lovr/src/graphics/graphics.c

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C
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#include "graphics/graphics.h"
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#include "data/modelData.h"
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#include "data/textureData.h"
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#include "data/rasterizer.h"
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#include "resources/shaders.h"
#include "event/event.h"
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#include "math/math.h"
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#include "math/mat4.h"
#include "math/vec3.h"
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#include "util.h"
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#include "lib/stb/stb_image.h"
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#define _USE_MATH_DEFINES
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#include <stdlib.h>
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#include <string.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;
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EventData data = { .quit = { false, 0 } };
Event event = { .type = type, .data = data };
lovrEventPush(event);
}
}
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static void gammaCorrectColor(Color* color) {
if (state.gammaCorrect) {
color->r = lovrMathGammaToLinear(color->r);
color->g = lovrMathGammaToLinear(color->g);
color->b = lovrMathGammaToLinear(color->b);
}
}
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static GLenum convertCompareMode(CompareMode mode) {
switch (mode) {
case COMPARE_NONE: return GL_ALWAYS;
case COMPARE_EQUAL: return GL_EQUAL;
case COMPARE_NEQUAL: return GL_NOTEQUAL;
case COMPARE_LESS: return GL_LESS;
case COMPARE_LEQUAL: return GL_LEQUAL;
case COMPARE_GREATER: return GL_GREATER;
case COMPARE_GEQUAL: return GL_GEQUAL;
}
}
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// Base
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void lovrGraphicsInit() {
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//
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}
void lovrGraphicsDestroy() {
if (!state.initialized) return;
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lovrGraphicsSetShader(NULL);
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lovrGraphicsSetFont(NULL);
lovrGraphicsSetCanvas(NULL, 0);
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for (int i = 0; i < DEFAULT_SHADER_COUNT; i++) {
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lovrRelease(state.defaultShaders[i]);
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}
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lovrRelease(state.defaultMaterial);
lovrRelease(state.defaultFont);
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lovrRelease(state.mesh);
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gpuDestroy();
memset(&state, 0, sizeof(GraphicsState));
}
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void lovrGraphicsReset() {
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int w = lovrGraphicsGetWidth();
int h = lovrGraphicsGetHeight();
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state.transform = 0;
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state.layer = 0;
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memcpy(state.layers[state.layer].viewport, (int[]) { 0, 0, w, h }, 4 * sizeof(uint32_t));
mat4_perspective(state.layers[state.layer].projection, .01f, 100.f, 67 * M_PI / 180., (float) w / h);
mat4_identity(state.layers[state.layer].view);
lovrGraphicsSetBackgroundColor((Color) { 0, 0, 0, 1. });
lovrGraphicsSetBlendMode(BLEND_ALPHA, BLEND_ALPHA_MULTIPLY);
lovrGraphicsSetCanvas(NULL, 0);
lovrGraphicsSetColor((Color) { 1., 1., 1., 1. });
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lovrGraphicsSetCullingEnabled(false);
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lovrGraphicsSetDefaultFilter((TextureFilter) { .mode = FILTER_TRILINEAR });
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lovrGraphicsSetDepthTest(COMPARE_LEQUAL, true);
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lovrGraphicsSetFont(NULL);
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lovrGraphicsSetLineWidth(1);
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lovrGraphicsSetPointSize(1);
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lovrGraphicsSetShader(NULL);
lovrGraphicsSetStencilTest(COMPARE_NONE, 0);
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lovrGraphicsSetWinding(WINDING_COUNTERCLOCKWISE);
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lovrGraphicsSetWireframe(false);
lovrGraphicsOrigin();
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}
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void lovrGraphicsClear(bool clearColor, bool clearDepth, bool clearStencil, Color color, float depth, int stencil) {
Layer layer = state.layers[state.layer];
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gpuBindFramebuffer(layer.canvasCount > 0 ? lovrCanvasGetId(layer.canvas[0]) : 0);
if (clearColor) {
gammaCorrectColor(&color);
float c[4] = { color.r, color.g, color.b, color.a };
glClearBufferfv(GL_COLOR, 0, c);
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for (int i = 1; i < layer.canvasCount; i++) {
glClearBufferfv(GL_COLOR, i, c);
}
}
if (clearDepth) {
glClearBufferfv(GL_DEPTH, 0, &depth);
}
if (clearStencil) {
glClearBufferiv(GL_STENCIL, 0, &stencil);
}
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}
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void lovrGraphicsPresent() {
glfwSwapBuffers(state.window);
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gpuPresent();
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}
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void lovrGraphicsCreateWindow(int w, int h, bool fullscreen, int msaa, const char* title, const char* icon) {
lovrAssert(!state.window, "Window is already created");
#ifndef EMSCRIPTEN
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if ((state.window = glfwGetCurrentContext()) == NULL) {
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, msaa);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_SRGB_CAPABLE, state.gammaCorrect);
#else
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_SAMPLES, msaa);
glfwWindowHint(GLFW_SRGB_CAPABLE, state.gammaCorrect);
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#endif
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GLFWmonitor* monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
if (fullscreen) {
glfwWindowHint(GLFW_RED_BITS, mode->redBits);
glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
}
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state.window = glfwCreateWindow(w ? w : mode->width, h ? h : mode->height, title, fullscreen ? monitor : NULL, NULL);
if (!state.window) {
glfwTerminate();
lovrThrow("Could not create window");
}
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if (icon) {
GLFWimage image;
image.pixels = stbi_load(icon, &image.width, &image.height, NULL, 3);
glfwSetWindowIcon(state.window, 1, &image);
free(image.pixels);
}
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glfwMakeContextCurrent(state.window);
glfwSetWindowCloseCallback(state.window, onCloseWindow);
#ifndef EMSCRIPTEN
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}
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glfwSwapInterval(0);
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#endif
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gpuInit(state.gammaCorrect, glfwGetProcAddress);
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VertexFormat format;
vertexFormatInit(&format);
vertexFormatAppend(&format, "lovrPosition", ATTR_FLOAT, 3);
vertexFormatAppend(&format, "lovrNormal", ATTR_FLOAT, 3);
vertexFormatAppend(&format, "lovrTexCoord", ATTR_FLOAT, 2);
state.mesh = lovrMeshCreate(64, format, MESH_TRIANGLES, MESH_STREAM);
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lovrGraphicsReset();
state.initialized = true;
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}
int lovrGraphicsGetWidth() {
int width, height;
glfwGetFramebufferSize(state.window, &width, &height);
return width;
}
int lovrGraphicsGetHeight() {
int width, height;
glfwGetFramebufferSize(state.window, &width, &height);
return height;
}
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GpuStats lovrGraphicsGetStats() {
return gpuGetStats();
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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;
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gammaCorrectColor(&color);
glClearColor(color.r, color.g, color.b, color.a);
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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;
}
}
void lovrGraphicsGetCanvas(Canvas** canvas, int* count) {
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Layer layer = state.layers[state.layer];
if (layer.user) {
*count = layer.canvasCount;
memcpy(canvas, layer.canvas, layer.canvasCount * sizeof(Canvas*));
} else {
*count = 0;
}
}
void lovrGraphicsSetCanvas(Canvas** canvas, int count) {
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if (state.layers[state.layer].user) {
lovrGraphicsPopLayer();
}
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lovrGraphicsPushLayer(canvas, count, true);
}
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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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bool lovrGraphicsIsCullingEnabled() {
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return state.culling;
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}
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void lovrGraphicsSetCullingEnabled(bool culling) {
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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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void lovrGraphicsGetDepthTest(CompareMode* mode, bool* write) {
*mode = state.depthTest;
*write = state.depthWrite;
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}
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void lovrGraphicsSetDepthTest(CompareMode mode, bool write) {
if (state.depthTest != mode) {
state.depthTest = mode;
if (mode != COMPARE_NONE) {
glDepthFunc(convertCompareMode(mode));
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glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
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}
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if (state.depthWrite != write) {
state.depthWrite = write;
glDepthMask(write);
}
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}
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Font* lovrGraphicsGetFont() {
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if (!state.font) {
if (!state.defaultFont) {
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Rasterizer* rasterizer = lovrRasterizerCreate(NULL, 32);
state.defaultFont = lovrFontCreate(rasterizer);
lovrRelease(rasterizer);
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}
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lovrGraphicsSetFont(state.defaultFont);
}
return state.font;
}
void lovrGraphicsSetFont(Font* font) {
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lovrRetain(font);
lovrRelease(state.font);
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state.font = font;
}
bool lovrGraphicsIsGammaCorrect() {
return state.gammaCorrect;
}
void lovrGraphicsSetGammaCorrect(bool gammaCorrect) {
state.gammaCorrect = gammaCorrect;
}
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GraphicsLimits lovrGraphicsGetLimits() {
if (!state.limits.initialized) {
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#ifdef EMSCRIPTEN
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glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, state.limits.pointSizes);
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#else
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glGetFloatv(GL_POINT_SIZE_RANGE, state.limits.pointSizes);
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#endif
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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) {
state.pointSize = size;
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}
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Shader* lovrGraphicsGetShader() {
return state.shader;
}
void lovrGraphicsSetShader(Shader* shader) {
if (shader != state.shader) {
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lovrRetain(shader);
lovrRelease(state.shader);
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state.shader = shader;
}
}
void lovrGraphicsGetStencilTest(CompareMode* mode, int* value) {
*mode = state.stencilMode;
*value = state.stencilValue;
}
void lovrGraphicsSetStencilTest(CompareMode mode, int value) {
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state.stencilMode = mode;
state.stencilValue = value;
if (state.stencilWriting) {
return;
}
if (mode != COMPARE_NONE) {
if (!state.stencilEnabled) {
glEnable(GL_STENCIL_TEST);
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state.stencilEnabled = true;
}
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GLenum glMode = GL_ALWAYS;
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switch (mode) {
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case COMPARE_EQUAL: glMode = GL_EQUAL; break;
case COMPARE_NEQUAL: glMode = GL_NOTEQUAL; break;
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case COMPARE_LESS: glMode = GL_GREATER; break;
case COMPARE_LEQUAL: glMode = GL_GEQUAL; break;
case COMPARE_GREATER: glMode = GL_LESS; break;
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case COMPARE_GEQUAL: glMode = GL_LEQUAL; break;
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default: break;
}
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glStencilFunc(glMode, value, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
} else if (state.stencilEnabled) {
glDisable(GL_STENCIL_TEST);
state.stencilEnabled = false;
}
}
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Winding lovrGraphicsGetWinding() {
return state.winding;
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}
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void lovrGraphicsSetWinding(Winding winding) {
if (winding != state.winding) {
state.winding = winding;
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GLenum glWinding = winding == WINDING_CLOCKWISE ? GL_CW : GL_CCW;
glFrontFace(glWinding);
}
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}
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bool lovrGraphicsIsWireframe() {
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return state.wireframe;
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}
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void lovrGraphicsSetWireframe(bool wireframe) {
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#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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// Transforms
void lovrGraphicsPush() {
if (++state.transform >= MAX_TRANSFORMS) {
lovrThrow("Unbalanced matrix stack (more pushes than pops?)");
}
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memcpy(state.transforms[state.transform], state.transforms[state.transform - 1], 2 * 16 * sizeof(float));
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}
void lovrGraphicsPop() {
if (--state.transform < 0) {
lovrThrow("Unbalanced matrix stack (more pops than pushes?)");
}
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}
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void lovrGraphicsOrigin() {
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mat4_identity(state.transforms[state.transform]);
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}
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void lovrGraphicsTranslate(float x, float y, float z) {
mat4_translate(state.transforms[state.transform], x, y, z);
}
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void lovrGraphicsRotate(float angle, float ax, float ay, float az) {
mat4_rotate(state.transforms[state.transform], angle, ax, ay, az);
}
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void lovrGraphicsScale(float x, float y, float z) {
mat4_scale(state.transforms[state.transform], x, y, z);
}
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void lovrGraphicsMatrixTransform(mat4 transform) {
mat4_multiply(state.transforms[state.transform], transform);
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}
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// Primitives
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VertexPointer lovrGraphicsGetVertexPointer(uint32_t count) {
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lovrMeshResize(state.mesh, count);
return lovrMeshMapVertices(state.mesh, 0, count, false, true);
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}
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void lovrGraphicsPoints(uint32_t count) {
lovrMeshSetDrawMode(state.mesh, MESH_POINTS);
lovrMeshSetDrawRange(state.mesh, 0, count);
lovrMeshSetMaterial(state.mesh, NULL);
lovrMeshWriteIndices(state.mesh, 0, 0);
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lovrGraphicsDraw(state.mesh, SHADER_DEFAULT, 1);
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}
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void lovrGraphicsLine(uint32_t count) {
lovrMeshSetDrawMode(state.mesh, MESH_LINE_STRIP);
lovrMeshSetDrawRange(state.mesh, 0, count);
lovrMeshSetMaterial(state.mesh, NULL);
lovrMeshWriteIndices(state.mesh, 0, 0);
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lovrGraphicsDraw(state.mesh, SHADER_DEFAULT, 1);
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}
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void lovrGraphicsTriangle(DrawMode mode, Material* material, float points[9]) {
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if (mode == DRAW_MODE_LINE) {
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VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(3);
float vertices[24] = {
points[0], points[1], points[2], 0, 0, 0, 0, 0,
points[3], points[4], points[5], 0, 0, 0, 0, 0,
points[6], points[7], points[8], 0, 0, 0, 0, 0
};
memcpy(vertexPointer.raw, vertices, 3 * 8 * sizeof(float));
lovrMeshSetDrawMode(state.mesh, MESH_LINE_LOOP);
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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 vertices[24] = {
points[0], points[1], points[2], normal[0], normal[1], normal[2], 0, 0,
points[3], points[4], points[5], normal[0], normal[1], normal[2], 0, 0,
points[6], points[7], points[8], normal[0], normal[1], normal[2], 0, 0
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};
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VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(3);
memcpy(vertexPointer.raw, vertices, 3 * 8 * sizeof(float));
lovrMeshSetDrawMode(state.mesh, MESH_TRIANGLES);
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}
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lovrMeshSetDrawRange(state.mesh, 0, 3);
lovrMeshSetMaterial(state.mesh, material);
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lovrGraphicsDraw(state.mesh, SHADER_DEFAULT, 1);
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}
void lovrGraphicsPlane(DrawMode mode, Material* material, mat4 transform) {
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if (mode == DRAW_MODE_LINE) {
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float vertices[] = {
-.5, .5, 0, 0, 0, 0, 0, 0,
.5, .5, 0, 0, 0, 0, 0, 0,
.5, -.5, 0, 0, 0, 0, 0, 0,
-.5, -.5, 0, 0, 0, 0, 0, 0
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};
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VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(4);
memcpy(vertexPointer.raw, vertices, 4 * 8 * sizeof(float));
lovrMeshSetDrawMode(state.mesh, MESH_LINE_LOOP);
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} else if (mode == DRAW_MODE_FILL) {
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float vertices[] = {
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-.5, .5, 0, 0, 0, -1, 0, 1,
-.5, -.5, 0, 0, 0, -1, 0, 0,
.5, .5, 0, 0, 0, -1, 1, 1,
.5, -.5, 0, 0, 0, -1, 1, 0
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};
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VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(4);
memcpy(vertexPointer.raw, vertices, 4 * 8 * sizeof(float));
lovrMeshSetDrawMode(state.mesh, MESH_TRIANGLE_STRIP);
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}
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lovrMeshSetMaterial(state.mesh, material);
lovrMeshWriteIndices(state.mesh, 0, 0);
lovrMeshSetDrawRange(state.mesh, 0, 4);
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lovrGraphicsPush();
lovrGraphicsMatrixTransform(transform);
lovrGraphicsDraw(state.mesh, SHADER_DEFAULT, 1);
lovrGraphicsPop();
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}
void lovrGraphicsBox(DrawMode mode, Material* material, mat4 transform) {
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if (mode == DRAW_MODE_LINE) {
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float vertices[] = {
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// Front
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-.5, .5, -.5, 0, 0, 0, 0, 0,
.5, .5, -.5, 0, 0, 0, 0, 0,
.5, -.5, -.5, 0, 0, 0, 0, 0,
-.5, -.5, -.5, 0, 0, 0, 0, 0,
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// Back
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-.5, .5, .5, 0, 0, 0, 0, 0,
.5, .5, .5, 0, 0, 0, 0, 0,
.5, -.5, .5, 0, 0, 0, 0, 0,
-.5, -.5, .5, 0, 0, 0, 0, 0
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};
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uint16_t 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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VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(8);
memcpy(vertexPointer.raw, vertices, 8 * 8 * sizeof(float));
IndexPointer indexPointer = lovrMeshWriteIndices(state.mesh, 24, sizeof(uint16_t));
memcpy(indexPointer.shorts, indices, 24 * sizeof(uint16_t));
lovrMeshSetDrawMode(state.mesh, MESH_LINES);
lovrMeshSetDrawRange(state.mesh, 0, 24);
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} else {
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float vertices[] = {
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// Front
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-.5, -.5, -.5, 0, 0, -1, 0, 0,
-.5, .5, -.5, 0, 0, -1, 0, 1,
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.5, -.5, -.5, 0, 0, -1, 1, 0,
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.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, 1, 1,
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.5, -.5, -.5, 1, 0, 0, 0, 0,
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.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, 0, 1,
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-.5, -.5, .5, 0, 0, 1, 1, 0,
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-.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, 1, 1,
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-.5, -.5, .5, -1, 0, 0, 0, 0,
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-.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, 1, 0,
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-.5, -.5, .5, 0, -1, 0, 0, 1,
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.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, 0, 0,
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.5, .5, -.5, 0, 1, 0, 1, 1,
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.5, .5, .5, 0, 1, 0, 1, 0
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};
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VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(26);
memcpy(vertexPointer.floats, vertices, 26 * 8 * sizeof(float));
lovrMeshWriteIndices(state.mesh, 0, 0);
lovrMeshSetDrawMode(state.mesh, MESH_TRIANGLE_STRIP);
lovrMeshSetDrawRange(state.mesh, 0, 26);
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}
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lovrMeshSetMaterial(state.mesh, material);
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lovrGraphicsPush();
lovrGraphicsMatrixTransform(transform);
lovrGraphicsDraw(state.mesh, SHADER_DEFAULT, 1);
lovrGraphicsPop();
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}
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void lovrGraphicsArc(DrawMode mode, ArcMode arcMode, Material* material, mat4 transform, float theta1, float theta2, int segments) {
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if (fabsf(theta1 - theta2) >= 2 * M_PI) {
theta1 = 0;
theta2 = 2 * M_PI;
}
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bool hasCenterPoint = arcMode == ARC_MODE_PIE && fabsf(theta1 - theta2) < 2 * M_PI;
uint32_t count = segments + 1 + hasCenterPoint;
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VertexPointer vertices = lovrGraphicsGetVertexPointer(count);
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if (hasCenterPoint) {
*vertices.floats++ = 0;
*vertices.floats++ = 0;
*vertices.floats++ = 0;
*vertices.floats++ = 0;
*vertices.floats++ = 0;
*vertices.floats++ = 1;
*vertices.floats++ = .5;
*vertices.floats++ = .5;
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}
float theta = theta1;
float angleShift = (theta2 - theta1) / (float) segments;
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for (int i = 0; i <= segments; i++) {
float x = cos(theta) * .5;
float y = sin(theta) * .5;
*vertices.floats++ = x;
*vertices.floats++ = y;
*vertices.floats++ = 0;
*vertices.floats++ = 0;
*vertices.floats++ = 0;
*vertices.floats++ = 1;
*vertices.floats++ = x + .5;
*vertices.floats++ = 1 - (y + .5);
theta += angleShift;
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}
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lovrMeshSetMaterial(state.mesh, material);
lovrMeshSetDrawMode(state.mesh, mode == DRAW_MODE_LINE ? (arcMode == ARC_MODE_OPEN ? MESH_LINE_STRIP : MESH_LINE_LOOP) : MESH_TRIANGLE_FAN);
lovrMeshSetDrawRange(state.mesh, 0, count);
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lovrGraphicsPush();
lovrGraphicsMatrixTransform(transform);
lovrGraphicsDraw(state.mesh, SHADER_DEFAULT, 1);
lovrGraphicsPop();
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}
void lovrGraphicsCircle(DrawMode mode, Material* material, mat4 transform, int segments) {
lovrGraphicsArc(mode, ARC_MODE_OPEN, material, transform, 0, 2 * M_PI, segments);
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}
void lovrGraphicsCylinder(Material* material, float x1, float y1, float z1, float x2, float y2, float z2, float r1, float r2, bool capped, int segments) {
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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];
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uint32_t vertexCount = ((capped && r1) * (segments + 2) + (capped && r2) * (segments + 2) + 2 * (segments + 1));
uint32_t indexCount = 3 * segments * ((capped && r1) + (capped && r2) + 2);
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VertexPointer vertices = lovrGraphicsGetVertexPointer(vertexCount);
IndexPointer indices = lovrMeshWriteIndices(state.mesh, indexCount, sizeof(uint32_t));
float* baseVertex = vertices.floats;
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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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*vertices.floats++ = x; \
*vertices.floats++ = y; \
*vertices.floats++ = z; \
*vertices.floats++ = nx; \
*vertices.floats++ = ny; \
*vertices.floats++ = nz; \
*vertices.floats++ = 0; \
*vertices.floats++ = 0;
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#define PUSH_CYLINDER_TRIANGLE(i1, i2, i3) \
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*indices.ints++ = i1; \
*indices.ints++ = i2; \
*indices.ints++ = i3; \
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// Ring
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 = (segments + 1) * 2;
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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++) {
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int j = i * 2 * 8;
PUSH_CYLINDER_VERTEX(baseVertex[j + 0], baseVertex[j + 1], baseVertex[j + 2], axis[0], axis[1], axis[2]);
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}
}
// Bottom
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int bottomOffset = (segments + 1) * 2 + (1 + segments + 1) * (capped && r1 != 0);
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if (capped && r2 != 0) {
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PUSH_CYLINDER_VERTEX(x2, y2, z1, -axis[0], -axis[1], -axis[2]);
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for (int i = 0; i <= segments; i++) {
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int j = i * 2 * 8 + 8;
PUSH_CYLINDER_VERTEX(baseVertex[j + 0], baseVertex[j + 1], baseVertex[j + 2], -axis[0], -axis[1], -axis[2]);
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}
}
// Indices
for (int i = 0; i < segments; i++) {
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int j = 2 * i;
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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);
}
}
#undef PUSH_CYLINDER_VERTEX
#undef PUSH_CYLINDER_TRIANGLE
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lovrMeshSetMaterial(state.mesh, material);
lovrMeshSetDrawMode(state.mesh, MESH_TRIANGLES);
lovrMeshSetDrawRange(state.mesh, 0, indexCount);
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lovrGraphicsDraw(state.mesh, SHADER_DEFAULT, 1);
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}
void lovrGraphicsSphere(Material* material, mat4 transform, int segments) {
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VertexPointer vertices = lovrGraphicsGetVertexPointer((segments + 1) * (segments + 1));
IndexPointer indices = lovrMeshWriteIndices(state.mesh, segments * segments * 6, sizeof(uint32_t));
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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;
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float x = sin(u * 2 * M_PI) * sin(v * M_PI);
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float y = cos(v * M_PI);
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float z = -cos(u * 2 * M_PI) * sin(v * M_PI);
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*vertices.floats++ = x;
*vertices.floats++ = y;
*vertices.floats++ = z;
*vertices.floats++ = x;
*vertices.floats++ = y;
*vertices.floats++ = z;
*vertices.floats++ = u;
*vertices.floats++ = 1 - 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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*indices.ints++ = index0;
*indices.ints++ = index1;
*indices.ints++ = index0 + 1;
*indices.ints++ = index1;
*indices.ints++ = index1 + 1;
*indices.ints++ = index0 + 1;
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}
}
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lovrMeshSetDrawMode(state.mesh, GL_TRIANGLES);
lovrMeshSetDrawRange(state.mesh, 0, segments * segments * 6);
lovrMeshSetMaterial(state.mesh, material);
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lovrGraphicsPush();
lovrGraphicsMatrixTransform(transform);
lovrGraphicsDraw(state.mesh, SHADER_DEFAULT, 1);
lovrGraphicsPop();
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}
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void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float az) {
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float vertices[] = {
-1, 1, 1, 0, 0, 0, 0, 0,
-1, -1, 1, 0, 0, 0, 0, 0,
1, 1, 1, 0, 0, 0, 0, 0,
1, -1, 1, 0, 0, 0, 0, 0
};
TextureType type = lovrTextureGetType(texture);
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lovrAssert(type == TEXTURE_CUBE || type == TEXTURE_2D, "Only 2D and cube textures can be used as skyboxes");
MaterialTexture materialTexture = type == TEXTURE_CUBE ? TEXTURE_ENVIRONMENT_MAP : TEXTURE_DIFFUSE;
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DefaultShader shader = type == TEXTURE_CUBE ? SHADER_CUBE : SHADER_PANO;
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Winding winding = state.winding;
lovrGraphicsSetWinding(WINDING_COUNTERCLOCKWISE);
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Material* material = lovrGraphicsGetDefaultMaterial();
lovrMaterialSetTexture(material, materialTexture, texture);
VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(4);
memcpy(vertexPointer.raw, vertices, 4 * 8 * sizeof(float));
lovrMeshWriteIndices(state.mesh, 0, 0);
lovrMeshSetMaterial(state.mesh, material);
lovrMeshSetDrawMode(state.mesh, MESH_TRIANGLE_STRIP);
lovrMeshSetDrawRange(state.mesh, 0, 4);
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lovrGraphicsDraw(state.mesh, shader, 1);
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lovrMaterialSetTexture(material, materialTexture, NULL);
lovrGraphicsSetWinding(winding);
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}
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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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uint32_t vertexCount;
uint32_t maxVertices = strlen(str) * 6;
VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(maxVertices);
lovrFontRender(font, str, wrap, halign, valign, vertexPointer, &offsety, &vertexCount);
lovrMeshWriteIndices(state.mesh, 0, 0);
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lovrGraphicsPush();
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lovrGraphicsMatrixTransform(transform);
lovrGraphicsScale(scale, scale, scale);
lovrGraphicsTranslate(0, offsety, 0);
Material* material = lovrGraphicsGetDefaultMaterial();
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, font->texture);
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CompareMode mode;
bool write;
lovrGraphicsGetDepthTest(&mode, &write);
lovrGraphicsSetDepthTest(mode, false);
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lovrMeshSetMaterial(state.mesh, material);
lovrMeshSetDrawMode(state.mesh, MESH_TRIANGLES);
lovrMeshSetDrawRange(state.mesh, 0, vertexCount);
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lovrGraphicsDraw(state.mesh, SHADER_FONT, 1);
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lovrGraphicsSetDepthTest(mode, write);
lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, NULL);
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lovrGraphicsPop();
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}
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void lovrGraphicsStencil(StencilAction action, int replaceValue, StencilCallback callback, void* userdata) {
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CompareMode mode;
bool write;
lovrGraphicsGetDepthTest(&mode, &write);
lovrGraphicsSetDepthTest(mode, false);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (!state.stencilEnabled) {
glEnable(GL_STENCIL_TEST);
state.stencilEnabled = true;
}
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GLenum glAction;
switch (action) {
case STENCIL_REPLACE: glAction = GL_REPLACE; break;
case STENCIL_INCREMENT: glAction = GL_INCR; break;
case STENCIL_DECREMENT: glAction = GL_DECR; break;
case STENCIL_INCREMENT_WRAP: glAction = GL_INCR_WRAP; break;
case STENCIL_DECREMENT_WRAP: glAction = GL_DECR_WRAP; break;
case STENCIL_INVERT: glAction = GL_INVERT; break;
}
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glStencilFunc(GL_ALWAYS, replaceValue, 0xff);
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glStencilOp(GL_KEEP, GL_KEEP, glAction);
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state.stencilWriting = true;
callback(userdata);
state.stencilWriting = false;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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lovrGraphicsSetDepthTest(mode, write);
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lovrGraphicsSetStencilTest(state.stencilMode, state.stencilValue);
}
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void lovrGraphicsFill(Texture* texture) {
float vertices[] = {
-1, 1, 0, 0, 0, 0, 0, 1,
-1, -1, 0, 0, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 1, 1,
1, -1, 0, 0, 0, 0, 1, 0
};
CompareMode mode;
bool write;
lovrGraphicsGetDepthTest(&mode, &write);
lovrGraphicsSetDepthTest(COMPARE_NONE, false);
Material* material = lovrGraphicsGetDefaultMaterial();
lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, texture);
VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(4);
memcpy(vertexPointer.raw, vertices, 4 * 8 * sizeof(float));
lovrMeshWriteIndices(state.mesh, 0, 0);
lovrMeshSetMaterial(state.mesh, material);
lovrMeshSetDrawMode(state.mesh, MESH_TRIANGLE_STRIP);
lovrMeshSetDrawRange(state.mesh, 0, 4);
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lovrGraphicsDraw(state.mesh, SHADER_FILL, 1);
lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, NULL);
lovrGraphicsSetDepthTest(mode, write);
}
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// Internal
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void lovrGraphicsDraw(Mesh* mesh, DefaultShader defaultShader, int instances) {
Shader* shader = state.shader ? state.shader : state.defaultShaders[defaultShader];
if (!shader) {
shader = state.defaultShaders[defaultShader] = lovrShaderCreateDefault(defaultShader);
}
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// Pose
float* pose = lovrMeshGetPose(mesh);
if (pose) {
lovrShaderSetMatrix(shader, "lovrPose", pose, MAX_BONES * 16);
} else {
float identity[16];
mat4_identity(identity);
lovrShaderSetMatrix(shader, "lovrPose", identity, 16);
}
// Material
Material* material = lovrMeshGetMaterial(mesh);
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material = material ? material : lovrGraphicsGetDefaultMaterial();
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gpuDraw(&(GpuDrawCommand) {
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.layer = state.layers[state.layer],
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.shader = shader,
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.material = material,
.transform = state.transforms[state.transform],
.mesh = mesh,
.color = state.color,
.pointSize = state.pointSize,
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.instances = instances
});
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}
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void lovrGraphicsPushLayer(Canvas** canvas, int count, bool user) {
lovrAssert(count <= MAX_CANVASES, "Attempt to set %d canvases (the maximum is %d)", count, MAX_CANVASES);
lovrAssert(++state.layer < MAX_LAYERS, "Layer overflow");
for (int i = 0; i < count; i++) {
lovrRetain(canvas[i]);
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}
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Layer* prevLayer = &state.layers[state.layer - 1];
for (int i = 0; i < prevLayer->canvasCount; i++) {
lovrRelease(prevLayer->canvas[i]);
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}
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Layer* layer = &state.layers[state.layer];
memcpy(layer, prevLayer, sizeof(Layer));
layer->canvasCount = count;
layer->user = user;
if (count > 0) {
memcpy(layer->canvas, canvas, count * sizeof(Canvas*));
gpuBindFramebuffer(lovrCanvasGetId(canvas[0]));
GLenum buffers[MAX_CANVASES];
for (int i = 0; i < count; i++) {
buffers[i] = GL_COLOR_ATTACHMENT0 + i;
glFramebufferTexture2D(GL_FRAMEBUFFER, buffers[i], GL_TEXTURE_2D, lovrTextureGetId((Texture*) canvas[i]), 0);
}
glDrawBuffers(count, buffers);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
lovrAssert(status != GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS, "All multicanvas canvases must have the same dimensions");
lovrAssert(status == GL_FRAMEBUFFER_COMPLETE, "Unable to bind framebuffer");
}
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}
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void lovrGraphicsPopLayer() {
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Layer* layer = &state.layers[state.layer];
if (layer->canvasCount > 0) {
lovrCanvasResolve(layer->canvas[0]);
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}
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lovrAssert(--state.layer >= 0, "Layer underflow");
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}
void lovrGraphicsSetCamera(mat4 projection, mat4 view) {
mat4_set(state.layers[state.layer].projection, projection);
mat4_set(state.layers[state.layer].view, view);
}
void lovrGraphicsSetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) {
state.layers[state.layer].viewport[0] = x;
state.layers[state.layer].viewport[1] = y;
state.layers[state.layer].viewport[2] = width;
state.layers[state.layer].viewport[3] = height;
}
Material* lovrGraphicsGetDefaultMaterial() {
if (!state.defaultMaterial) {
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state.defaultMaterial = lovrMaterialCreate(true);
}
return state.defaultMaterial;
}