lovr/src/graphics/graphics.c

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#define _USE_MATH_DEFINES
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#include "graphics.h"
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#include "model.h"
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#include "buffer.h"
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#include "shader.h"
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#include "../glfw.h"
#include "../util.h"
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#include <stdlib.h>
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#include <math.h>
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#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
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#include "../headset/headset.h"
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static GraphicsState state;
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void lovrGraphicsInit() {
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vec_init(&state.transforms);
vec_push(&state.transforms, mat4_init());
state.projection = mat4_init();
state.lastTransform = mat4_init();
state.lastProjection = mat4_init();
memset(state.lastTransform, 0, 16);
memset(state.lastProjection, 0, 16);
// TODO customize via lovr.conf
lovrGraphicsSetProjection(.1f, 100.f, 67 * M_PI / 180);
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char vertexShaderSource[128];
snprintf(vertexShaderSource, sizeof(vertexShaderSource), "%s",
"void main() { \n"
" gl_Position = lovrProjection * lovrTransform * vec4(position.xyz, 1.0); \n"
"}"
);
char fragmentShaderSource[64];
snprintf(fragmentShaderSource, sizeof(fragmentShaderSource), "%s",
"void main() { \n"
" color = vec4(1.0); \n"
"}"
);
state.defaultShader = lovrGraphicsNewShader(vertexShaderSource, fragmentShaderSource);
lovrGraphicsSetShader(state.defaultShader);
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}
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void lovrGraphicsClear(int color, int depth) {
int bits = 0;
if (color) {
bits |= GL_COLOR_BUFFER_BIT;
}
if (depth) {
bits |= GL_DEPTH_BUFFER_BIT;
}
glClear(bits);
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}
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void lovrGraphicsPresent() {
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glfwSwapBuffers(window);
}
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void lovrGraphicsPrepare() {
Shader* shader = lovrGraphicsGetShader();
if (!shader) {
return;
}
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mat4 transform = vec_last(&state.transforms);
mat4 lastTransform = state.lastTransform;
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if (memcmp(transform, lastTransform, 16 * sizeof(float))) {
int uniformId = lovrShaderGetUniformId(shader, "lovrTransform");
lovrShaderSendFloatMat4(shader, uniformId, transform);
memcpy(lastTransform, transform, 16 * sizeof(float));
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}
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mat4 projection = state.projection;
mat4 lastProjection = state.lastProjection;
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if (memcmp(projection, lastProjection, 16 * sizeof(float))) {
int uniformId = lovrShaderGetUniformId(shader, "lovrProjection");
lovrShaderSendFloatMat4(shader, uniformId, projection);
memcpy(lastProjection, projection, 16 * sizeof(float));
}
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}
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void lovrGraphicsGetClearColor(float* r, float* g, float* b, float* a) {
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GLfloat clearColor[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
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*r = clearColor[0];
*g = clearColor[1];
*b = clearColor[2];
*a = clearColor[3];
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}
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void lovrGraphicsSetClearColor(float r, float g, float b, float a) {
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glClearColor(r / 255, g / 255, b / 255, a / 255);
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}
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Shader* lovrGraphicsGetShader() {
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return state.activeShader;
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}
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void lovrGraphicsSetShader(Shader* shader) {
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if (!shader) {
shader = state.defaultShader;
}
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state.activeShader = shader;
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glUseProgram(shader->id);
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}
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void lovrGraphicsGetProjection(float* near, float* far, float* fov) {
float aspect;
mat4_getProjection(state.projection, near, far, fov, &aspect);
}
void lovrGraphicsSetProjection(float near, float far, float fov) {
int width, height;
glfwGetWindowSize(window, &width, &height);
mat4_setProjection(state.projection, near, far, fov, (float) width / height);
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}
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void lovrGraphicsSetProjectionRaw(mat4 projection) {
memcpy(state.projection, projection, 16 * sizeof(float));
}
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int lovrGraphicsPush() {
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vec_mat4_t* transforms = &state.transforms;
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if (transforms->length >= 64) { return 1; }
vec_push(transforms, mat4_copy(vec_last(transforms)));
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return 0;
}
int lovrGraphicsPop() {
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vec_mat4_t* transforms = &state.transforms;
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if (transforms->length <= 1) { return 1; }
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mat4_deinit(vec_pop(transforms));
return 0;
}
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void lovrGraphicsOrigin() {
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vec_mat4_t* transforms = &state.transforms;
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mat4_setIdentity(vec_last(transforms));
}
void lovrGraphicsTranslate(float x, float y, float z) {
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mat4_translate(vec_last(&state.transforms), x, y, z);
}
void lovrGraphicsRotate(float w, float x, float y, float z) {
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mat4_rotate(vec_last(&state.transforms), w, x, y, z);
}
void lovrGraphicsScale(float x, float y, float z) {
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mat4_scale(vec_last(&state.transforms), x, y, z);
}
Buffer* lovrGraphicsNewBuffer(int size, BufferDrawMode drawMode, BufferUsage usage) {
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Buffer* buffer = malloc(sizeof(Buffer));
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buffer->drawMode = drawMode;
buffer->usage = usage;
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buffer->size = size;
buffer->data = malloc(buffer->size * 3 * sizeof(GLfloat));
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buffer->vao = 0;
buffer->vbo = 0;
buffer->ibo = 0;
buffer->isRangeEnabled = 0;
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buffer->rangeStart = 0;
buffer->rangeCount = buffer->size;
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glGenBuffers(1, &buffer->vbo);
glBindBuffer(GL_ARRAY_BUFFER, buffer->vbo);
glBufferData(GL_ARRAY_BUFFER, buffer->size * 3 * sizeof(GLfloat), buffer->data, buffer->usage);
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glGenVertexArrays(1, &buffer->vao);
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vec_init(&buffer->map);
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return buffer;
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}
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Model* lovrGraphicsNewModel(const char* path) {
const struct aiScene* scene = aiImportFile(path, aiProcessPreset_TargetRealtime_MaxQuality);
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if (scene) {
return scene->mMeshes[0];
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}
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return NULL;
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}
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Shader* lovrGraphicsNewShader(const char* vertexSource, const char* fragmentSource) {
char fullVertexSource[1024];
snprintf(fullVertexSource, sizeof(fullVertexSource), "%s\n%s", lovrShaderVertexPrefix, vertexSource);
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, fullVertexSource);
char fullFragmentSource[1024];
snprintf(fullFragmentSource, sizeof(fullFragmentSource), "%s\n%s", lovrShaderFragmentPrefix, fragmentSource);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fullFragmentSource);
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GLuint id = linkShaders(vertexShader, fragmentShader);
Shader* shader = (Shader*) malloc(sizeof(Shader));
shader->id = id;
return shader;
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}