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dusklight/sdk/include/mods/svc/camera.h
T
2026-08-07 00:34:57 -06:00

104 lines
3.5 KiB
C

#pragma once
#include <mods/api.h>
#ifdef __cplusplus
#include <mods/service.hpp>
#endif
#define CAMERA_SERVICE_ID "dev.twilitrealm.dusklight.camera"
#define CAMERA_SERVICE_MAJOR 1u
#define CAMERA_SERVICE_MINOR 1u
/*
* Snapshot of a game camera for the frame currently being recorded.
*
* Matrix conventions: every matrix is a column-major float[16] using the matrix * column-vector
* convention, ready to memcpy into a WGSL mat4x4f uniform. NOTE: this is the TRANSPOSE of the
* game's row-major Mtx/Mtx44 layout; mods that want the raw game matrices should read the
* view_class directly instead.
*
* View space is right-handed with -Z forward. Projection matrices are in WebGPU clip convention
* and follow the renderer's depth mode: reversed-Z by default (depth 1.0 at the near plane,
* 0.0 at far).
*
* Unprojecting a depth-buffer texel at uv with sampled depth d:
* let ndc = vec3f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, d); // WebGPU framebuffer y is down
* let world4 = world_from_proj * vec4f(ndc, 1.0);
* let world = world4.xyz / world4.w;
*/
typedef struct CameraInfo {
uint32_t struct_size;
float view_from_world[16]; /* the view matrix */
float world_from_view[16]; /* its inverse; column 3 is the camera position */
float proj_from_view[16]; /* WebGPU-convention projection (+ Aurora reversed-Z) */
float view_from_proj[16]; /* its inverse */
float proj_from_world[16]; /* proj_from_view * view_from_world */
float world_from_proj[16]; /* one-step depth-buffer -> world unproject */
float eye[3]; /* camera position in world space */
float fovy; /* vertical field of view, degrees */
float aspect;
float near_plane;
float far_plane;
} CameraInfo;
#define CAMERA_INFO_INIT {sizeof(CameraInfo)}
/* 0 is never a valid handle. */
typedef uint64_t CameraOperatorHandle;
typedef struct CameraOperatorState {
uint32_t struct_size;
/* Host inputs. */
uint64_t frame_counter;
uint64_t ticks;
float aspect;
/* Initial camera state and callback output. */
float eye[3];
float center[3];
float fovy;
float bank_degrees;
} CameraOperatorState;
/* Return true to use state for the current frame. Game thread only. */
typedef bool (*CameraOperateFn)(ModContext* ctx, CameraOperatorState* state, void* user_data);
typedef struct CameraOperatorDesc {
uint32_t struct_size;
const char* debug_name;
int32_t priority;
CameraOperateFn operate;
void* user_data;
} CameraOperatorDesc;
#define CAMERA_OPERATOR_DESC_INIT {sizeof(CameraOperatorDesc), NULL, 0, NULL, NULL}
typedef struct CameraService {
ServiceHeader header;
/*
* Snapshots a camera. game_view must be a view_class pointer, such as from a render stage
* callback's game view. Game thread only. Returns MOD_UNAVAILABLE when the view is not a valid
* perspective camera.
*/
ModResult (*get_camera)(ModContext* ctx, const void* game_view, CameraInfo* out_info);
/* Minor version 1 */
/*
* Register an operator for the main camera. Operators run by descending priority, then
* registration order, until one returns true. debug_name and operate must be set; debug_name
* is copied. out_handle must not be NULL.
*/
ModResult (*register_camera_operator)(
ModContext* ctx, const CameraOperatorDesc* desc, CameraOperatorHandle* out_handle);
ModResult (*unregister_camera_operator)(ModContext* ctx, CameraOperatorHandle handle);
} CameraService;
MOD_DECLARE_SERVICE(
CameraService, svc_camera, CAMERA_SERVICE_ID, CAMERA_SERVICE_MAJOR, CAMERA_SERVICE_MINOR);