lovr/src/graphics/graphics.h

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#include "graphics/canvas.h"
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#include "graphics/font.h"
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#include "graphics/material.h"
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#include "graphics/mesh.h"
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#include "graphics/shader.h"
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#include "graphics/texture.h"
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#include "math/math.h"
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#include "util.h"
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#include <stdbool.h>
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#include <stdint.h>
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#pragma once
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#define MAX_TRANSFORMS 64
#define MAX_PIPELINES 16
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typedef void (*StencilCallback)(void* userdata);
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typedef enum {
ARC_MODE_PIE,
ARC_MODE_OPEN,
ARC_MODE_CLOSED
} ArcMode;
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typedef enum {
BARRIER_BLOCK,
BARRIER_UNIFORM_TEXTURE,
BARRIER_UNIFORM_IMAGE,
BARRIER_TEXTURE,
BARRIER_CANVAS,
MAX_BARRIERS
} Barrier;
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typedef enum {
BLEND_ALPHA,
BLEND_ADD,
BLEND_SUBTRACT,
BLEND_MULTIPLY,
BLEND_LIGHTEN,
BLEND_DARKEN,
BLEND_SCREEN,
BLEND_REPLACE
} BlendMode;
typedef enum {
BLEND_ALPHA_MULTIPLY,
BLEND_PREMULTIPLIED
} BlendAlphaMode;
typedef enum {
COMPARE_NONE,
COMPARE_EQUAL,
COMPARE_NEQUAL,
COMPARE_LESS,
COMPARE_LEQUAL,
COMPARE_GREATER,
COMPARE_GEQUAL
} CompareMode;
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typedef enum {
DRAW_MODE_FILL,
DRAW_MODE_LINE
} DrawMode;
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typedef enum {
STENCIL_REPLACE,
STENCIL_INCREMENT,
STENCIL_DECREMENT,
STENCIL_INCREMENT_WRAP,
STENCIL_DECREMENT_WRAP,
STENCIL_INVERT
} StencilAction;
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typedef enum {
WINDING_CLOCKWISE,
WINDING_COUNTERCLOCKWISE
} Winding;
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typedef struct {
bool computeShaders;
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bool writableBlocks;
bool singlepass;
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} GraphicsFeatures;
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typedef struct {
bool initialized;
float pointSizes[2];
int textureSize;
int textureMSAA;
float textureAnisotropy;
} GraphicsLimits;
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typedef struct {
int shaderSwitches;
int drawCalls;
} GraphicsStats;
typedef struct {
bool stereo;
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Canvas* canvas;
float viewMatrix[2][16];
float projection[2][16];
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} Camera;
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typedef struct {
Color backgroundColor;
BlendMode blendMode;
BlendAlphaMode blendAlphaMode;
Canvas* canvas;
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Color color;
bool culling;
CompareMode depthTest;
bool depthWrite;
Font* font;
float lineWidth;
float pointSize;
Shader* shader;
CompareMode stencilMode;
int stencilValue;
Winding winding;
bool wireframe;
} Pipeline;
typedef struct {
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Mesh* mesh;
MeshDrawMode mode;
struct {
uint32_t count;
float* data;
} vertex;
struct {
uint32_t count;
uint16_t* data;
} index;
struct {
int start;
int count;
} range;
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DefaultShader shader;
Material* material;
Texture* textures[MAX_MATERIAL_TEXTURES];
mat4 transform;
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bool forceMono;
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int instances;
} DrawOptions;
typedef struct {
Mesh* mesh;
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Canvas* canvas;
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Shader* shader;
Material* material;
Camera camera;
float transform[16];
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float viewports[2][4];
int viewportCount;
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Pipeline pipeline;
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int instances;
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} DrawCommand;
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typedef struct {
bool initialized;
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bool gammaCorrect;
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int msaa;
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int width;
int height;
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void* window;
Camera camera;
Shader* defaultShaders[MAX_DEFAULT_SHADERS];
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Material* defaultMaterial;
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Font* defaultFont;
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Mesh* defaultMesh;
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TextureFilter defaultFilter;
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float transforms[MAX_TRANSFORMS][16];
int transform;
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Pipeline pipelines[MAX_PIPELINES];
int pipeline;
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} GraphicsState;
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// Base
void lovrGraphicsInit(bool gammaCorrect);
void lovrGraphicsDestroy();
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void lovrGraphicsPresent();
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void lovrGraphicsCreateWindow(int w, int h, bool fullscreen, int msaa, const char* title, const char* icon);
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int lovrGraphicsGetWidth();
int lovrGraphicsGetHeight();
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int lovrGraphicsGetMSAA();
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void lovrGraphicsSetCamera(Camera* camera, bool clear);
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GraphicsFeatures lovrGraphicsGetSupported();
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GraphicsLimits lovrGraphicsGetLimits();
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GraphicsStats lovrGraphicsGetStats();
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// State
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void lovrGraphicsReset();
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void lovrGraphicsPushPipeline();
void lovrGraphicsPopPipeline();
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Color lovrGraphicsGetBackgroundColor();
void lovrGraphicsSetBackgroundColor(Color color);
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void lovrGraphicsGetBlendMode(BlendMode* mode, BlendAlphaMode* alphaMode);
void lovrGraphicsSetBlendMode(BlendMode mode, BlendAlphaMode alphaMode);
Canvas* lovrGraphicsGetCanvas();
void lovrGraphicsSetCanvas(Canvas* canvas);
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Color lovrGraphicsGetColor();
void lovrGraphicsSetColor(Color color);
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bool lovrGraphicsIsCullingEnabled();
void lovrGraphicsSetCullingEnabled(bool culling);
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TextureFilter lovrGraphicsGetDefaultFilter();
void lovrGraphicsSetDefaultFilter(TextureFilter filter);
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void lovrGraphicsGetDepthTest(CompareMode* mode, bool* write);
void lovrGraphicsSetDepthTest(CompareMode depthTest, bool write);
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Font* lovrGraphicsGetFont();
void lovrGraphicsSetFont(Font* font);
bool lovrGraphicsIsGammaCorrect();
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float lovrGraphicsGetLineWidth();
void lovrGraphicsSetLineWidth(float width);
float lovrGraphicsGetPointSize();
void lovrGraphicsSetPointSize(float size);
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Shader* lovrGraphicsGetShader();
void lovrGraphicsSetShader(Shader* shader);
void lovrGraphicsGetStencilTest(CompareMode* mode, int* value);
void lovrGraphicsSetStencilTest(CompareMode mode, int value);
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Winding lovrGraphicsGetWinding();
void lovrGraphicsSetWinding(Winding winding);
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bool lovrGraphicsIsWireframe();
void lovrGraphicsSetWireframe(bool wireframe);
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// Transforms
void lovrGraphicsPush();
void lovrGraphicsPop();
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void lovrGraphicsOrigin();
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void lovrGraphicsTranslate(float x, float y, float z);
void lovrGraphicsRotate(float angle, float ax, float ay, float az);
void lovrGraphicsScale(float x, float y, float z);
void lovrGraphicsMatrixTransform(mat4 transform);
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// Rendering
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VertexPointer lovrGraphicsGetVertexPointer(uint32_t capacity);
void lovrGraphicsClear(Color* color, float* depth, int* stencil);
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void lovrGraphicsDraw(DrawOptions* draw);
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void lovrGraphicsPoints(uint32_t count);
void lovrGraphicsLine(uint32_t count);
void lovrGraphicsTriangle(DrawMode mode, Material* material, float points[9]);
void lovrGraphicsPlane(DrawMode mode, Material* material, mat4 transform);
void lovrGraphicsBox(DrawMode mode, Material* material, mat4 transform);
void lovrGraphicsArc(DrawMode mode, ArcMode, Material* material, mat4 transform, float theta1, float theta2, int segments);
void lovrGraphicsCircle(DrawMode mode, Material* material, mat4 transform, int segments);
void lovrGraphicsCylinder(Material* material, float x1, float y1, float z1, float x2, float y2, float z2, float r1, float r2, bool capped, int segments);
void lovrGraphicsSphere(Material* material, mat4 transform, int segments);
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void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float az);
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void lovrGraphicsPrint(const char* str, mat4 transform, float wrap, HorizontalAlign halign, VerticalAlign valign);
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void lovrGraphicsStencil(StencilAction action, int replaceValue, StencilCallback callback, void* userdata);
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void lovrGraphicsFill(Texture* texture);
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#define lovrGraphicsBlit lovrGpuBlit
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#define lovrGraphicsCompute lovrGpuCompute
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// GPU
typedef void (*gpuProc)(void);
void lovrGpuInit(bool srgb, gpuProc (*getProcAddress)(const char*));
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void lovrGpuDestroy();
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void lovrGpuClear(Canvas* canvas, Color* color, float* depth, int* stencil);
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void lovrGpuDraw(DrawCommand* command);
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void lovrGpuBlit(Canvas* canvas);
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void lovrGpuCompute(Shader* shader, int x, int y, int z);
void lovrGpuWait(uint8_t flags);
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void lovrGpuPresent();
void lovrGpuDirtyTexture(int slot);