2016-07-07 07:04:24 +00:00
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#include "graphics.h"
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2016-07-09 05:27:34 +00:00
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#include "model.h"
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2016-07-16 05:39:17 +00:00
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#include "buffer.h"
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2016-07-16 02:17:27 +00:00
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#include "shader.h"
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2016-08-08 01:32:37 +00:00
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#include "../glfw.h"
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#include "../util.h"
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2016-07-16 05:39:17 +00:00
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#include <stdlib.h>
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2016-07-07 07:04:24 +00:00
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#include <assimp/cimport.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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2016-09-14 00:02:23 +00:00
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#include "../headset/headset.h"
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typedef struct {
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Shader* activeShader;
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2016-09-21 07:55:53 +00:00
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vec_mat4_t transforms;
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2016-09-24 03:58:56 +00:00
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mat4 lastTransform;
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2016-09-24 05:11:56 +00:00
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mat4 projection;
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mat4 lastProjection;
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2016-09-14 00:02:23 +00:00
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} GraphicsState;
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2016-09-21 07:58:31 +00:00
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static GraphicsState graphicsState;
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2016-07-07 07:04:24 +00:00
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2016-08-10 06:28:17 +00:00
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void lovrGraphicsInit() {
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2016-09-21 07:55:53 +00:00
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vec_init(&graphicsState.transforms);
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2016-09-21 22:26:05 +00:00
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vec_push(&graphicsState.transforms, mat4_init());
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2016-09-24 03:58:56 +00:00
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graphicsState.lastTransform = mat4_init();
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memset(graphicsState.lastTransform, 0, 16);
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2016-09-24 05:11:56 +00:00
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graphicsState.projection = mat4_init();
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graphicsState.lastProjection = mat4_init();
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memset(graphicsState.lastProjection, 0, 16);
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2016-08-10 06:28:17 +00:00
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}
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2016-07-07 07:04:24 +00:00
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2016-09-17 03:11:11 +00:00
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void lovrGraphicsClear(int color, int depth) {
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int bits = 0;
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if (color) {
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bits |= GL_COLOR_BUFFER_BIT;
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}
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if (depth) {
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bits |= GL_DEPTH_BUFFER_BIT;
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}
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glClear(bits);
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2016-07-07 07:04:24 +00:00
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}
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2016-08-10 06:28:17 +00:00
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void lovrGraphicsPresent() {
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2016-07-07 07:04:24 +00:00
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glfwSwapBuffers(window);
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}
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2016-09-24 03:58:56 +00:00
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void lovrGraphicsPrepare() {
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Shader* shader = lovrGraphicsGetShader();
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if (!shader) {
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return;
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}
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mat4 transform = vec_last(&graphicsState.transforms);
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mat4 lastTransform = graphicsState.lastTransform;
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2016-09-24 05:11:56 +00:00
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if (memcmp(transform, lastTransform, 16 * sizeof(float))) {
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int uniformId = lovrShaderGetUniformId(shader, "lovrTransform");
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lovrShaderSendFloatMat4(shader, uniformId, transform);
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memcpy(lastTransform, transform, 16 * sizeof(float));
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2016-09-24 03:58:56 +00:00
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}
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2016-09-24 05:11:56 +00:00
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mat4 projection = graphicsState.projection;
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mat4 lastProjection = graphicsState.lastProjection;
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if (memcmp(projection, lastProjection, 16 * sizeof(float))) {
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int uniformId = lovrShaderGetUniformId(shader, "lovrProjection");
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lovrShaderSendFloatMat4(shader, uniformId, projection);
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memcpy(lastProjection, projection, 16 * sizeof(float));
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}
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2016-09-24 03:58:56 +00:00
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}
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2016-08-10 06:28:17 +00:00
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void lovrGraphicsGetClearColor(float* r, float* g, float* b, float* a) {
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2016-07-28 02:48:59 +00:00
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GLfloat clearColor[4];
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glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
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2016-08-10 06:28:17 +00:00
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*r = clearColor[0];
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*g = clearColor[1];
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*b = clearColor[2];
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*a = clearColor[3];
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2016-07-28 02:48:59 +00:00
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}
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2016-08-10 06:28:17 +00:00
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void lovrGraphicsSetClearColor(float r, float g, float b, float a) {
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2016-08-08 20:51:22 +00:00
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glClearColor(r / 255, g / 255, b / 255, a / 255);
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2016-07-28 02:48:59 +00:00
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}
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2016-09-14 00:02:23 +00:00
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Shader* lovrGraphicsGetShader() {
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return graphicsState.activeShader;
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}
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2016-07-16 02:17:27 +00:00
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// TODO default shader
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2016-08-10 06:28:17 +00:00
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void lovrGraphicsSetShader(Shader* shader) {
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2016-09-14 00:02:23 +00:00
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graphicsState.activeShader = shader;
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2016-08-03 04:24:18 +00:00
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glUseProgram(shader->id);
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2016-07-16 02:17:27 +00:00
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}
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2016-09-24 05:11:56 +00:00
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void lovrGraphicsSetProjection(float near, float far, float fov, float aspect) {
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graphicsState.projection = mat4_setProjection(graphicsState.projection, near, far, fov, aspect);
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}
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2016-09-21 07:55:53 +00:00
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int lovrGraphicsPush() {
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vec_mat4_t* transforms = &graphicsState.transforms;
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2016-09-21 22:26:05 +00:00
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if (transforms->length >= 64) { return 1; }
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vec_push(transforms, mat4_copy(vec_last(transforms)));
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2016-09-21 07:55:53 +00:00
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return 0;
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}
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int lovrGraphicsPop() {
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vec_mat4_t* transforms = &graphicsState.transforms;
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2016-09-21 22:26:05 +00:00
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if (transforms->length <= 1) { return 1; }
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2016-09-21 07:55:53 +00:00
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mat4_deinit(vec_pop(transforms));
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return 0;
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}
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2016-09-21 22:26:05 +00:00
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void lovrGraphicsOrigin() {
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vec_mat4_t* transforms = &graphicsState.transforms;
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mat4_setIdentity(vec_last(transforms));
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}
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2016-09-23 04:53:17 +00:00
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void lovrGraphicsTranslate(float x, float y, float z) {
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mat4_translate(vec_last(&graphicsState.transforms), x, y, z);
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}
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void lovrGraphicsRotate(float w, float x, float y, float z) {
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mat4_rotate(vec_last(&graphicsState.transforms), w, x, y, z);
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}
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void lovrGraphicsScale(float x, float y, float z) {
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mat4_scale(vec_last(&graphicsState.transforms), x, y, z);
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}
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2016-09-17 22:38:13 +00:00
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Buffer* lovrGraphicsNewBuffer(int size, BufferDrawMode drawMode, BufferUsage usage) {
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2016-08-08 20:23:40 +00:00
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Buffer* buffer = malloc(sizeof(Buffer));
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2016-07-16 05:39:17 +00:00
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2016-09-17 22:38:13 +00:00
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buffer->drawMode = drawMode;
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buffer->usage = usage;
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2016-08-08 21:40:18 +00:00
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buffer->size = size;
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buffer->data = malloc(buffer->size * 3 * sizeof(GLfloat));
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2016-09-18 00:52:52 +00:00
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buffer->vao = 0;
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buffer->vbo = 0;
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buffer->ibo = 0;
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buffer->isRangeEnabled = 0;
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2016-08-09 01:27:35 +00:00
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buffer->rangeStart = 0;
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buffer->rangeCount = buffer->size;
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2016-07-16 05:39:17 +00:00
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2016-07-27 06:17:55 +00:00
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glGenBuffers(1, &buffer->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, buffer->vbo);
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2016-09-17 22:38:13 +00:00
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glBufferData(GL_ARRAY_BUFFER, buffer->size * 3 * sizeof(GLfloat), buffer->data, buffer->usage);
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2016-07-27 06:17:55 +00:00
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glGenVertexArrays(1, &buffer->vao);
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2016-09-18 00:52:52 +00:00
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vec_init(&buffer->map);
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2016-08-10 06:28:17 +00:00
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return buffer;
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2016-07-16 05:39:17 +00:00
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}
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2016-08-10 06:28:17 +00:00
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Model* lovrGraphicsNewModel(const char* path) {
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const struct aiScene* scene = aiImportFile(path, aiProcessPreset_TargetRealtime_MaxQuality);
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2016-07-16 02:17:27 +00:00
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2016-08-10 06:28:17 +00:00
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if (scene) {
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return scene->mMeshes[0];
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2016-07-16 02:17:27 +00:00
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}
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2016-08-10 06:28:17 +00:00
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return NULL;
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2016-07-16 02:17:27 +00:00
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}
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2016-08-10 06:28:17 +00:00
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Shader* lovrGraphicsNewShader(const char* vertexSource, const char* fragmentSource) {
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2016-08-28 20:36:54 +00:00
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char fullVertexSource[1024];
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snprintf(fullVertexSource, sizeof(fullVertexSource), "%s\n%s", lovrShaderVertexPrefix, vertexSource);
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, fullVertexSource);
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char fullFragmentSource[1024];
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snprintf(fullFragmentSource, sizeof(fullFragmentSource), "%s\n%s", lovrShaderFragmentPrefix, fragmentSource);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fullFragmentSource);
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2016-08-10 06:28:17 +00:00
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GLuint id = linkShaders(vertexShader, fragmentShader);
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Shader* shader = (Shader*) malloc(sizeof(Shader));
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shader->id = id;
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return shader;
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2016-08-01 00:21:04 +00:00
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}
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