lovr/src/graphics/graphics.c

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C
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#include "graphics/graphics.h"
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#include "loaders/texture.h"
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#include "loaders/font.h"
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#include "math/mat4.h"
#include "math/vec3.h"
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#include "util.h"
#include "glfw.h"
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#define _USE_MATH_DEFINES
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#include <stdlib.h>
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#include <math.h>
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static GraphicsState state;
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// Base
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void lovrGraphicsInit() {
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// Allocations
state.activeFont = NULL;
state.defaultFont = NULL;
state.activeTexture = NULL;
glGenBuffers(1, &state.shapeBuffer);
glGenBuffers(1, &state.shapeIndexBuffer);
glGenVertexArrays(1, &state.shapeArray);
vec_init(&state.shapeData);
vec_init(&state.shapeIndices);
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for (int i = 0; i < MAX_CANVASES; i++) {
state.canvases[i] = malloc(sizeof(CanvasState));
}
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// Objects
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state.defaultShader = lovrShaderCreate(lovrDefaultVertexShader, lovrDefaultFragmentShader);
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state.skyboxShader = lovrShaderCreate(lovrSkyboxVertexShader, lovrSkyboxFragmentShader);
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int uniformId = lovrShaderGetUniformId(state.skyboxShader, "cube");
lovrShaderSendInt(state.skyboxShader, uniformId, 1);
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state.fullscreenShader = lovrShaderCreate(lovrNoopVertexShader, lovrDefaultFragmentShader);
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state.defaultTexture = lovrTextureCreate(lovrTextureDataGetBlank(1, 1, 0xff, FORMAT_RGBA));
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// System Limits
float pointSizes[2];
glGetFloatv(GL_POINT_SIZE_RANGE, pointSizes);
state.maxPointSize = pointSizes[1];
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &state.maxTextureSize);
glGetIntegerv(GL_MAX_SAMPLES, &state.maxTextureMSAA);
// State
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state.depthTest = -1;
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lovrGraphicsReset();
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atexit(lovrGraphicsDestroy);
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}
void lovrGraphicsDestroy() {
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lovrGraphicsSetFont(NULL);
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lovrGraphicsSetShader(NULL);
glUseProgram(0);
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for (int i = 0; i < MAX_CANVASES; i++) {
free(state.canvases[i]);
}
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if (state.defaultFont) {
lovrRelease(&state.defaultFont->ref);
}
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lovrRelease(&state.defaultShader->ref);
lovrRelease(&state.skyboxShader->ref);
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lovrRelease(&state.fullscreenShader->ref);
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lovrRelease(&state.defaultTexture->ref);
glDeleteBuffers(1, &state.shapeBuffer);
glDeleteBuffers(1, &state.shapeIndexBuffer);
glDeleteVertexArrays(1, &state.shapeArray);
vec_deinit(&state.shapeData);
vec_deinit(&state.shapeIndices);
}
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void lovrGraphicsReset() {
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state.transform = 0;
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state.canvas = 0;
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lovrGraphicsSetViewport(0, 0, lovrGraphicsGetWidth(), lovrGraphicsGetHeight());
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lovrGraphicsSetPerspective(.1f, 100.f, 67 * M_PI / 180);
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lovrGraphicsSetShader(NULL);
lovrGraphicsBindTexture(NULL);
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lovrGraphicsSetBackgroundColor(0, 0, 0, 0);
lovrGraphicsSetBlendMode(BLEND_ALPHA, BLEND_ALPHA_MULTIPLY);
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lovrGraphicsSetColor(255, 255, 255, 255);
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lovrGraphicsSetColorMask(1, 1, 1, 1);
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lovrGraphicsSetScissorEnabled(0);
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lovrGraphicsSetLineWidth(1);
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lovrGraphicsSetPointSize(1);
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lovrGraphicsSetCullingEnabled(0);
lovrGraphicsSetPolygonWinding(POLYGON_WINDING_COUNTERCLOCKWISE);
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lovrGraphicsSetDepthTest(COMPARE_LESS);
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lovrGraphicsSetWireframe(0);
lovrGraphicsOrigin();
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}
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void lovrGraphicsClear(int color, int depth) {
int bits = 0;
if (color) {
bits |= GL_COLOR_BUFFER_BIT;
}
if (depth) {
bits |= GL_DEPTH_BUFFER_BIT;
}
glClear(bits);
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}
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void lovrGraphicsPresent() {
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glfwSwapBuffers(window);
}
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void lovrGraphicsPrepare() {
Shader* shader = lovrGraphicsGetShader();
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mat4 transform = state.transforms[state.transform];
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mat4 projection = state.canvases[state.canvas]->projection;
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lovrShaderBind(shader, transform, projection, state.color, 0);
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}
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// State
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void lovrGraphicsGetBackgroundColor(float* r, float* g, float* b, float* a) {
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GLfloat clearColor[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
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*r = clearColor[0];
*g = clearColor[1];
*b = clearColor[2];
*a = clearColor[3];
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}
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void lovrGraphicsSetBackgroundColor(float r, float g, float b, float a) {
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glClearColor(r / 255, g / 255, b / 255, a / 255);
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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);
break;
case BLEND_DARKEN:
glBlendEquation(GL_MIN);
glBlendFuncSeparate(srcRGB, GL_ZERO, GL_ONE, GL_ZERO);
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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void lovrGraphicsGetColor(unsigned char* r, unsigned char* g, unsigned char* b, unsigned char* a) {
*r = LOVR_COLOR_R(state.color);
*g = LOVR_COLOR_G(state.color);
*b = LOVR_COLOR_B(state.color);
*a = LOVR_COLOR_A(state.color);
}
void lovrGraphicsSetColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a) {
state.color = LOVR_COLOR(r, g, b, a);
}
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void lovrGraphicsGetColorMask(char* r, char* g, char* b, char* a) {
char mask = state.colorMask;
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*r = mask & 0x1;
*g = mask & 0x2;
*b = mask & 0x4;
*a = mask & 0x8;
}
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void lovrGraphicsSetColorMask(char r, char g, char b, char a) {
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state.colorMask = ((r & 1) << 0) | ((g & 1) << 1) | ((b & 1) << 2) | ((a & 1) << 3);
glColorMask(r, g, b, a);
}
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int lovrGraphicsIsScissorEnabled() {
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return state.isScissorEnabled;
}
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void lovrGraphicsSetScissorEnabled(int isEnabled) {
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state.isScissorEnabled = isEnabled;
if (isEnabled) {
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
void lovrGraphicsGetScissor(int* x, int* y, int* width, int* height) {
*x = state.scissor.x;
*y = state.scissor.x;
*width = state.scissor.width;
*height = state.scissor.height;
}
void lovrGraphicsSetScissor(int x, int y, int width, int height) {
int windowWidth, windowHeight;
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glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
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state.scissor.x = x;
state.scissor.x = y;
state.scissor.width = width;
state.scissor.height = height;
glScissor(x, windowHeight - y, width, height);
}
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Shader* lovrGraphicsGetShader() {
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return state.activeShader;
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}
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void lovrGraphicsSetShader(Shader* shader) {
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if (!shader) {
shader = state.defaultShader;
}
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if (shader != state.activeShader) {
if (state.activeShader) {
lovrRelease(&state.activeShader->ref);
}
state.activeShader = shader;
lovrRetain(&state.activeShader->ref);
}
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}
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void lovrGraphicsEnsureFont() {
if (!state.activeFont && !state.defaultFont) {
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FontData* fontData = lovrFontDataCreate(NULL, 32);
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state.defaultFont = lovrFontCreate(fontData);
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lovrGraphicsSetFont(state.defaultFont);
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}
}
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Font* lovrGraphicsGetFont() {
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lovrGraphicsEnsureFont();
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return state.activeFont;
}
void lovrGraphicsSetFont(Font* font) {
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if (state.activeFont) {
lovrRelease(&state.activeFont->ref);
}
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state.activeFont = font;
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if (font) {
lovrRetain(&state.activeFont->ref);
}
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}
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Texture* lovrGraphicsGetTexture() {
return state.activeTexture;
}
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void lovrGraphicsBindTexture(Texture* texture) {
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if (!texture) {
texture = state.defaultTexture;
}
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if (texture != state.activeTexture) {
state.activeTexture = texture;
glBindTexture(GL_TEXTURE_2D, texture->id);
}
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}
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mat4 lovrGraphicsGetProjection() {
return state.canvases[state.canvas]->projection;
}
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void lovrGraphicsSetProjection(mat4 projection) {
memcpy(state.canvases[state.canvas]->projection, projection, 16 * sizeof(float));
}
void lovrGraphicsSetPerspective(float near, float far, float fov) {
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int width, height;
glfwGetWindowSize(window, &width, &height);
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mat4_perspective(state.canvases[state.canvas]->projection, near, far, fov, (float) width / height);
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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;
glPointSize(size);
}
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int lovrGraphicsIsCullingEnabled() {
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return state.isCullingEnabled;
}
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void lovrGraphicsSetCullingEnabled(int isEnabled) {
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state.isCullingEnabled = isEnabled;
if (isEnabled) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
}
PolygonWinding lovrGraphicsGetPolygonWinding() {
return state.polygonWinding;
}
void lovrGraphicsSetPolygonWinding(PolygonWinding winding) {
state.polygonWinding = winding;
glFrontFace(winding);
}
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CompareMode lovrGraphicsGetDepthTest() {
return state.depthTest;
}
void lovrGraphicsSetDepthTest(CompareMode depthTest) {
if (state.depthTest != depthTest) {
state.depthTest = depthTest;
glDepthFunc(depthTest);
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if (depthTest) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
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}
}
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int lovrGraphicsIsWireframe() {
return state.isWireframe;
}
void lovrGraphicsSetWireframe(int wireframe) {
if (state.isWireframe != wireframe) {
state.isWireframe = wireframe;
glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL);
}
}
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int lovrGraphicsGetWidth() {
int width;
glfwGetFramebufferSize(window, &width, NULL);
return width;
}
int lovrGraphicsGetHeight() {
int height;
glfwGetFramebufferSize(window, NULL, &height);
return height;
}
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float lovrGraphicsGetSystemLimit(GraphicsLimit limit) {
switch (limit) {
case LIMIT_POINT_SIZE: return state.maxPointSize;
case LIMIT_TEXTURE_SIZE: return state.maxTextureSize;
case LIMIT_TEXTURE_MSAA: return state.maxTextureMSAA;
default: error("Unknown limit %d\n", limit);
}
}
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void lovrGraphicsPushCanvas() {
if (++state.canvas >= MAX_CANVASES) {
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error("Canvas overflow");
}
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memcpy(state.canvases[state.canvas], state.canvases[state.canvas - 1], sizeof(CanvasState));
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}
void lovrGraphicsPopCanvas() {
if (--state.canvas < 0) {
error("Canvas underflow");
}
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int* viewport = state.canvases[state.canvas]->viewport;
lovrGraphicsSetViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
lovrGraphicsBindFramebuffer(state.canvases[state.canvas]->framebuffer);
}
void lovrGraphicsSetViewport(int x, int y, int w, int h) {
state.canvases[state.canvas]->viewport[0] = x;
state.canvases[state.canvas]->viewport[1] = y;
state.canvases[state.canvas]->viewport[2] = w;
state.canvases[state.canvas]->viewport[3] = h;
glViewport(x, y, w, h);
}
void lovrGraphicsBindFramebuffer(int framebuffer) {
state.canvases[state.canvas]->framebuffer = framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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}
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// Transforms
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int lovrGraphicsPush() {
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if (++state.transform >= MAX_TRANSFORMS) { return 1; }
memcpy(state.transforms[state.transform], state.transforms[state.transform - 1], 16 * sizeof(float));
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return 0;
}
int lovrGraphicsPop() {
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return --state.transform < 0;
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}
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void lovrGraphicsOrigin() {
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mat4_identity(state.transforms[state.transform]);
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}
void lovrGraphicsTranslate(float x, float y, float z) {
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mat4_translate(state.transforms[state.transform], x, y, z);
}
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void lovrGraphicsRotate(float angle, float ax, float ay, float az) {
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mat4_rotate(state.transforms[state.transform], angle, ax, ay, az);
}
void lovrGraphicsScale(float x, float y, float z) {
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mat4_scale(state.transforms[state.transform], x, y, z);
}
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void lovrGraphicsMatrixTransform(mat4 transform) {
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mat4_multiply(state.transforms[state.transform], transform);
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}
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// Primitives
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void lovrGraphicsSetShapeData(float* data, int length) {
vec_clear(&state.shapeData);
vec_pusharr(&state.shapeData, data, length);
}
void lovrGraphicsSetIndexData(unsigned int* data, int length) {
vec_clear(&state.shapeIndices);
vec_pusharr(&state.shapeIndices, data, length);
}
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void lovrGraphicsDrawPrimitive(GLenum mode, int hasNormals, int hasTexCoords, int useIndices) {
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int stride = 3 + (hasNormals ? 3 : 0) + (hasTexCoords ? 2 : 0);
int strideBytes = stride * sizeof(float);
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lovrGraphicsPrepare();
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glBindVertexArray(state.shapeArray);
glBindBuffer(GL_ARRAY_BUFFER, state.shapeBuffer);
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glBufferData(GL_ARRAY_BUFFER, state.shapeData.length * sizeof(float), state.shapeData.data, GL_STREAM_DRAW);
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);
}
if (useIndices) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state.shapeIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, state.shapeIndices.length * sizeof(unsigned int), state.shapeIndices.data, GL_STREAM_DRAW);
glDrawElements(mode, state.shapeIndices.length, GL_UNSIGNED_INT, NULL);
} else {
glDrawArrays(mode, 0, state.shapeData.length / stride);
}
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glBindVertexArray(0);
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}
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void lovrGraphicsPoints(float* points, int count) {
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lovrGraphicsBindTexture(NULL);
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lovrGraphicsSetShapeData(points, count);
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lovrGraphicsDrawPrimitive(GL_POINTS, 0, 0, 0);
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}
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void lovrGraphicsLine(float* points, int count) {
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lovrGraphicsBindTexture(NULL);
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lovrGraphicsSetShapeData(points, count);
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lovrGraphicsDrawPrimitive(GL_LINE_STRIP, 0, 0, 0);
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}
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void lovrGraphicsTriangle(DrawMode mode, float* points) {
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lovrGraphicsBindTexture(NULL);
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if (mode == DRAW_MODE_LINE) {
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lovrGraphicsSetShapeData(points, 9);
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lovrGraphicsDrawPrimitive(GL_LINE_LOOP, 0, 0, 0);
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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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lovrGraphicsSetShapeData(data, 18);
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lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 1, 0, 0);
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}
}
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void lovrGraphicsPlane(DrawMode mode, Texture* texture, float x, float y, float z, float size, float nx, float ny, float nz) {
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// Normalize the normal vector
float len = sqrt(nx * nx + ny * ny + nz + nz);
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if (len != 0) {
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len = 1 / len;
nx *= len;
ny *= len;
nz *= len;
}
// Vector perpendicular to the normal vector and the vector of the default geometry (cross product)
float cx = -ny;
float cy = nx;
float cz = 0.f;
// Angle between normal vector and the normal vector of the default geometry (dot product)
float theta = acos(nz);
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float transform[16];
mat4_setTransform(transform, x, y, z, size, theta, cx, cy, cz);
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lovrGraphicsPush();
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lovrGraphicsMatrixTransform(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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lovrGraphicsBindTexture(NULL);
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lovrGraphicsSetShapeData(points, 12);
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lovrGraphicsDrawPrimitive(GL_LINE_LOOP, 0, 0, 0);
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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, 0,
-.5, -.5, 0, 0, 0, -1, 0, 1,
.5, .5, 0, 0, 0, -1, 1, 0,
.5, -.5, 0, 0, 0, -1, 1, 1
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};
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lovrGraphicsBindTexture(texture);
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lovrGraphicsSetShapeData(data, 32);
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lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 1, 1, 0);
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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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};
Shader* lastShader = lovrGraphicsGetShader();
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if (lastShader == state.defaultShader) {
lovrRetain(&lastShader->ref);
lovrGraphicsSetShader(state.fullscreenShader);
}
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lovrGraphicsBindTexture(texture);
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lovrGraphicsSetShapeData(data, 20);
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lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 0, 1, 0);
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if (lastShader == state.defaultShader) {
lovrGraphicsSetShader(lastShader);
lovrRelease(&lastShader->ref);
}
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}
void lovrGraphicsCube(DrawMode mode, Texture* texture, mat4 transform) {
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lovrGraphicsPush();
lovrGraphicsMatrixTransform(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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lovrGraphicsBindTexture(NULL);
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lovrGraphicsSetShapeData(points, 24);
lovrGraphicsSetIndexData(indices, 24);
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lovrGraphicsDrawPrimitive(GL_LINES, 0, 0, 1);
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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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lovrGraphicsBindTexture(texture);
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lovrGraphicsSetShapeData(data, 208);
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lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 1, 1, 0);
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}
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lovrGraphicsPop();
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}
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void lovrGraphicsSkybox(Skybox* skybox, float angle, float ax, float ay, float az) {
lovrGraphicsPrepare();
lovrGraphicsPush();
lovrGraphicsOrigin();
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lovrGraphicsRotate(angle, ax, ay, az);
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if (skybox->type == SKYBOX_CUBE) {
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Shader* lastShader = lovrGraphicsGetShader();
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if (lastShader == state.defaultShader) {
lovrRetain(&lastShader->ref);
lovrGraphicsSetShader(state.skyboxShader);
}
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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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lovrGraphicsSetShapeData(cube, 78);
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glDepthMask(GL_FALSE);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->texture);
int wasCulling = lovrGraphicsIsCullingEnabled();
lovrGraphicsSetCullingEnabled(0);
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lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 0, 0, 0);
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lovrGraphicsSetCullingEnabled(wasCulling);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glActiveTexture(GL_TEXTURE0);
glDepthMask(GL_TRUE);
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if (lastShader == state.defaultShader) {
lovrGraphicsSetShader(lastShader);
lovrRelease(&lastShader->ref);
}
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} else if (skybox->type == SKYBOX_PANORAMA) {
int resolution = 40;
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int idx = 0;
float sphere[8610]; // (resolution + 1) * (resolution + 1) * 5
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for (int i = 0; i <= resolution; i++) {
float theta = i * M_PI / (float) resolution;
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float sinTheta = sin(theta);
float cosTheta = cos(theta);
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for (int j = 0; j <= resolution; j++) {
float phi = j * 2 * M_PI / (float) resolution;
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float sinPhi = sin(phi);
float cosPhi = cos(phi);
float x = sinPhi * sinTheta;
float y = cosTheta;
float z = -cosPhi * sinTheta;
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float u = j / (float) resolution;
float v = i / (float) resolution;
sphere[idx++] = x;
sphere[idx++] = y;
sphere[idx++] = z;
sphere[idx++] = u;
sphere[idx++] = v;
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}
}
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idx = 0;
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unsigned int indices[9600]; // resolution * resolution * 6
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for (int i = 0; i < resolution; i++) {
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unsigned int offset0 = i * (resolution + 1);
unsigned int offset1 = (i + 1) * (resolution + 1);
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for (int j = 0; j < resolution; j++) {
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unsigned int index0 = offset0 + j;
unsigned int index1 = offset1 + j;
indices[idx++] = index0;
indices[idx++] = index1;
indices[idx++] = index0 + 1;
indices[idx++] = index1;
indices[idx++] = index1 + 1;
indices[idx++] = index0 + 1;
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}
}
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Texture* oldTexture = lovrGraphicsGetTexture();
glBindTexture(GL_TEXTURE_2D, skybox->texture);
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lovrGraphicsSetShapeData(sphere, 8610);
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lovrGraphicsSetIndexData(indices, 9600);
glDepthMask(GL_FALSE);
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lovrGraphicsDrawPrimitive(GL_TRIANGLES, 0, 1, 1);
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glDepthMask(GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, oldTexture->id);
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}
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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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lovrGraphicsEnsureFont();
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lovrFontPrint(state.activeFont, str, transform, wrap, halign, valign);
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}