
use bytemuck::CheckedBitPattern;
use bytemuck::NoUninit;
use bytemuck::Pod;
use bytemuck::Zeroable;
pub type RenderMeshHandle = u64;
/// A raw handle to a unique resource
///
/// This handle can be retrieved through the Resource Ark API
pub type ResourceHandleRepr = u32;
pub const INVALID_RESOURCE_HANDLE: u32 = !0u32;
/// Mesh component format for a stream
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq, NoUninit, CheckedBitPattern)]
#[repr(u32)]
pub enum MeshComponentFormat {
/// 16-bit floating point
Float16 = 0,
/// 32-bit floating point
Float32 = 1,
/// 8-bit unsigned integer
UInt8 = 2,
/// 8-bit signed integer
SInt8 = 3,
/// 16-bit unsigned integer
UInt16 = 4,
/// 16-bit signed integer
SInt16 = 5,
/// 32-bit unsigned integer
UInt32 = 6,
/// 32-bit signed integer
SInt32 = 7,
}
// Mesh stream layout
#[derive(Debug, Copy, Clone, PartialEq, Eq, NoUninit, CheckedBitPattern)]
#[repr(C)]
pub struct MeshStreamLayout {
pub semantic: MeshStreamSemantic,
pub component_format: MeshComponentFormat,
pub component_count: u32,
pub buffer_ptr: u32,
pub buffer_size: u32,
}
// Bit flags which are used to tell what optional vertex attributes are used.
bitflags! {
#[derive(Pod, Zeroable)]
#[repr(C)]
pub struct MeshDataInfoFlags : u32 {
const COLORS = 0b0000_0001;
const TEX_COORDS = 0b0000_0010;
const BONE_INDICES_WEIGHTS = 0b0000_0100;
}
}
impl Default for MeshDataInfoFlags {
fn default() -> Self {
Self::empty()
}
}
// Mesh stream information
#[derive(Debug, Default, Copy, Clone, PartialEq, Eq, Pod, Zeroable)]
#[repr(C)]
pub struct MeshDataInfo {
pub num_indices: u64,
pub num_vertices: u64,
pub flags: MeshDataInfoFlags,
pub _pad: [u8; 4],
}
// Note: These bitflags are converted to MeshStyleFlags in visual_scene.rs. Also,
// scene_ext_mesh_style::MeshStyleFlags are converted to the same visual_scene MeshStyleFlags. All
// three of these flag types represent roughly the same thing, but with slight tweaks between them,
// and is why there's odd gaps in enum values (another enum may contain a flag in the hole, etc.)
bitflags! {
#[cfg_attr(feature = "with_serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "with_speedy", derive(speedy::Writable, speedy::Readable))]
#[repr(C)]
#[derive(Pod, Zeroable)]
pub struct RenderMeshStyleFlags : u32 {
/// Enables lighting.
const LIGHTING = 0b0000_0001;
/// Enables lighting based on triangle face normals rather than vertex normals.
const FLAT_SHADING = 0b0000_0100;
/// Will make the mesh face the camera at all times, can be handy for things like particles or ui.
const BILLBOARD = 0b0010_0000;
/// Two sided - effectively turns off backface culling.
const TWO_SIDED = 0b0100_0000;
/// NOTE! Basic renderer only! Will eventually go away!
///
/// If `true`, depth testing is enabled, which means things closer to the camera
/// will rendered on top of things further away. This is normally what you want.
///
/// If `false`, this instance will be rendered on top of previous instances, even if this instance is further away.
/// In other words, settings `depth_test=false` will
/// make your instance visible through all other instances, even if they are not transparent.
///
/// Instances with `depth_test=false` are always rendered last.
const DEPTH_TEST = 0b1000_0000;
/// NOTE! Basic renderer only! Will eventually go away!
/// NOTE! Ignored by mesh rendering, only used by SDF for backwards compatibility reasons.
///
/// Enables writing to the depth buffer.
/// Control whether or not to write to the depth buffer.
///
/// NOTE: render order is respected, EXCEPT for instances which are transparent or has `depth_test=false`.
const DEPTH_WRITE = 0b1_0000_0000;
}
}
impl Default for RenderMeshStyleFlags {
fn default() -> Self {
Self::LIGHTING | Self::DEPTH_TEST | Self::DEPTH_WRITE
}
}
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct RenderMeshStyle {
// premultiplied alpha
pub diffuse_tint: [f32; 4],
pub flags: RenderMeshStyleFlags,
pub pad: [u8; 12], // ensure size aligned to 16 bytes
}
impl Default for RenderMeshStyle {
fn default() -> Self {
Self {
diffuse_tint: [1.0, 1.0, 1.0, 1.0],
flags: Default::default(),
pad: Default::default(),
}
}
}
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
#[repr(C, align(16))]
pub struct RenderMeshInstance {
// put the matrix first so it's always aligned
pub world_transform: [f32; 16], // TODO: [f32; 12]
pub mesh: RenderMeshHandle,
pub style: RenderMeshStyle,
pub _pad: [u8; 8],
}
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
#[repr(C, align(16))]
pub struct RenderMeshInstance2 {
// put the matrix first so it's always aligned
pub world_transform: [f32; 16], // TODO: [f32; 12]
pub mesh: RenderMeshHandle,
pub style: RenderMeshStyle,
/// Stable instance ID for identifying an instance over frame.
///
/// Value of 0 is treated as no instance ID is used.
pub instance_id: u64,
/// The offset used when indexing into an materials overrides array.
pub materials_offset: u32,
pub materials_len: u32,
pub _pad: [u8; 8],
}
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
#[repr(C, align(16))]
pub struct RenderMaterial {
pub diffuse_albedo: [f32; 3],
pub alpha: f32,
pub emissive_color: [f32; 3],
pub metallic: f32,
pub perceptual_roughness: f32,
pub reserved: [f32; 23],
}
impl Default for RenderMaterial {
fn default() -> Self {
Self {
diffuse_albedo: [1.0, 1.0, 1.0],
alpha: 1.0,
emissive_color: [0.0, 0.0, 0.0],
metallic: 0.0,
perceptual_roughness: 0.5,
reserved: [0.0; 23],
}
}
}
/// Section of a mesh.
///
/// This is a section of the shared geometry, a range of vertices/indices, that have a specific material assigned
/// In glTF this is called a "Primitive"
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
#[repr(C)]
pub struct RenderMeshSection {
// Range of index buffer covered
pub start_index: u32,
pub index_count: u32,
// Range of vertex buffer covered
pub start_vertex: u32,
pub vertex_count: u32,
// Section specific data
pub material_index: u32,
}
/// Describes an instance of an Sdf function to be rendered.
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct SdfInstanceData2 {
/// Instance space to world transform for the draw call. Column major.
pub world_from_instance: [f32; 16], // TODO: [f32; 12]
/// Set this to a stable non-zero value to track the instance across frames
///
/// Needed for correct motion vectors and better tessellation.
/// 0 means no instance ID, if you really don't have one.
/// Higher level wrappers should expose this as Option<NonZeroU64>.
pub instance_id: u64,
pub bounding_box_index: u32,
/// Dynamic data for the procedural instance
///
/// Set both to zero in order to render it without modification.
pub dynamic_data_offset: u32,
pub dynamic_data_length: u32,
/// Detail level. 0.0 means automatic detail.
///
/// TODO: Define what this means.
pub detail_bias: f32,
/// How to render the tessellated mesh.
pub style: RenderMeshStyle,
/// Experience tells me that that we'll need this one day.
pub reserved: [u32; 4],
}
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct SkinnedSdfInstanceData2 {
/// Set this to a stable non-zero value to track the instance across frames
///
/// Needed for correct motion vectors and better tessellation.
/// 0 means no instance ID, if you really don't have one.
/// Higher level wrappers should expose this as Option<NonZeroU64>.
pub instance_id: u64,
pub detail_bias: f32,
pub style: RenderMeshStyle,
/// Experience tells me that that we'll need this one day.
pub reserved: [u32; 5],
}
/// FFI-safe version of `macaw::IsoTransform`. See macaw's documentation for more information.
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
#[repr(C)]
pub struct RawIsoTransform {
/// Vec3
pub translation: [f32; 3],
/// Quaternion, normalized
pub rotation: [f32; 4],
}
// Deprecated - use World API camera instead.
#[derive(Clone, Copy, Debug, NoUninit, CheckedBitPattern)]
#[repr(C)]
pub struct Camera {
pub view_from_world: RawIsoTransform,
pub fov_y: f32,
pub has_viewport: bool,
pub _pad: [u8; 3],
pub viewport: Rectangle,
}
/// Global scene rendering parameters. See [`ark-api`](https://ark.embark.dev/api/ark_api/render/struct.Environment.html) for more documentation.
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Environment {
pub sun_dir: [f32; 3],
pub sun_rgb: [f32; 3],
pub ground_rgb: [f32; 3],
pub sky_rgb: [f32; 3],
pub horizon_rgb: [f32; 3],
pub fog_density: f32,
pub fog_height: f32,
pub fog_height_falloff: f32,
pub fog_start: f32,
pub fog_rgba: [f32; 4],
}
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct Line {
pub pos0: [f32; 3],
pub color0: [u8; 4],
pub pos1: [f32; 3],
pub color1: [u8; 4],
}
bitflags! {
#[cfg_attr(feature = "with_serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "with_speedy", derive(speedy::Writable, speedy::Readable))]
#[repr(C)]
#[derive(Pod, Zeroable)]
pub struct GltfFlags : u32 {
/// Set if vertex colors are in sRGB gamma, otherwise linear gamma assumed
const VERTEX_COLORS_SRGB = 1;
}
}
#[ark_api_macros::ark_bindgen(imports = "ark-render-v1")]
mod render {
use super::*;
/// Mesh semantic to describe what a stream contains
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[repr(u32)]
pub enum MeshStreamSemantic {
Indices = 0, // `u32`
Positions = 1, // `[f32; 3]`
Normals = 2, // `[f32; 3]`
Colors = 3, // `[u8; 4]`
TexCoords = 4, // `[f32; 2]`
BoneIndicesWeights = 5, // `MeshVertexSkinData`: two streams (bone indices and weights) in one as they are always together.
}
/// Mesh primitive topology
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[repr(u32)]
pub enum MeshPrimitiveTopology {
//PointList = 0,
//LinesList = 1,
/// Triangle list
TriangleList = 2,
}
extern "C" {
/// Create a mesh and return a handle to it.
///
/// The mesh can be split into multiple sections with different materials.
/// If no sections are provided the entire mesh will be a single section.
/// Note: Colors are assumed to be premultiplied alpha.
#[with_memory]
#[deprecated_infallible]
pub fn create_named_mesh_with_materials_and_sections(
primitive_topology: MeshPrimitiveTopology,
streams: &[MeshStreamLayout],
materials: &[RenderMaterial],
sections: &[RenderMeshSection],
name: &str,
) -> RenderMeshHandle;
/// Creates a mesh from an included GLTF file, from the module directory.
/// Vertex colors are treated as sRGB.
pub fn create_mesh_from_gltf(
gltf_data: &[u8],
buffer_data: &[u8],
) -> FFIResult<RenderMeshHandle>;
/// Schedule a mesh for destruction. The handle will no longer be valid, however, any
/// pending draw calls using the mesh will still go through. This means, for example, it's
/// valid to create a mesh, draw it, and destroy it within a single frame.
#[deprecated_infallible]
pub fn destroy_mesh(handle: RenderMeshHandle);
/// Draw a mesh with the specified world transform matrix and mesh style. The world
/// transform will be combined with the camera transform.
///
/// If an error occurs drawing one or more of the meshes in the list, *no* meshes in the list
/// will be drawn, and the module will be aborted.
#[deprecated_infallible]
pub fn draw_meshes(mesh_instances: &[RenderMeshInstance]);
/// Draw a mesh with the specified world transform matrix and mesh style. The world
/// transform will be combined with the camera transform.
///
/// If an error occurs drawing one or more of the meshes in the list, *no* meshes in the list
/// will be drawn, and the module will be aborted.
pub fn draw_meshes2(mesh_instances: &[RenderMeshInstance2]);
/// Draw a mesh with the specified world transform matrix, mesh style and materials. The world
/// transform will be combined with the camera transform.
///
/// If an error occurs drawing one or more of the meshes in the list, *no* meshes in the list
/// will be drawn, and the module will be aborted.
pub fn draw_meshes_with_materials(
mesh_instances: &[RenderMeshInstance2],
material_overrides: &[RenderMaterial],
);
/// Deprecated, use World API camera instead, this no longer works.
#[deprecated_infallible]
pub fn set_camera(camera: &Camera);
/// Draws debug lines.
#[deprecated_infallible]
pub fn draw_debug_lines(lines: &[Line]);
/// Creates a mesh from an included GLTF file, from the module directory.
///
/// Vertex colors are treated as sRGB.
pub fn create_mesh_from_gltf_with_flags(
gltf_data: &[u8],
buffer_data: &[u8],
flags: u32, // GltfFlags, can't get bitflags! to work with the wrapper.
) -> FFIResult<RenderMeshHandle>;
/// Creates a mesh from an included GLTF file, from the module directory.
/// Vertex colors are treated as sRGB.
pub fn create_mesh_from_gltf_with_flags_name(
debug_name: &str,
gltf_data: &[u8],
buffer_data: &[u8],
flags: u32, // GltfFlags, can't get bitflags! to work with the wrapper.
) -> FFIResult<RenderMeshHandle>;
/// Creates a mesh directly from GLTF referred to by a resource handle.
/// Avoids having to copy the whole GLTF data into module memory.
pub fn create_mesh_from_gltf_resource(
debug_name: &str,
gltf_resource: ResourceHandleRepr,
gltf_buffer_data: ResourceHandleRepr,
flags: u32, // GltfFlags, can't get bitflags! to work with the wrapper.
) -> FFIResult<RenderMeshHandle>;
/// Draws 1 or more instances of an SDF model.
///
/// New version that supports the new struct with instance ID.
#[deprecated_infallible]
pub fn draw_sdf_model2(
sdf: SdfHandle,
instances: &[SdfInstanceData2],
constants: &[f32],
bounding_boxes: &[BoundingBox],
);
/// Obtain a mesh stream (vertex attributes) from a `RenderMeshHandle`.
pub fn get_mesh_data_stream(handle: RenderMeshHandle, ty: MeshStreamSemantic) -> Vec<u8>;
/// Obtain info about the mesh. (Index count, vertex count etc)
pub fn get_mesh_data_info(handle: RenderMeshHandle) -> MeshDataInfo;
/// Obtain info about the mesh. (Index count, vertex count etc)
pub fn get_mesh_data_name(handle: RenderMeshHandle) -> String;
}
}
pub use render::safe as safe_v1;
#[cfg(not(target_arch = "wasm32"))]
pub use render::HostShim as HostShim_v1;
pub use render::MeshPrimitiveTopology;
pub use render::MeshStreamSemantic;