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"
#include "event/event.h"
#include "filesystem/filesystem.h"
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#include "math/mat4.h"
#include "math/vec3.h"
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#include "util.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>
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static GraphicsState state;
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static void onCloseWindow(GLFWwindow* window) {
if (window == state.window) {
EventType type = EVENT_QUIT;
EventData data = { .quit = { 0 } };
Event event = { .type = type, .data = data };
lovrEventPush(event);
}
}
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// Base
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void lovrGraphicsInit() {
#ifdef EMSCRIPTEN
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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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, 4);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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#endif
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// Create window
const char* title = lovrFilesystemGetIdentity();
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state.window = glfwCreateWindow(800, 600, title ? title : "LÖVR", NULL, NULL);
if (!state.window) {
glfwTerminate();
error("Could not create window");
}
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// Initialize all the things
glfwMakeContextCurrent(state.window);
glfwSetWindowCloseCallback(state.window, onCloseWindow);
#ifndef EMSCRIPTEN
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
#endif
glfwSetTime(0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#ifndef EMSCRIPTEN
glfwSwapInterval(0);
glEnable(GL_LINE_SMOOTH);
#endif
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// Allocations
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glGenBuffers(1, &state.streamVBO);
glGenBuffers(1, &state.streamIBO);
glGenVertexArrays(1, &state.streamVAO);
vec_init(&state.streamData);
vec_init(&state.streamIndices);
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// State
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lovrGraphicsReset();
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atexit(lovrGraphicsDestroy);
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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);
}
if (state.defaultFont) lovrRelease(&state.defaultFont->ref);
if (state.defaultTexture) lovrRelease(&state.defaultTexture->ref);
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glDeleteBuffers(1, &state.streamVBO);
glDeleteBuffers(1, &state.streamIBO);
glDeleteVertexArrays(1, &state.streamVAO);
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.canvas = 0;
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state.defaultShader = -1;
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lovrGraphicsSetViewport(0, 0, w, h);
lovrGraphicsSetProjection(mat4_perspective(projection, .01f, 100.f, 67 * M_PI / 180., (float) w / h));
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lovrGraphicsSetShader(NULL);
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lovrGraphicsSetBackgroundColor((Color) { 0, 0, 0, 0 });
lovrGraphicsSetBlendMode(BLEND_ALPHA, BLEND_ALPHA_MULTIPLY);
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lovrGraphicsSetColor((Color) { 255, 255, 255, 255 });
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lovrGraphicsSetLineWidth(1);
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lovrGraphicsSetPointSize(1);
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lovrGraphicsSetCullingEnabled(0);
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lovrGraphicsSetWinding(WINDING_COUNTERCLOCKWISE);
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lovrGraphicsSetDepthTest(COMPARE_LEQUAL);
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lovrGraphicsSetDefaultFilter((TextureFilter) { .mode = FILTER_TRILINEAR });
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lovrGraphicsSetWireframe(0);
lovrGraphicsOrigin();
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}
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void lovrGraphicsClear(int color, int depth) {
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if (!color && !depth) return;
glClear((color ? GL_COLOR_BUFFER_BIT : 0) | (depth ? GL_DEPTH_BUFFER_BIT : 0));
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}
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void lovrGraphicsPresent() {
glfwSwapBuffers(state.window);
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}
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void lovrGraphicsPrepare() {
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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(state.shader, transform, projection, state.color, 0);
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}
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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;
glClearColor(color.r / 255., color.g / 255., color.b / 255., color.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);
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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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int lovrGraphicsIsCullingEnabled() {
return state.culling;
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}
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void lovrGraphicsSetCullingEnabled(int culling) {
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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CompareMode lovrGraphicsGetDepthTest() {
return state.depthTest;
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}
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void lovrGraphicsSetDepthTest(CompareMode depthTest) {
if (state.depthTest != depthTest) {
state.depthTest = depthTest;
glDepthFunc(depthTest);
if (depthTest) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
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}
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}
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Font* lovrGraphicsGetFont() {
if (!state.font && !state.defaultFont) {
FontData* fontData = lovrFontDataCreate(NULL, 32);
state.defaultFont = lovrFontCreate(fontData);
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);
}
}
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GraphicsLimits lovrGraphicsGetLimits() {
if (!state.limits.initialized) {
glGetFloatv(GL_POINT_SIZE_RANGE, state.limits.pointSizes);
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) {
#ifndef EMSCRIPTEN
state.pointSize = size;
glPointSize(size);
#endif
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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) {
glUseProgram(shader->id);
lovrRetain(&state.shader->ref);
} else {
glUseProgram(0);
}
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}
}
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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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int lovrGraphicsIsWireframe() {
return state.wireframe;
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}
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void lovrGraphicsSetWireframe(int wireframe) {
#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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int lovrGraphicsGetWidth() {
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int width, height;
glfwGetFramebufferSize(state.window, &width, &height);
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return width;
}
int lovrGraphicsGetHeight() {
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int width, height;
glfwGetFramebufferSize(state.window, &width, &height);
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return height;
}
// 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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static void lovrGraphicsSetShapeData(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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}
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static 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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float* data = state.streamData.data;
unsigned int* indices = state.streamIndices.data;
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lovrGraphicsPrepare();
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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);
}
if (useIndices) {
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lovrGraphicsBindIndexBuffer(state.streamIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, state.streamIndices.length * sizeof(unsigned int), indices, GL_STREAM_DRAW);
glDrawElements(mode, state.streamIndices.length, GL_UNSIGNED_INT, NULL);
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} else {
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glDrawArrays(mode, 0, state.streamData.length / stride);
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}
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}
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void lovrGraphicsPoints(float* points, int count) {
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lovrGraphicsBindTexture(NULL);
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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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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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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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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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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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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}
}
void lovrGraphicsPlane(DrawMode mode, Texture* texture, mat4 transform) {
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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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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};
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lovrGraphicsBindTexture(texture);
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lovrGraphicsSetDefaultShader(SHADER_FULLSCREEN);
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lovrGraphicsSetShapeData(data, 20);
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lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 0, 1, 0);
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}
void lovrGraphicsBox(DrawMode mode, Texture* texture, mat4 transform) {
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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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 lovrGraphicsCylinder(float x1, float y1, float z1, float x2, float y2, float z2, float r1, float r2, int capped, int segments) {
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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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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lovrGraphicsBindTexture(NULL);
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lovrGraphicsDrawPrimitive(GL_TRIANGLES, 1, 0, 1);
#undef PUSH_CYLINDER_VERTEX
#undef PUSH_CYLINDER_TRIANGLE
}
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void lovrGraphicsSphere(Texture* texture, mat4 transform, int segments, Skybox* skybox) {
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lovrGraphicsSetDefaultShader(SHADER_DEFAULT);
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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;
float x = -cos(u * 2 * M_PI) * sin(v * M_PI);
float y = cos(v * M_PI);
float z = sin(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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if (!skybox) {
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vec_push(&state.streamData, x);
vec_push(&state.streamData, y);
vec_push(&state.streamData, z);
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}
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vec_push(&state.streamData, u);
vec_push(&state.streamData, 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 (skybox) {
Texture* oldTexture = lovrGraphicsGetTexture();
glBindTexture(GL_TEXTURE_2D, skybox->texture);
lovrGraphicsDrawPrimitive(GL_TRIANGLES, 0, 1, 1);
glBindTexture(GL_TEXTURE_2D, oldTexture->id);
} else {
lovrGraphicsBindTexture(texture);
lovrGraphicsPush();
lovrGraphicsMatrixTransform(transform);
lovrGraphicsDrawPrimitive(GL_TRIANGLES, 1, 1, 1);
lovrGraphicsPop();
}
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}
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void lovrGraphicsSkybox(Skybox* skybox, float angle, float ax, float ay, float az) {
lovrGraphicsPush();
lovrGraphicsOrigin();
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lovrGraphicsRotate(angle, ax, ay, az);
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glDepthMask(GL_FALSE);
int wasCulling = lovrGraphicsIsCullingEnabled();
lovrGraphicsSetCullingEnabled(0);
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if (skybox->type == SKYBOX_CUBE) {
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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glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->texture);
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lovrGraphicsSetDefaultShader(SHADER_SKYBOX);
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lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 0, 0, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glActiveTexture(GL_TEXTURE0);
} else if (skybox->type == SKYBOX_PANORAMA) {
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lovrGraphicsSphere(NULL, NULL, 30, skybox);
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}
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lovrGraphicsSetCullingEnabled(wasCulling);
glDepthMask(GL_TRUE);
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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();
lovrGraphicsMatrixTransform(transform);
lovrGraphicsScale(scale, scale, scale);
lovrGraphicsTranslate(0, offsety, 0);
lovrGraphicsBindTexture(font->texture);
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lovrGraphicsSetDefaultShader(SHADER_FONT);
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lovrGraphicsDrawPrimitive(GL_TRIANGLES, 0, 1, 0);
lovrGraphicsPop();
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}
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// Internal State
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void lovrGraphicsPushCanvas() {
if (++state.canvas >= MAX_CANVASES) {
error("Canvas overflow");
}
memcpy(&state.canvases[state.canvas], &state.canvases[state.canvas - 1], sizeof(CanvasState));
}
void lovrGraphicsPopCanvas() {
if (--state.canvas < 0) {
error("Canvas underflow");
}
int* viewport = state.canvases[state.canvas].viewport;
lovrGraphicsSetViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
lovrGraphicsBindFramebuffer(state.canvases[state.canvas].framebuffer);
}
mat4 lovrGraphicsGetProjection() {
return state.canvases[state.canvas].projection;
}
void lovrGraphicsSetProjection(mat4 projection) {
memcpy(state.canvases[state.canvas].projection, projection, 16 * sizeof(float));
}
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) {
if (state.canvases[state.canvas].framebuffer != framebuffer) {
state.canvases[state.canvas].framebuffer = framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
}
}
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void lovrGraphicsSetDefaultShader(DefaultShader defaultShader) {
if (state.defaultShader == defaultShader || (state.shader && !state.shader->isDefault)) {
return;
}
if (!state.defaultShaders[defaultShader]) {
Shader* shader;
switch (defaultShader) {
case SHADER_DEFAULT: shader = lovrShaderCreate(lovrDefaultVertexShader, lovrDefaultFragmentShader, 1); break;
case SHADER_SKYBOX: shader = lovrShaderCreate(lovrSkyboxVertexShader, lovrSkyboxFragmentShader, 1); break;
case SHADER_FONT: shader = lovrShaderCreate(lovrDefaultVertexShader, lovrFontFragmentShader, 1); break;
case SHADER_FULLSCREEN: shader = lovrShaderCreate(lovrNoopVertexShader, lovrDefaultFragmentShader, 1); break;
}
state.defaultShaders[defaultShader] = shader;
}
state.defaultShader = defaultShader;
lovrGraphicsSetShader(state.defaultShaders[defaultShader]);
}
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Texture* lovrGraphicsGetTexture() {
return state.texture;
}
void lovrGraphicsBindTexture(Texture* texture) {
if (!texture) {
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if (!state.defaultTexture) {
state.defaultTexture = lovrTextureCreate(lovrTextureDataGetBlank(1, 1, 0xff, FORMAT_RGBA));
}
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texture = state.defaultTexture;
}
if (texture != state.texture) {
state.texture = texture;
glBindTexture(GL_TEXTURE_2D, texture->id);
}
}
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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);
}
}