lovr/src/graphics/graphics.c

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C
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#include "graphics/graphics.h"
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#include "data/textureData.h"
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#include "data/rasterizer.h"
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#include "resources/shaders.h"
#include "event/event.h"
#include "filesystem/filesystem.h"
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#include "math/math.h"
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#include "math/mat4.h"
#include "math/vec3.h"
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#include "util.h"
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#include "lib/stb/stb_image.h"
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#define _USE_MATH_DEFINES
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
#include "lovr.h"
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static GraphicsState state;
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static void onCloseWindow(GLFWwindow* window) {
if (window == state.window) {
EventType type = EVENT_QUIT;
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EventData data = { .quit = { false, 0 } };
Event event = { .type = type, .data = data };
lovrEventPush(event);
}
}
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static void gammaCorrectColor(Color* color) {
if (state.gammaCorrect) {
color->r = lovrMathGammaToLinear(color->r);
color->g = lovrMathGammaToLinear(color->g);
color->b = lovrMathGammaToLinear(color->b);
}
}
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// Base
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void lovrGraphicsInit() {
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//
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}
void lovrGraphicsDestroy() {
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lovrGraphicsSetShader(NULL);
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lovrGraphicsSetFont(NULL);
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for (int i = 0; i < DEFAULT_SHADER_COUNT; i++) {
if (state.defaultShaders[i]) lovrRelease(&state.defaultShaders[i]->ref);
}
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if (state.defaultMaterial) lovrRelease(&state.defaultMaterial->ref);
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if (state.defaultFont) lovrRelease(&state.defaultFont->ref);
if (state.defaultTexture) lovrRelease(&state.defaultTexture->ref);
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glDeleteVertexArrays(1, &state.streamVAO);
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glDeleteBuffers(1, &state.streamVBO);
glDeleteBuffers(1, &state.streamIBO);
vec_deinit(&state.streamData);
vec_deinit(&state.streamIndices);
}
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void lovrGraphicsReset() {
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int w = lovrGraphicsGetWidth();
int h = lovrGraphicsGetHeight();
float projection[16];
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state.transform = 0;
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state.view = 0;
state.defaultShader = SHADER_DEFAULT;
lovrGraphicsSetBackgroundColor((Color) { 0, 0, 0, 1. });
lovrGraphicsSetBlendMode(BLEND_ALPHA, BLEND_ALPHA_MULTIPLY);
lovrGraphicsSetColor((Color) { 1., 1., 1., 1. });
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lovrGraphicsSetCullingEnabled(false);
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lovrGraphicsSetDefaultFilter((TextureFilter) { .mode = FILTER_TRILINEAR });
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lovrGraphicsSetDepthTest(COMPARE_LEQUAL, true);
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lovrGraphicsSetFont(NULL);
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lovrGraphicsSetLineWidth(1);
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lovrGraphicsSetPointSize(1);
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lovrGraphicsSetShader(NULL);
lovrGraphicsSetStencilTest(COMPARE_NONE, 0);
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lovrGraphicsSetWinding(WINDING_COUNTERCLOCKWISE);
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lovrGraphicsSetWireframe(false);
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lovrGraphicsSetViewport(0, 0, w, h);
lovrGraphicsSetProjection(mat4_perspective(projection, .01f, 100.f, 67 * M_PI / 180., (float) w / h));
lovrGraphicsOrigin();
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}
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void lovrGraphicsClear(bool clearColor, bool clearDepth, bool clearStencil, Color color, float depth, int stencil) {
if (clearColor) {
float c[4] = { color.r, color.g, color.b, color.a };
glClearBufferfv(GL_COLOR, 0, c);
}
if (clearDepth) {
glClearBufferfv(GL_DEPTH, 0, &depth);
}
if (clearStencil) {
glClearBufferiv(GL_STENCIL, 0, &stencil);
}
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}
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void lovrGraphicsPresent() {
glfwSwapBuffers(state.window);
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state.stats.drawCalls = 0;
state.stats.shaderSwitches = 0;
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}
void lovrGraphicsPrepare(Material* material, float* pose) {
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Shader* shader = lovrGraphicsGetActiveShader();
if (!shader) {
shader = state.defaultShaders[state.defaultShader] = lovrShaderCreateDefault(state.defaultShader);
}
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mat4 model = state.transforms[state.transform][MATRIX_MODEL];
mat4 view = state.transforms[state.transform][MATRIX_VIEW];
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mat4 projection = state.views[state.view].projection;
lovrShaderSetMatrix(shader, "lovrModel", model, 16);
lovrShaderSetMatrix(shader, "lovrView", view, 16);
lovrShaderSetMatrix(shader, "lovrProjection", projection, 16);
float transform[16];
mat4_multiply(mat4_set(transform, view), model);
lovrShaderSetMatrix(shader, "lovrTransform", transform, 16);
if (lovrShaderGetUniform(shader, "lovrNormalMatrix")) {
if (mat4_invert(transform)) {
mat4_transpose(transform);
} else {
mat4_identity(transform);
}
float normalMatrix[9] = {
transform[0], transform[1], transform[2],
transform[4], transform[5], transform[6],
transform[8], transform[9], transform[10]
};
lovrShaderSetMatrix(shader, "lovrNormalMatrix", normalMatrix, 9);
}
// Color
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Color color = state.color;
gammaCorrectColor(&color);
float data[4] = { color.r, color.g, color.b, color.a };
lovrShaderSetFloat(shader, "lovrColor", data, 4);
// Point size
lovrShaderSetFloat(shader, "lovrPointSize", &state.pointSize, 1);
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// Pose
if (pose) {
lovrShaderSetMatrix(shader, "lovrPose", pose, MAX_BONES * 16);
} else {
float identity[16];
mat4_identity(identity);
lovrShaderSetMatrix(shader, "lovrPose", identity, 16);
}
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// Material
if (!material) {
material = lovrGraphicsGetDefaultMaterial();
}
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for (int i = 0; i < MAX_MATERIAL_SCALARS; i++) {
float value = lovrMaterialGetScalar(material, i);
lovrShaderSetFloat(shader, lovrShaderScalarUniforms[i], &value, 1);
}
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for (int i = 0; i < MAX_MATERIAL_COLORS; i++) {
Color color = lovrMaterialGetColor(material, i);
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gammaCorrectColor(&color);
float data[4] = { color.r, color.g, color.b, color.a };
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lovrShaderSetFloat(shader, lovrShaderColorUniforms[i], data, 4);
}
for (int i = 0; i < MAX_MATERIAL_TEXTURES; i++) {
Texture* texture = lovrMaterialGetTexture(material, i);
lovrShaderSetTexture(shader, lovrShaderTextureUniforms[i], &texture, 1);
}
lovrGraphicsUseProgram(shader->program);
lovrShaderBind(shader);
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}
static bool graphicsAlreadyInit = false;
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void lovrGraphicsCreateWindow(int w, int h, bool fullscreen, int msaa, const char* title, const char* icon) {
if (graphicsAlreadyInit) {
lovrGraphicsReset();
return;
} else {
lovrAssert(!state.window, "Window is already created");
graphicsAlreadyInit = true;
}
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#ifdef EMSCRIPTEN
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_SAMPLES, msaa);
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glfwWindowHint(GLFW_SRGB_CAPABLE, state.gammaCorrect);
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#else
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_SAMPLES, msaa);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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glfwWindowHint(GLFW_SRGB_CAPABLE, state.gammaCorrect);
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#endif
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
if (fullscreen) {
glfwWindowHint(GLFW_RED_BITS, mode->redBits);
glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
}
state.window = glfwCreateWindow(w ? w : mode->width, h ? h : mode->height, title, fullscreen ? monitor : NULL, NULL);
if (!state.window) {
glfwTerminate();
lovrThrow("Could not create window");
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}
if (icon) {
GLFWimage image;
image.pixels = stbi_load(icon, &image.width, &image.height, NULL, 3);
glfwSetWindowIcon(state.window, 1, &image);
free(image.pixels);
}
glfwMakeContextCurrent(state.window);
glfwSetWindowCloseCallback(state.window, onCloseWindow);
#ifndef EMSCRIPTEN
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glfwSwapInterval(0);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_PROGRAM_POINT_SIZE);
if (state.gammaCorrect) {
glEnable(GL_FRAMEBUFFER_SRGB);
} else {
glDisable(GL_FRAMEBUFFER_SRGB);
}
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#endif
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenVertexArrays(1, &state.streamVAO);
glGenBuffers(1, &state.streamVBO);
glGenBuffers(1, &state.streamIBO);
vec_init(&state.streamData);
vec_init(&state.streamIndices);
lovrGraphicsReset();
atexit(lovrGraphicsDestroy);
}
int lovrGraphicsGetWidth() {
int width, height;
glfwGetFramebufferSize(state.window, &width, &height);
return width;
}
int lovrGraphicsGetHeight() {
int width, height;
glfwGetFramebufferSize(state.window, &width, &height);
return height;
}
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GraphicsStats lovrGraphicsGetStats() {
return state.stats;
}
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// State
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Color lovrGraphicsGetBackgroundColor() {
return state.backgroundColor;
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}
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void lovrGraphicsSetBackgroundColor(Color color) {
state.backgroundColor = color;
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gammaCorrectColor(&color);
glClearColor(color.r, color.g, color.b, color.a);
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}
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void lovrGraphicsGetBlendMode(BlendMode* mode, BlendAlphaMode* alphaMode) {
*mode = state.blendMode;
*alphaMode = state.blendAlphaMode;
}
void lovrGraphicsSetBlendMode(BlendMode mode, BlendAlphaMode alphaMode) {
GLenum srcRGB = mode == BLEND_MULTIPLY ? GL_DST_COLOR : GL_ONE;
if (srcRGB == GL_ONE && alphaMode == BLEND_ALPHA_MULTIPLY) {
srcRGB = GL_SRC_ALPHA;
}
switch (mode) {
case BLEND_ALPHA:
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(srcRGB, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break;
case BLEND_ADD:
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(srcRGB, GL_ONE, GL_ZERO, GL_ONE);
break;
case BLEND_SUBTRACT:
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFuncSeparate(srcRGB, GL_ONE, GL_ZERO, GL_ONE);
break;
case BLEND_MULTIPLY:
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(srcRGB, GL_ZERO, GL_DST_COLOR, GL_ZERO);
break;
case BLEND_LIGHTEN:
glBlendEquation(GL_MAX);
glBlendFuncSeparate(srcRGB, GL_ZERO, GL_ONE, GL_ZERO);
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break;
case BLEND_DARKEN:
glBlendEquation(GL_MIN);
glBlendFuncSeparate(srcRGB, GL_ZERO, GL_ONE, GL_ZERO);
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break;
case BLEND_SCREEN:
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(srcRGB, GL_ONE_MINUS_SRC_COLOR, GL_ONE, GL_ONE_MINUS_SRC_COLOR);
break;
case BLEND_REPLACE:
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(srcRGB, GL_ZERO, GL_ONE, GL_ZERO);
break;
}
}
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Color lovrGraphicsGetColor() {
return state.color;
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}
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void lovrGraphicsSetColor(Color color) {
state.color = color;
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}
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bool lovrGraphicsIsCullingEnabled() {
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return state.culling;
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}
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void lovrGraphicsSetCullingEnabled(bool culling) {
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if (culling != state.culling) {
state.culling = culling;
if (culling) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
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}
}
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}
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TextureFilter lovrGraphicsGetDefaultFilter() {
return state.defaultFilter;
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}
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void lovrGraphicsSetDefaultFilter(TextureFilter filter) {
state.defaultFilter = filter;
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}
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void lovrGraphicsGetDepthTest(CompareMode* mode, bool* write) {
*mode = state.depthTest;
*write = state.depthWrite;
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}
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void lovrGraphicsSetDepthTest(CompareMode depthTest, bool write) {
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if (state.depthTest != depthTest) {
state.depthTest = depthTest;
if (depthTest != COMPARE_NONE) {
glDepthFunc(depthTest);
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glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
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}
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if (state.depthWrite != write) {
state.depthWrite = write;
glDepthMask(write);
}
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}
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Font* lovrGraphicsGetFont() {
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if (!state.font) {
if (!state.defaultFont) {
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Rasterizer* rasterizer = lovrRasterizerCreate(NULL, 32);
state.defaultFont = lovrFontCreate(rasterizer);
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}
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lovrGraphicsSetFont(state.defaultFont);
}
return state.font;
}
void lovrGraphicsSetFont(Font* font) {
if (state.font) {
lovrRelease(&state.font->ref);
}
state.font = font;
if (font) {
lovrRetain(&state.font->ref);
}
}
bool lovrGraphicsIsGammaCorrect() {
return state.gammaCorrect;
}
void lovrGraphicsSetGammaCorrect(bool gammaCorrect) {
state.gammaCorrect = gammaCorrect;
}
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GraphicsLimits lovrGraphicsGetLimits() {
if (!state.limits.initialized) {
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#ifdef EMSCRIPTEN
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glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, state.limits.pointSizes);
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#else
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glGetFloatv(GL_POINT_SIZE_RANGE, state.limits.pointSizes);
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#endif
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &state.limits.textureSize);
glGetIntegerv(GL_MAX_SAMPLES, &state.limits.textureMSAA);
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &state.limits.textureAnisotropy);
state.limits.initialized = 1;
}
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return state.limits;
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}
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float lovrGraphicsGetLineWidth() {
return state.lineWidth;
}
void lovrGraphicsSetLineWidth(float width) {
state.lineWidth = width;
glLineWidth(width);
}
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float lovrGraphicsGetPointSize() {
return state.pointSize;
}
void lovrGraphicsSetPointSize(float size) {
state.pointSize = size;
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}
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Shader* lovrGraphicsGetShader() {
return state.shader;
}
void lovrGraphicsSetShader(Shader* shader) {
if (shader != state.shader) {
if (state.shader) {
lovrRelease(&state.shader->ref);
}
state.shader = shader;
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if (shader) {
lovrRetain(&state.shader->ref);
}
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}
}
void lovrGraphicsGetStencilTest(CompareMode* mode, int* value) {
*mode = state.stencilMode;
*value = state.stencilValue;
}
void lovrGraphicsSetStencilTest(CompareMode mode, int value) {
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state.stencilMode = mode;
state.stencilValue = value;
if (state.stencilWriting) {
return;
}
if (mode != COMPARE_NONE) {
if (!state.stencilEnabled) {
glEnable(GL_STENCIL_TEST);
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state.stencilEnabled = true;
}
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GLenum glMode = mode;
switch (mode) {
case COMPARE_LESS: glMode = GL_GREATER; break;
case COMPARE_LEQUAL: glMode = GL_GEQUAL; break;
case COMPARE_GEQUAL: glMode = GL_LEQUAL; break;
case COMPARE_GREATER: glMode = GL_LESS; break;
default: break;
}
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glStencilFunc(glMode, value, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
} else if (state.stencilEnabled) {
glDisable(GL_STENCIL_TEST);
state.stencilEnabled = false;
}
}
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Winding lovrGraphicsGetWinding() {
return state.winding;
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}
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void lovrGraphicsSetWinding(Winding winding) {
state.winding = winding;
glFrontFace(winding);
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}
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bool lovrGraphicsIsWireframe() {
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return state.wireframe;
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}
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void lovrGraphicsSetWireframe(bool wireframe) {
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#ifndef EMSCRIPTEN
if (state.wireframe != wireframe) {
state.wireframe = wireframe;
glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL);
}
#endif
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}
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// Transforms
void lovrGraphicsPush() {
if (++state.transform >= MAX_TRANSFORMS) {
lovrThrow("Unbalanced matrix stack (more pushes than pops?)");
}
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memcpy(state.transforms[state.transform], state.transforms[state.transform - 1], 2 * 16 * sizeof(float));
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}
void lovrGraphicsPop() {
if (--state.transform < 0) {
lovrThrow("Unbalanced matrix stack (more pops than pushes?)");
}
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}
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void lovrGraphicsOrigin() {
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mat4_identity(state.transforms[state.transform][MATRIX_MODEL]);
mat4_identity(state.transforms[state.transform][MATRIX_VIEW]);
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}
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void lovrGraphicsTranslate(MatrixType type, float x, float y, float z) {
mat4_translate(state.transforms[state.transform][type], x, y, z);
}
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void lovrGraphicsRotate(MatrixType type, float angle, float ax, float ay, float az) {
mat4_rotate(state.transforms[state.transform][type], angle, ax, ay, az);
}
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void lovrGraphicsScale(MatrixType type, float x, float y, float z) {
mat4_scale(state.transforms[state.transform][type], x, y, z);
}
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void lovrGraphicsMatrixTransform(MatrixType type, mat4 transform) {
mat4_multiply(state.transforms[state.transform][type], transform);
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}
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// Primitives
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static void lovrGraphicsSetStreamData(float* data, int length) {
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vec_clear(&state.streamData);
vec_pusharr(&state.streamData, data, length);
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}
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static void lovrGraphicsSetIndexData(unsigned int* data, int length) {
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vec_clear(&state.streamIndices);
vec_pusharr(&state.streamIndices, data, length);
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}
static void lovrGraphicsDrawPrimitive(Material* material, GLenum mode, bool hasNormals, bool hasTexCoords, bool useIndices) {
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int stride = 3 + (hasNormals ? 3 : 0) + (hasTexCoords ? 2 : 0);
int strideBytes = stride * sizeof(float);
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float* data = state.streamData.data;
unsigned int* indices = state.streamIndices.data;
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lovrGraphicsPrepare(material, NULL);
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lovrGraphicsBindVertexArray(state.streamVAO);
lovrGraphicsBindVertexBuffer(state.streamVBO);
glBufferData(GL_ARRAY_BUFFER, state.streamData.length * sizeof(float), data, GL_STREAM_DRAW);
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glEnableVertexAttribArray(LOVR_SHADER_POSITION);
glVertexAttribPointer(LOVR_SHADER_POSITION, 3, GL_FLOAT, GL_FALSE, strideBytes, (void*) 0);
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if (hasNormals) {
glEnableVertexAttribArray(LOVR_SHADER_NORMAL);
glVertexAttribPointer(LOVR_SHADER_NORMAL, 3, GL_FLOAT, GL_FALSE, strideBytes, (void*) (3 * sizeof(float)));
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} else {
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glDisableVertexAttribArray(LOVR_SHADER_NORMAL);
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}
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if (hasTexCoords) {
void* offset = (void*) ((hasNormals ? 6 : 3) * sizeof(float));
glEnableVertexAttribArray(LOVR_SHADER_TEX_COORD);
glVertexAttribPointer(LOVR_SHADER_TEX_COORD, 2, GL_FLOAT, GL_FALSE, strideBytes, offset);
} else {
glDisableVertexAttribArray(LOVR_SHADER_TEX_COORD);
}
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glDisableVertexAttribArray(LOVR_SHADER_BONES);
glDisableVertexAttribArray(LOVR_SHADER_BONE_WEIGHTS);
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if (useIndices) {
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lovrGraphicsBindIndexBuffer(state.streamIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, state.streamIndices.length * sizeof(unsigned int), indices, GL_STREAM_DRAW);
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lovrGraphicsDrawElements(mode, state.streamIndices.length, sizeof(uint32_t), 0, 1);
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} else {
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lovrGraphicsDrawArrays(mode, 0, state.streamData.length / stride, 1);
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}
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}
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void lovrGraphicsPoints(float* points, int count) {
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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lovrGraphicsSetStreamData(points, count);
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lovrGraphicsDrawPrimitive(NULL, MESH_POINTS, false, false, false);
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}
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void lovrGraphicsLine(float* points, int count) {
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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lovrGraphicsSetStreamData(points, count);
lovrGraphicsDrawPrimitive(NULL, GL_LINE_STRIP, false, false, false);
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}
void lovrGraphicsTriangle(DrawMode mode, Material* material, float* points) {
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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if (mode == DRAW_MODE_LINE) {
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lovrGraphicsSetStreamData(points, 9);
lovrGraphicsDrawPrimitive(material, GL_LINE_LOOP, false, false, false);
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} else {
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float normal[3];
vec3_cross(vec3_init(normal, &points[0]), &points[3]);
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float data[18] = {
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points[0], points[1], points[2], normal[0], normal[1], normal[2],
points[3], points[4], points[5], normal[0], normal[1], normal[2],
points[6], points[7], points[8], normal[0], normal[1], normal[2]
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};
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lovrGraphicsSetStreamData(data, 18);
lovrGraphicsDrawPrimitive(material, GL_TRIANGLE_STRIP, true, false, false);
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}
}
void lovrGraphicsPlane(DrawMode mode, Material* material, mat4 transform) {
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lovrGraphicsPush();
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lovrGraphicsMatrixTransform(MATRIX_MODEL, transform);
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if (mode == DRAW_MODE_LINE) {
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float points[] = {
-.5, .5, 0,
.5, .5, 0,
.5, -.5, 0,
-.5, -.5, 0
};
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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lovrGraphicsSetStreamData(points, 12);
lovrGraphicsDrawPrimitive(material, GL_LINE_LOOP, false, false, false);
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} else if (mode == DRAW_MODE_FILL) {
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float data[] = {
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-.5, .5, 0, 0, 0, -1, 0, 1,
-.5, -.5, 0, 0, 0, -1, 0, 0,
.5, .5, 0, 0, 0, -1, 1, 1,
.5, -.5, 0, 0, 0, -1, 1, 0
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};
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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lovrGraphicsSetStreamData(data, 32);
lovrGraphicsDrawPrimitive(material, GL_TRIANGLE_STRIP, true, true, false);
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}
lovrGraphicsPop();
}
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void lovrGraphicsPlaneFullscreen(Texture* texture) {
float data[] = {
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-1, 1, 0, 0, 1,
-1, -1, 0, 0, 0,
1, 1, 0, 1, 1,
1, -1, 0, 1, 0
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};
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lovrGraphicsSetDefaultShader(SHADER_FULLSCREEN);
Material* material = lovrGraphicsGetDefaultMaterial();
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, texture);
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lovrGraphicsSetStreamData(data, 20);
lovrGraphicsDrawPrimitive(material, GL_TRIANGLE_STRIP, false, true, false);
lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, NULL);
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}
void lovrGraphicsBox(DrawMode mode, Material* material, mat4 transform) {
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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lovrGraphicsPush();
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lovrGraphicsMatrixTransform(MATRIX_MODEL, transform);
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if (mode == DRAW_MODE_LINE) {
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float points[] = {
// Front
-.5, .5, -.5,
.5, .5, -.5,
.5, -.5, -.5,
-.5, -.5, -.5,
// Back
-.5, .5, .5,
.5, .5, .5,
.5, -.5, .5,
-.5, -.5, .5
};
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unsigned int indices[] = {
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0, 1, 1, 2, 2, 3, 3, 0, // Front
4, 5, 5, 6, 6, 7, 7, 4, // Back
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0, 4, 1, 5, 2, 6, 3, 7 // Connections
};
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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lovrGraphicsSetStreamData(points, 24);
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lovrGraphicsSetIndexData(indices, 24);
lovrGraphicsDrawPrimitive(material, GL_LINES, false, false, true);
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} else {
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float data[] = {
// Front
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-.5, -.5, -.5, 0, 0, -1, 0, 0,
.5, -.5, -.5, 0, 0, -1, 1, 0,
-.5, .5, -.5, 0, 0, -1, 0, 1,
.5, .5, -.5, 0, 0, -1, 1, 1,
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// Right
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.5, .5, -.5, 1, 0, 0, 0, 1,
.5, -.5, -.5, 1, 0, 0, 0, 0,
.5, .5, .5, 1, 0, 0, 1, 1,
.5, -.5, .5, 1, 0, 0, 1, 0,
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// Back
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.5, -.5, .5, 0, 0, 1, 0, 0,
-.5, -.5, .5, 0, 0, 1, 1, 0,
.5, .5, .5, 0, 0, 1, 0, 1,
-.5, .5, .5, 0, 0, 1, 1, 1,
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// Left
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-.5, .5, .5, -1, 0, 0, 0, 1,
-.5, -.5, .5, -1, 0, 0, 0, 0,
-.5, .5, -.5, -1, 0, 0, 1, 1,
-.5, -.5, -.5, -1, 0, 0, 1, 0,
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// Bottom
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-.5, -.5, -.5, 0, -1, 0, 0, 0,
-.5, -.5, .5, 0, -1, 0, 0, 1,
.5, -.5, -.5, 0, -1, 0, 1, 0,
.5, -.5, .5, 0, -1, 0, 1, 1,
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// Adjust
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.5, -.5, .5, 0, 1, 0, 0, 1,
-.5, .5, -.5, 0, 1, 0, 0, 1,
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// Top
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-.5, .5, -.5, 0, 1, 0, 0, 1,
.5, .5, -.5, 0, 1, 0, 1, 1,
-.5, .5, .5, 0, 1, 0, 0, 0,
.5, .5, .5, 0, 1, 0, 1, 0
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};
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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lovrGraphicsSetStreamData(data, 208);
lovrGraphicsDrawPrimitive(material, GL_TRIANGLE_STRIP, true, true, false);
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}
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lovrGraphicsPop();
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}
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void lovrGraphicsArc(DrawMode mode, ArcMode arcMode, Material* material, mat4 transform, float theta1, float theta2, int segments) {
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if (fabsf(theta1 - theta2) >= 2 * M_PI) {
theta1 = 0;
theta2 = 2 * M_PI;
}
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lovrGraphicsPush();
lovrGraphicsMatrixTransform(MATRIX_MODEL, transform);
vec_clear(&state.streamData);
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if (arcMode == ARC_MODE_PIE && fabsf(theta1 - theta2) < 2 * M_PI) {
vec_push(&state.streamData, 0);
vec_push(&state.streamData, 0);
vec_push(&state.streamData, 0);
if (mode == DRAW_MODE_FILL) {
vec_push(&state.streamData, 0);
vec_push(&state.streamData, 0);
vec_push(&state.streamData, 1);
vec_push(&state.streamData, .5);
vec_push(&state.streamData, .5);
}
}
float theta = theta1;
float angleShift = (theta2 - theta1) / (float) segments;
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if (mode == DRAW_MODE_LINE) {
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for (int i = 0; i <= segments; i++) {
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float x = cos(theta) * .5;
float y = sin(theta) * .5;
vec_push(&state.streamData, x);
vec_push(&state.streamData, y);
vec_push(&state.streamData, 0);
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theta += angleShift;
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}
lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
lovrGraphicsDrawPrimitive(material, arcMode == ARC_MODE_OPEN ? GL_LINE_STRIP : GL_LINE_LOOP, false, false, false);
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} else if (mode == DRAW_MODE_FILL) {
for (int i = 0; i <= segments; i++) {
float x = cos(theta) * .5;
float y = sin(theta) * .5;
vec_push(&state.streamData, x);
vec_push(&state.streamData, y);
vec_push(&state.streamData, 0);
vec_push(&state.streamData, 0);
vec_push(&state.streamData, 0);
vec_push(&state.streamData, 1);
vec_push(&state.streamData, x + .5);
vec_push(&state.streamData, 1 - (y + .5));
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theta += angleShift;
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}
lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
lovrGraphicsDrawPrimitive(material, GL_TRIANGLE_FAN, true, true, false);
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}
lovrGraphicsPop();
}
void lovrGraphicsCircle(DrawMode mode, Material* material, mat4 transform, int segments) {
lovrGraphicsArc(mode, ARC_MODE_OPEN, material, transform, 0, 2 * M_PI, segments);
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}
void lovrGraphicsCylinder(Material* material, float x1, float y1, float z1, float x2, float y2, float z2, float r1, float r2, bool capped, int segments) {
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float axis[3] = { x1 - x2, y1 - y2, z1 - z2 };
float n[3] = { x1 - x2, y1 - y2, z1 - z2 };
float p[3];
float q[3];
int stride = 6;
int dataSize = stride * ((capped && r1) * (segments + 2) + (capped && r2) * (segments + 2) + 2 * (segments + 1));
int indexSize = 3 * segments * ((capped && r1) + (capped && r2) + 2);
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vec_clear(&state.streamData);
vec_reserve(&state.streamData, dataSize);
state.streamData.length = 0;
float* data = state.streamData.data;
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vec_clear(&state.streamIndices);
vec_reserve(&state.streamIndices, indexSize);
state.streamIndices.length = 0;
unsigned int* indices = state.streamIndices.data;
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vec3_init(p, n);
if (n[0] == 0 && n[2] == 0) {
p[0] += 1;
} else {
p[1] += 1;
}
vec3_init(q, p);
vec3_cross(q, n);
vec3_cross(n, q);
vec3_init(p, n);
vec3_normalize(p);
vec3_normalize(q);
vec3_normalize(axis);
#define PUSH_CYLINDER_VERTEX(x, y, z, nx, ny, nz) \
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data[state.streamData.length++] = x; \
data[state.streamData.length++] = y; \
data[state.streamData.length++] = z; \
data[state.streamData.length++] = nx; \
data[state.streamData.length++] = ny; \
data[state.streamData.length++] = nz;
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#define PUSH_CYLINDER_TRIANGLE(i1, i2, i3) \
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indices[state.streamIndices.length++] = i1; \
indices[state.streamIndices.length++] = i2; \
indices[state.streamIndices.length++] = i3;
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// Ring
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int ringOffset = state.streamData.length / 6;
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for (int i = 0; i <= segments; i++) {
float theta = i * (2 * M_PI) / segments;
n[0] = cos(theta) * p[0] + sin(theta) * q[0];
n[1] = cos(theta) * p[1] + sin(theta) * q[1];
n[2] = cos(theta) * p[2] + sin(theta) * q[2];
PUSH_CYLINDER_VERTEX(x1 + r1 * n[0], y1 + r1 * n[1], z1 + r1 * n[2], n[0], n[1], n[2]);
PUSH_CYLINDER_VERTEX(x2 + r2 * n[0], y2 + r2 * n[1], z2 + r2 * n[2], n[0], n[1], n[2]);
}
// Top
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int topOffset = state.streamData.length / 6;
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if (capped && r1 != 0) {
PUSH_CYLINDER_VERTEX(x1, y1, z1, axis[0], axis[1], axis[2]);
for (int i = 0; i <= segments; i++) {
int j = i * 2 * stride;
PUSH_CYLINDER_VERTEX(data[j + 0], data[j + 1], data[j + 2], axis[0], axis[1], axis[2]);
}
}
// Bottom
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int bottomOffset = state.streamData.length / 6;
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if (capped && r2 != 0) {
PUSH_CYLINDER_VERTEX(x2, y2, z2, -axis[0], -axis[1], -axis[2]);
for (int i = 0; i <= segments; i++) {
int j = i * 2 * stride + stride;
PUSH_CYLINDER_VERTEX(data[j + 0], data[j + 1], data[j + 2], -axis[0], -axis[1], -axis[2]);
}
}
// Indices
for (int i = 0; i < segments; i++) {
int j = ringOffset + 2 * i;
PUSH_CYLINDER_TRIANGLE(j, j + 1, j + 2);
PUSH_CYLINDER_TRIANGLE(j + 1, j + 3, j + 2);
if (capped && r1 != 0) {
PUSH_CYLINDER_TRIANGLE(topOffset, topOffset + i + 1, topOffset + i + 2);
}
if (capped && r2 != 0) {
PUSH_CYLINDER_TRIANGLE(bottomOffset, bottomOffset + i + 1, bottomOffset + i + 2);
}
}
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
lovrGraphicsDrawPrimitive(material, GL_TRIANGLES, true, false, true);
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#undef PUSH_CYLINDER_VERTEX
#undef PUSH_CYLINDER_TRIANGLE
}
void lovrGraphicsSphere(Material* material, mat4 transform, int segments) {
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vec_clear(&state.streamData);
vec_clear(&state.streamIndices);
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for (int i = 0; i <= segments; i++) {
float v = i / (float) segments;
for (int j = 0; j <= segments; j++) {
float u = j / (float) segments;
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float x = sin(u * 2 * M_PI) * sin(v * M_PI);
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float y = cos(v * M_PI);
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float z = -cos(u * 2 * M_PI) * sin(v * M_PI);
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vec_push(&state.streamData, x);
vec_push(&state.streamData, y);
vec_push(&state.streamData, z);
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vec_push(&state.streamData, x);
vec_push(&state.streamData, y);
vec_push(&state.streamData, z);
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vec_push(&state.streamData, u);
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vec_push(&state.streamData, 1 - v);
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}
}
for (int i = 0; i < segments; i++) {
unsigned int offset0 = i * (segments + 1);
unsigned int offset1 = (i + 1) * (segments + 1);
for (int j = 0; j < segments; j++) {
unsigned int index0 = offset0 + j;
unsigned int index1 = offset1 + j;
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vec_push(&state.streamIndices, index0);
vec_push(&state.streamIndices, index1);
vec_push(&state.streamIndices, index0 + 1);
vec_push(&state.streamIndices, index1);
vec_push(&state.streamIndices, index1 + 1);
vec_push(&state.streamIndices, index0 + 1);
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}
}
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if (transform) {
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lovrGraphicsPush();
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lovrGraphicsMatrixTransform(MATRIX_MODEL, transform);
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}
lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
lovrGraphicsDrawPrimitive(material, GL_TRIANGLES, true, true, true);
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if (transform) {
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lovrGraphicsPop();
}
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}
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void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float az) {
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lovrGraphicsPush();
lovrGraphicsOrigin();
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lovrGraphicsRotate(MATRIX_MODEL, angle, ax, ay, az);
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bool wasCulling = lovrGraphicsIsCullingEnabled();
lovrGraphicsSetCullingEnabled(false);
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CompareMode mode;
bool write;
lovrGraphicsGetDepthTest(&mode, &write);
lovrGraphicsSetDepthTest(mode, false);
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if (texture->type == TEXTURE_CUBE) {
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float cube[] = {
// Front
1.f, -1.f, -1.f,
1.f, 1.f, -1.f,
-1.f, -1.f, -1.f,
-1.f, 1.f, -1.f,
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// Left
-1.f, 1.f, -1.f,
-1.f, 1.f, 1.f,
-1.f, -1.f, -1.f,
-1.f, -1.f, 1.f,
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// Back
-1.f, -1.f, 1.f,
1.f, -1.f, 1.f,
-1.f, 1.f, 1.f,
1.f, 1.f, 1.f,
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// Right
1.f, 1.f, 1.f,
1.f, -1.f, 1.f,
1.f, 1.f, -1.f,
1.f, -1.f, -1.f,
// Bottom
1.f, -1.f, -1.f,
1.f, -1.f, 1.f,
-1.f, -1.f, -1.f,
-1.f, -1.f, 1.f,
// Adjust
-1.f, -1.f, 1.f,
-1.f, 1.f, -1.f,
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// Top
-1.f, 1.f, -1.f,
-1.f, 1.f, 1.f,
1.f, 1.f, -1.f,
1.f, 1.f, 1.f
};
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lovrGraphicsSetStreamData(cube, 78);
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lovrGraphicsSetDefaultShader(SHADER_SKYBOX);
Material* material = lovrGraphicsGetDefaultMaterial();
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lovrMaterialSetTexture(material, TEXTURE_ENVIRONMENT_MAP, texture);
lovrGraphicsDrawPrimitive(material, GL_TRIANGLE_STRIP, false, false, false);
lovrMaterialSetTexture(material, TEXTURE_ENVIRONMENT_MAP, NULL);
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} else if (texture->type == TEXTURE_2D) {
Material* material = lovrGraphicsGetDefaultMaterial();
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, texture);
lovrGraphicsSphere(material, NULL, 30);
lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, NULL);
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}
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lovrGraphicsSetDepthTest(mode, write);
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lovrGraphicsSetCullingEnabled(wasCulling);
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lovrGraphicsPop();
}
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void lovrGraphicsPrint(const char* str, mat4 transform, float wrap, HorizontalAlign halign, VerticalAlign valign) {
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Font* font = lovrGraphicsGetFont();
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float scale = 1 / font->pixelDensity;
float offsety;
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lovrFontRender(font, str, wrap, halign, valign, &state.streamData, &offsety);
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lovrGraphicsPush();
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lovrGraphicsMatrixTransform(MATRIX_MODEL, transform);
lovrGraphicsScale(MATRIX_MODEL, scale, scale, scale);
lovrGraphicsTranslate(MATRIX_MODEL, 0, offsety, 0);
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lovrGraphicsSetDefaultShader(SHADER_FONT);
Material* material = lovrGraphicsGetDefaultMaterial();
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, font->texture);
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CompareMode mode;
bool write;
lovrGraphicsGetDepthTest(&mode, &write);
lovrGraphicsSetDepthTest(mode, false);
lovrGraphicsDrawPrimitive(NULL, GL_TRIANGLES, false, true, false);
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lovrGraphicsSetDepthTest(mode, write);
lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, NULL);
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lovrGraphicsPop();
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}
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void lovrGraphicsStencil(StencilAction action, int replaceValue, StencilCallback callback, void* userdata) {
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CompareMode mode;
bool write;
lovrGraphicsGetDepthTest(&mode, &write);
lovrGraphicsSetDepthTest(mode, false);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (!state.stencilEnabled) {
glEnable(GL_STENCIL_TEST);
state.stencilEnabled = true;
}
glStencilFunc(GL_ALWAYS, replaceValue, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, action);
state.stencilWriting = true;
callback(userdata);
state.stencilWriting = false;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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lovrGraphicsSetDepthTest(mode, write);
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lovrGraphicsSetStencilTest(state.stencilMode, state.stencilValue);
}
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// Internal State
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void lovrGraphicsPushView() {
if (++state.view >= MAX_VIEWS) {
lovrThrow("View overflow");
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}
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memcpy(&state.views[state.view], &state.views[state.view - 1], sizeof(View));
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}
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void lovrGraphicsPopView() {
if (--state.view < 0) {
lovrThrow("View underflow");
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}
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int* viewport = state.views[state.view].viewport;
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lovrGraphicsSetViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
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lovrGraphicsBindFramebuffer(state.views[state.view].framebuffer);
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}
mat4 lovrGraphicsGetProjection() {
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return state.views[state.view].projection;
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}
void lovrGraphicsSetProjection(mat4 projection) {
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memcpy(state.views[state.view].projection, projection, 16 * sizeof(float));
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}
void lovrGraphicsSetViewport(int x, int y, int w, int h) {
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state.views[state.view].viewport[0] = x;
state.views[state.view].viewport[1] = y;
state.views[state.view].viewport[2] = w;
state.views[state.view].viewport[3] = h;
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glViewport(x, y, w, h);
}
void lovrGraphicsBindFramebuffer(int framebuffer) {
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state.views[state.view].framebuffer = framebuffer;
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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}
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Texture* lovrGraphicsGetTexture(int slot) {
return state.textures[slot];
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}
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void lovrGraphicsBindTexture(Texture* texture, TextureType type, int slot) {
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if (!texture) {
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if (!state.defaultTexture) {
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TextureData* textureData = lovrTextureDataGetBlank(1, 1, 0xff, FORMAT_RGBA);
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state.defaultTexture = lovrTextureCreate(TEXTURE_2D, &textureData, 1, true);
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}
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texture = state.defaultTexture;
}
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if (texture != state.textures[slot]) {
if (state.textures[slot]) {
lovrRelease(&state.textures[slot]->ref);
}
state.textures[slot] = texture;
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(type, texture->id);
lovrRetain(&texture->ref);
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}
}
Material* lovrGraphicsGetDefaultMaterial() {
if (!state.defaultMaterial) {
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state.defaultMaterial = lovrMaterialCreate(true);
}
return state.defaultMaterial;
}
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void lovrGraphicsSetDefaultShader(DefaultShader shader) {
state.defaultShader = shader;
}
Shader* lovrGraphicsGetActiveShader() {
return state.shader ? state.shader : state.defaultShaders[state.defaultShader];
}
void lovrGraphicsUseProgram(uint32_t program) {
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if (state.program != program) {
state.program = program;
glUseProgram(program);
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state.stats.shaderSwitches++;
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}
}
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void lovrGraphicsBindVertexArray(uint32_t vertexArray) {
if (state.vertexArray != vertexArray) {
state.vertexArray = vertexArray;
glBindVertexArray(vertexArray);
}
}
void lovrGraphicsBindVertexBuffer(uint32_t vertexBuffer) {
if (state.vertexBuffer != vertexBuffer) {
state.vertexBuffer = vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
}
}
void lovrGraphicsBindIndexBuffer(uint32_t indexBuffer) {
if (state.indexBuffer != indexBuffer) {
state.indexBuffer = indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
}
}
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void lovrGraphicsDrawArrays(GLenum mode, size_t start, size_t count, int instances) {
if (instances > 1) {
glDrawArraysInstanced(mode, start, count, instances);
} else {
glDrawArrays(mode, start, count);
}
state.stats.drawCalls++;
}
void lovrGraphicsDrawElements(GLenum mode, size_t count, size_t indexSize, size_t offset, int instances) {
GLenum indexType = indexSize == sizeof(uint16_t) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
if (instances > 1) {
glDrawElementsInstanced(mode, count, indexType, (GLvoid*) offset, instances);
} else {
glDrawElements(mode, count, indexType, (GLvoid*) offset);
}
state.stats.drawCalls++;
}