api changes and progress on filling in twn_api.json
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@ -50,22 +50,10 @@ TWN_API void draw_triangle(char const *texture,
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Vec3 v2,
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Vec2 uv0,
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Vec2 uv1,
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Vec2 uv2);
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// TODO: decide whether it's needed to begin with?
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// intended usage for it is baked lighting, i would think.
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// TODO: instead add optional color parameters to 'draw_triangle'
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/* pushes a colored textured 3d triangle onto the render queue */
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// void unfurl_colored_triangle(const char *path,
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// Vec3 v0,
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// Vec3 v1,
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// Vec3 v2,
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// Vec2sh uv0,
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// Vec2sh uv1,
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// Vec2sh uv2,
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// Color c0,
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// Color c1,
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// Color c2);
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Vec2 uv2,
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Color c0, /* optional, default: all 255 */
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Color c1, /* optional, default: all 255 */
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Color c2); /* optional, default: all 255 */
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TWN_API void draw_billboard(const char *texture,
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Vec3 position,
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@ -90,9 +78,13 @@ TWN_API DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 p
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float yaw);
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/* expects '*' masks that will be expanded to 6 names: 'up', 'down', 'east', 'west', 'north' and 'south' */
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TWN_API void draw_skybox(const char *paths);
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TWN_API void draw_skybox(const char *textures);
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TWN_API void draw_fog(float start, float end, float density, Color color);
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/* only one for setting is supported for a frame, any call overwrites previous */
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TWN_API void draw_fog(float start, /* optional, default: 0.0 */
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float end, /* optional, default: 1.0 */
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float density, /* optional, default: 0.0 */
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Color color); /* optional, default: all 255 */
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#ifndef TWN_NOT_C
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