100 lines
3.1 KiB
C
100 lines
3.1 KiB
C
#ifndef FFI_H
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#define FFI_H
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#include <quickjs.h>
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#include "HandmadeMath.h"
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#include "render.h"
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#include "stb_ds.h"
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#define JS_SetProperty(js, tar, str, val) JS_SetPropertyStr(js, tar, #str, val)
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#define JS_GetProperty(js, tar, atom) JS_GetPropertyStr(js, tar, #atom)
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// Core FFI functions
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void ffi_load(JSContext *js);
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int js_print_exception(JSContext *js, JSValue v);
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// Global trace flag
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extern int trace;
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// Common type definitions - rect and colorf are defined in render.h
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// Common conversion functions used across modules
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JSValue rect2js(JSContext *js, rect r);
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JSValue vec22js(JSContext *js, HMM_Vec2 v);
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JSValue vec32js(JSContext *js, HMM_Vec3 v);
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JSValue vec42js(JSContext *js, HMM_Vec4 v);
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JSValue quat2js(JSContext *js, HMM_Quat q);
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JSValue color2js(JSContext *js, colorf c);
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JSValue number2js(JSContext *js, double d);
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JSValue angle2js(JSContext *js, double a);
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rect js2rect(JSContext *js, JSValue v);
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HMM_Vec2 js2vec2(JSContext *js, JSValue v);
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HMM_Vec3 js2vec3(JSContext *js, JSValue v);
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HMM_Vec4 js2vec4(JSContext *js, JSValue v);
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HMM_Quat js2quat(JSContext *js, JSValue v);
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colorf js2color(JSContext *js, JSValue v);
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double js2number(JSContext *js, JSValue v);
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double js2angle(JSContext *js, JSValue v);
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// Forward declaration for MTRand from prosperon.h
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typedef struct tagMTRand MTRand;
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// Random number generation functions
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double genRand(MTRand *mrand);
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uint32_t genRandLong(MTRand *mrand);
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void m_seedRand(MTRand *mrand, uint32_t seed);
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double rand_range(JSContext *js, double min, double max);
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// Common data structures
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struct lrtb {
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float l;
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float r;
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float t;
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float b;
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};
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typedef struct lrtb lrtb;
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typedef struct text_vert text_vert;
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// Shader globals structure for camera transformations
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#pragma pack(push, 1)
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typedef struct shader_globals {
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HMM_Mat4 world_to_projection;
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HMM_Mat4 projection_to_world;
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HMM_Mat4 world_to_view;
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HMM_Mat4 view_to_projection;
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HMM_Vec3 camera_pos_world;
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HMM_Vec3 camera_dir_world;
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float viewport_min_z;
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float viewport_max_z;
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HMM_Vec2 viewport_size;
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HMM_Vec2 viewport_offset;
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HMM_Vec2 render_size;
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float time;
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} shader_globals;
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#pragma pack(pop)
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// Common macros for property access
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#define JS_GETPROP(JS, TARGET, VALUE, PROP, TYPE) {\
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JSValue __##PROP##__v = JS_GetPropertyStr(JS,VALUE,#PROP); \
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TARGET = js2##TYPE(JS, __##PROP##__v); \
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JS_FreeValue(JS,__##PROP##__v); }\
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#define JS_GETATOM(JS, TARGET, VALUE, ATOM, TYPE) {\
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JSValue __##PROP##__v = JS_GetPropertyStr(JS,VALUE,#ATOM); \
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TARGET = js2##TYPE(JS, __##PROP##__v); \
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JS_FreeValue(JS,__##PROP##__v); }\
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// Common conversion functions
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lrtb js2lrtb(JSContext *js, JSValue v);
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int js2bool(JSContext *js, JSValue v);
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JSValue make_gpu_buffer(JSContext *js, void *data, size_t size, int type, int elements, int copy, int index);
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JSValue make_quad_indices_buffer(JSContext *js, int quads);
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JSValue quads_to_mesh(JSContext *js, text_vert *buffer);
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// SDL type conversion functions
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SDL_Window *js2SDL_Window(JSContext *js, JSValue v);
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JSValue SDL_Window2js(JSContext *js, SDL_Window *w);
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#endif
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