lovr/src/graphics/graphics.h

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#include "graphics/canvas.h"
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#include "graphics/font.h"
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#include "graphics/material.h"
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#include "graphics/mesh.h"
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#include "graphics/shader.h"
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#include "graphics/texture.h"
#include "lib/math.h"
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#include "util.h"
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#include "platform.h"
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#include <stdbool.h>
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#include <stdint.h>
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#pragma once
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#define MAX_TRANSFORMS 64
#define MAX_BATCHES 16
#define MAX_LOCKS 4
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typedef void (*StencilCallback)(void* userdata);
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typedef enum {
ARC_MODE_PIE,
ARC_MODE_OPEN,
ARC_MODE_CLOSED
} ArcMode;
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typedef enum {
BLEND_ALPHA,
BLEND_ADD,
BLEND_SUBTRACT,
BLEND_MULTIPLY,
BLEND_LIGHTEN,
BLEND_DARKEN,
BLEND_SCREEN,
BLEND_NONE
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} BlendMode;
typedef enum {
BLEND_ALPHA_MULTIPLY,
BLEND_PREMULTIPLIED
} BlendAlphaMode;
typedef enum {
COMPARE_NONE,
COMPARE_EQUAL,
COMPARE_NEQUAL,
COMPARE_LESS,
COMPARE_LEQUAL,
COMPARE_GREATER,
COMPARE_GEQUAL
} CompareMode;
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typedef enum {
STYLE_FILL,
STYLE_LINE
} DrawStyle;
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typedef enum {
STENCIL_REPLACE,
STENCIL_INCREMENT,
STENCIL_DECREMENT,
STENCIL_INCREMENT_WRAP,
STENCIL_DECREMENT_WRAP,
STENCIL_INVERT
} StencilAction;
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typedef enum {
WINDING_CLOCKWISE,
WINDING_COUNTERCLOCKWISE
} Winding;
typedef struct {
bool stereo;
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Canvas* canvas;
float viewMatrix[2][16];
float projection[2][16];
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} Camera;
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typedef struct {
float transform[16];
Color color;
} DrawData;
typedef struct {
bool alphaSampling : 1;
uint8_t blendMode : 3; // BlendMode
uint8_t blendAlphaMode : 1; // BlendAlphaMode
bool culling : 1;
uint8_t depthTest : 3; // CompareMode
bool depthWrite : 1;
uint8_t lineWidth : 8;
uint8_t stencilValue: 8;
uint8_t stencilMode : 3; // CompareMode
uint8_t winding : 1; // Winding
bool wireframe : 1;
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} Pipeline;
typedef enum {
STREAM_VERTEX,
STREAM_INDEX,
STREAM_DRAW_ID,
STREAM_DRAW_DATA,
MAX_BUFFER_ROLES
} BufferRole;
typedef enum {
BATCH_POINTS,
BATCH_LINES,
BATCH_TRIANGLES,
BATCH_PLANE,
BATCH_BOX,
BATCH_ARC,
BATCH_SPHERE,
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BATCH_CYLINDER,
BATCH_SKYBOX,
BATCH_TEXT,
BATCH_FILL,
BATCH_MESH
} BatchType;
typedef union {
struct { DrawStyle style; } triangles;
struct { DrawStyle style; } plane;
struct { DrawStyle style; } box;
struct { DrawStyle style; ArcMode mode; float r1; float r2; int segments; } arc;
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struct { float r1; float r2; bool capped; int segments; } cylinder;
struct { int segments; } sphere;
struct { float u; float v; float w; float h; } fill;
struct { Mesh* object; DrawMode mode; uint32_t rangeStart; uint32_t rangeCount; uint32_t instances; float* pose; } mesh;
} BatchParams;
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typedef struct {
BatchType type;
BatchParams params;
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DefaultShader shader;
Pipeline* pipeline;
Material* material;
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Texture* diffuseTexture;
Texture* environmentMap;
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mat4 transform;
uint32_t vertexCount;
uint32_t indexCount;
float** vertices;
uint16_t** indices;
uint16_t* baseVertex;
} BatchRequest;
typedef struct {
BatchType type;
BatchParams params;
Canvas* canvas;
Shader* shader;
Pipeline pipeline;
Material* material;
uint32_t vertexStart;
uint32_t vertexCount;
uint32_t indexStart;
uint32_t indexCount;
uint32_t drawStart;
uint32_t drawCount;
DrawData* drawData;
} Batch;
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typedef struct {
bool initialized;
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bool gammaCorrect;
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int width;
int height;
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Camera camera;
Shader* defaultShaders[MAX_DEFAULT_SHADERS];
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Material* defaultMaterial;
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Font* defaultFont;
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TextureFilter defaultFilter;
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float transforms[MAX_TRANSFORMS][16];
int transform;
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Color backgroundColor;
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Canvas* canvas;
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Color color;
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Font* font;
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Pipeline pipeline;
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float pointSize;
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Shader* shader;
uint32_t maxDraws;
Mesh* mesh;
Mesh* instancedMesh;
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Buffer* identityBuffer;
Buffer* buffers[MAX_BUFFER_ROLES];
size_t cursors[MAX_BUFFER_ROLES];
void* locks[MAX_BUFFER_ROLES][MAX_LOCKS];
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Batch cachedGeometry;
Batch batches[MAX_BATCHES];
uint8_t batchCount;
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} GraphicsState;
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// Base
bool lovrGraphicsInit(bool gammaCorrect);
void lovrGraphicsDestroy();
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void lovrGraphicsPresent();
void lovrGraphicsCreateWindow(WindowFlags* flags);
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int lovrGraphicsGetWidth();
int lovrGraphicsGetHeight();
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void lovrGraphicsSetCamera(Camera* camera, bool clear);
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Buffer* lovrGraphicsGetIdentityBuffer();
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#define lovrGraphicsGetSupported lovrGpuGetSupported
#define lovrGraphicsGetLimits lovrGpuGetLimits
#define lovrGraphicsGetStats lovrGpuGetStats
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// State
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void lovrGraphicsReset();
bool lovrGraphicsGetAlphaSampling();
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void lovrGraphicsSetAlphaSampling(bool sample);
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Color lovrGraphicsGetBackgroundColor();
void lovrGraphicsSetBackgroundColor(Color color);
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void lovrGraphicsGetBlendMode(BlendMode* mode, BlendAlphaMode* alphaMode);
void lovrGraphicsSetBlendMode(BlendMode mode, BlendAlphaMode alphaMode);
Canvas* lovrGraphicsGetCanvas();
void lovrGraphicsSetCanvas(Canvas* canvas);
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Color lovrGraphicsGetColor();
void lovrGraphicsSetColor(Color color);
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bool lovrGraphicsIsCullingEnabled();
void lovrGraphicsSetCullingEnabled(bool culling);
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TextureFilter lovrGraphicsGetDefaultFilter();
void lovrGraphicsSetDefaultFilter(TextureFilter filter);
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void lovrGraphicsGetDepthTest(CompareMode* mode, bool* write);
void lovrGraphicsSetDepthTest(CompareMode depthTest, bool write);
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Font* lovrGraphicsGetFont();
void lovrGraphicsSetFont(Font* font);
bool lovrGraphicsIsGammaCorrect();
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float lovrGraphicsGetLineWidth();
void lovrGraphicsSetLineWidth(uint8_t width);
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float lovrGraphicsGetPointSize();
void lovrGraphicsSetPointSize(float size);
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Shader* lovrGraphicsGetShader();
void lovrGraphicsSetShader(Shader* shader);
void lovrGraphicsGetStencilTest(CompareMode* mode, int* value);
void lovrGraphicsSetStencilTest(CompareMode mode, int value);
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Winding lovrGraphicsGetWinding();
void lovrGraphicsSetWinding(Winding winding);
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bool lovrGraphicsIsWireframe();
void lovrGraphicsSetWireframe(bool wireframe);
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// Transforms
void lovrGraphicsPush();
void lovrGraphicsPop();
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void lovrGraphicsOrigin();
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void lovrGraphicsTranslate(vec3 translation);
void lovrGraphicsRotate(quat rotation);
void lovrGraphicsScale(vec3 scale);
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void lovrGraphicsMatrixTransform(mat4 transform);
void lovrGraphicsSetProjection(mat4 projection);
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// Rendering
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void lovrGraphicsClear(Color* color, float* depth, int* stencil);
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void lovrGraphicsDiscard(bool color, bool depth, bool stencil);
void lovrGraphicsBatch(BatchRequest* req);
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void lovrGraphicsFlush();
void lovrGraphicsFlushCanvas(Canvas* canvas);
void lovrGraphicsFlushShader(Shader* shader);
void lovrGraphicsFlushMaterial(Material* material);
void lovrGraphicsFlushMesh(Mesh* mesh);
void lovrGraphicsPoints(uint32_t count, float** vertices);
void lovrGraphicsLine(uint32_t count, float** vertices);
void lovrGraphicsTriangle(DrawStyle style, Material* material, uint32_t count, float** vertices);
void lovrGraphicsPlane(DrawStyle style, Material* material, mat4 transform);
void lovrGraphicsBox(DrawStyle style, Material* material, mat4 transform);
void lovrGraphicsArc(DrawStyle style, ArcMode mode, Material* material, mat4 transform, float r1, float r2, int segments);
void lovrGraphicsCircle(DrawStyle style, Material* material, mat4 transform, int segments);
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void lovrGraphicsCylinder(Material* material, mat4 transform, float r1, float r2, bool capped, int segments);
void lovrGraphicsSphere(Material* material, mat4 transform, int segments);
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void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float az);
void lovrGraphicsPrint(const char* str, size_t length, mat4 transform, float wrap, HorizontalAlign halign, VerticalAlign valign);
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void lovrGraphicsFill(Texture* texture, float u, float v, float w, float h);
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#define lovrGraphicsStencil lovrGpuStencil
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#define lovrGraphicsCompute lovrGpuCompute
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// GPU
typedef struct {
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bool compute;
bool singlepass;
} GpuFeatures;
typedef struct {
bool initialized;
float pointSizes[2];
int textureSize;
int textureMSAA;
float textureAnisotropy;
int blockSize;
int blockAlign;
} GpuLimits;
typedef struct {
int shaderSwitches;
int drawCalls;
} GpuStats;
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typedef struct {
Mesh* mesh;
Canvas* canvas;
Shader* shader;
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Pipeline pipeline;
DrawMode drawMode;
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uint32_t instances;
uint32_t rangeStart;
uint32_t rangeCount;
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uint32_t width : 15;
uint32_t height : 15;
bool stereo : 1;
} DrawCommand;
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void lovrGpuInit(bool srgb, getProcAddressProc getProcAddress);
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void lovrGpuDestroy();
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void lovrGpuClear(Canvas* canvas, Color* color, float* depth, int* stencil);
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void lovrGpuCompute(Shader* shader, int x, int y, int z);
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void lovrGpuDiscard(Canvas* canvas, bool color, bool depth, bool stencil);
void lovrGpuDraw(DrawCommand* draw);
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void lovrGpuStencil(StencilAction action, int replaceValue, StencilCallback callback, void* userdata);
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void lovrGpuPresent();
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void lovrGpuDirtyTexture();
void* lovrGpuLock();
void lovrGpuUnlock(void* lock);
void lovrGpuDestroyLock(void* lock);
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const GpuFeatures* lovrGpuGetSupported();
const GpuLimits* lovrGpuGetLimits();
const GpuStats* lovrGpuGetStats();