lovr/src/graphics/graphics.c

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#include "graphics.h"
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#include "model.h"
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#include "buffer.h"
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#include "shader.h"
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#include "../glfw.h"
#include "../util.h"
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#include <stdlib.h>
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#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
int lovrGraphicsClear(lua_State* L) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
return 0;
}
int lovrGraphicsPresent(lua_State* L) {
glfwSwapBuffers(window);
return 0;
}
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int lovrGraphicsGetClearColor(lua_State* L) {
GLfloat clearColor[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
lua_pushnumber(L, clearColor[0]);
lua_pushnumber(L, clearColor[1]);
lua_pushnumber(L, clearColor[2]);
lua_pushnumber(L, clearColor[3]);
return 4;
}
int lovrGraphicsSetClearColor(lua_State* L) {
float r = luaL_checknumber(L, 1);
float g = luaL_checknumber(L, 2);
float b = luaL_checknumber(L, 3);
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float a = 255.0;
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if (lua_gettop(L) == 4) {
a = luaL_checknumber(L, 4);
}
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glClearColor(r / 255, g / 255, b / 255, a / 255);
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return 0;
}
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// TODO default shader
int lovrGraphicsSetShader(lua_State* L) {
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Shader* shader = (Shader*) luax_checkshader(L, 1);
glUseProgram(shader->id);
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return 0;
}
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int lovrGraphicsNewModel(lua_State* L) {
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const char* path = luaL_checkstring(L, 1);
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const struct aiScene* scene = aiImportFile(path, aiProcessPreset_TargetRealtime_MaxQuality);
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if (scene) {
Model* model = scene->mMeshes[0];
luax_pushmodel(L, model);
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} else {
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lua_pushnil(L);
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}
return 1;
}
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int lovrGraphicsNewBuffer(lua_State* L) {
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int size = luaL_checkint(L, 1);
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Buffer* buffer = malloc(sizeof(Buffer));
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buffer->drawMode = "fan";
buffer->size = size;
buffer->data = malloc(buffer->size * 3 * sizeof(GLfloat));
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buffer->rangeStart = 0;
buffer->rangeCount = buffer->size;
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glGenBuffers(1, &buffer->vbo);
glBindBuffer(GL_ARRAY_BUFFER, buffer->vbo);
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glBufferData(GL_ARRAY_BUFFER, buffer->size * 3 * sizeof(GLfloat), buffer->data, GL_STATIC_DRAW);
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glGenVertexArrays(1, &buffer->vao);
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luax_pushbuffer(L, buffer);
return 1;
}
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int lovrGraphicsNewShader(lua_State* L) {
const char* vertexShaderSource = luaL_checkstring(L, 1);
const char* fragmentShaderSource = luaL_checkstring(L, 2);
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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GLuint id = linkShaders(vertexShader, fragmentShader);
Shader* shader = (Shader*) malloc(sizeof(Shader));
shader->id = id;
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if (shader) {
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luax_pushshader(L, shader);
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} else {
lua_pushnil(L);
}
return 1;
}
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const luaL_Reg lovrGraphics[] = {
{ "clear", lovrGraphicsClear },
{ "present", lovrGraphicsPresent },
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{ "getClearColor", lovrGraphicsGetClearColor },
{ "setClearColor", lovrGraphicsSetClearColor },
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{ "setShader", lovrGraphicsSetShader },
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{ "newModel", lovrGraphicsNewModel },
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{ "newBuffer", lovrGraphicsNewBuffer },
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{ "newShader", lovrGraphicsNewShader },
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{ NULL, NULL }
};
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int lovrInitGraphics(lua_State* L) {
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lua_newtable(L);
luaL_register(L, NULL, lovrGraphics);
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luaRegisterType(L, "Model", lovrModel, NULL);
luaRegisterType(L, "Buffer", lovrBuffer, luax_destroybuffer);
luaRegisterType(L, "Shader", lovrShader, luax_destroyshader);
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map_init(&BufferDrawModes);
map_set(&BufferDrawModes, "points", GL_POINTS);
map_set(&BufferDrawModes, "strip", GL_TRIANGLE_STRIP);
map_set(&BufferDrawModes, "triangles", GL_TRIANGLES);
map_set(&BufferDrawModes, "fan", GL_TRIANGLE_FAN);
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return 1;
}