2016-09-27 07:24:28 +00:00
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#define _USE_MATH_DEFINES
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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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2016-09-27 07:24:28 +00:00
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#include <math.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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2016-09-27 06:48:09 +00:00
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static GraphicsState state;
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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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2016-09-27 06:48:09 +00:00
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vec_init(&state.transforms);
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state.projection = mat4_init();
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state.lastTransform = mat4_init();
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state.lastProjection = mat4_init();
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2016-09-29 02:34:48 +00:00
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state.defaultShader = lovrGraphicsNewShader(lovrDefaultVertexShader, lovrDefaultFragmentShader);
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2016-09-28 03:20:08 +00:00
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lovrGraphicsReset();
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}
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void lovrGraphicsReset() {
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int i;
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mat4 matrix;
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vec_foreach(&state.transforms, matrix, i) {
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mat4_deinit(matrix);
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}
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vec_clear(&state.transforms);
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vec_push(&state.transforms, mat4_init());
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memset(state.lastTransform, 0, 16);
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memset(state.lastProjection, 0, 16);
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// TODO customize via lovr.conf
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lovrGraphicsSetProjection(.1f, 100.f, 67 * M_PI / 180);
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2016-09-28 02:56:36 +00:00
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lovrGraphicsSetShader(state.defaultShader);
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2016-09-28 04:32:57 +00:00
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lovrGraphicsSetColorMask(1, 1, 1, 1);
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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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2016-09-27 06:48:09 +00:00
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mat4 transform = vec_last(&state.transforms);
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mat4 lastTransform = state.lastTransform;
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2016-09-24 03:58:56 +00:00
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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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2016-09-27 06:48:09 +00:00
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mat4 projection = state.projection;
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mat4 lastProjection = state.lastProjection;
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2016-09-24 05:11:56 +00:00
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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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2016-09-28 04:37:46 +00:00
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void lovrGraphicsGetBackgroundColor(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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2016-09-28 04:37:46 +00:00
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void lovrGraphicsSetBackgroundColor(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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2016-09-29 02:38:58 +00:00
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void lovrGraphicsGetColorMask(unsigned char* r, unsigned char* g, unsigned char* b, unsigned char* a) {
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unsigned char mask = state.colorMask;
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2016-09-28 04:32:57 +00:00
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*r = mask & 0x1;
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*g = mask & 0x2;
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*b = mask & 0x4;
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*a = mask & 0x8;
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}
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2016-09-29 02:38:58 +00:00
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void lovrGraphicsSetColorMask(unsigned char r, unsigned char g, unsigned char b, unsigned char a) {
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2016-09-28 04:32:57 +00:00
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state.colorMask = ((r & 1) << 0) | ((g & 1) << 1) | ((b & 1) << 2) | ((a & 1) << 3);
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glColorMask(r, g, b, a);
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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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2016-09-27 06:48:09 +00:00
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return state.activeShader;
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2016-09-14 00:02:23 +00:00
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}
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2016-08-10 06:28:17 +00:00
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void lovrGraphicsSetShader(Shader* shader) {
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2016-09-28 02:56:36 +00:00
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if (!shader) {
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shader = state.defaultShader;
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}
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2016-09-27 06:48:09 +00:00
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state.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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2016-09-27 06:48:09 +00:00
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void lovrGraphicsSetProjection(float near, float far, float fov) {
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int width, height;
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glfwGetWindowSize(window, &width, &height);
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mat4_setProjection(state.projection, near, far, fov, (float) width / height);
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2016-09-24 05:11:56 +00:00
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}
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2016-09-27 07:24:28 +00:00
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void lovrGraphicsSetProjectionRaw(mat4 projection) {
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memcpy(state.projection, projection, 16 * sizeof(float));
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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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2016-09-27 06:48:09 +00:00
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vec_mat4_t* transforms = &state.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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2016-09-27 06:48:09 +00:00
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vec_mat4_t* transforms = &state.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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2016-09-27 06:48:09 +00:00
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vec_mat4_t* transforms = &state.transforms;
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2016-09-21 22:26:05 +00:00
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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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2016-09-27 06:48:09 +00:00
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mat4_translate(vec_last(&state.transforms), x, y, z);
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2016-09-23 04:53:17 +00:00
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}
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void lovrGraphicsRotate(float w, float x, float y, float z) {
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2016-09-27 06:48:09 +00:00
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mat4_rotate(vec_last(&state.transforms), w, x, y, z);
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2016-09-23 04:53:17 +00:00
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}
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void lovrGraphicsScale(float x, float y, float z) {
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2016-09-27 06:48:09 +00:00
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mat4_scale(vec_last(&state.transforms), x, y, z);
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2016-09-23 04:53:17 +00:00
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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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