lovr/src/graphics/graphics.c

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C
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#include "graphics/graphics.h"
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#include "graphics/gpu.h"
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#include "data/rasterizer.h"
#include "event/event.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/glfw.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) {
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lovrEventPush((Event) { .type = EVENT_QUIT, .data = { .quit = { false, 0 } } });
}
}
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// Base
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void lovrGraphicsInit() {
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// This page intentionally left blank
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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 < MAX_DEFAULT_SHADERS; 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.defaultMesh);
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gpuDestroy();
memset(&state, 0, sizeof(GraphicsState));
}
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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, GLFW_TRUE);
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glfwWindowHint(GLFW_SAMPLES, msaa);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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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);
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state.defaultMesh = lovrMeshCreate(64, format, MESH_TRIANGLES, MESH_STREAM);
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lovrGraphicsReset();
state.initialized = true;
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}
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void lovrGraphicsSetCamera(Camera* camera, bool clear) {
if (!camera) {
int width, height;
lovrGraphicsGetDimensions(&width, &height);
state.camera.canvas = NULL;
state.camera.viewport[0] = 0;
state.camera.viewport[1] = 0;
state.camera.viewport[2] = width;
state.camera.viewport[3] = height;
mat4_identity(state.camera.viewMatrix);
mat4_perspective(state.camera.projection, .01f, 100.f, 67 * M_PI / 180., (float) width / height);
} else {
state.camera = *camera;
}
if (clear) {
Color backgroundColor = lovrGraphicsGetBackgroundColor();
gpuClear(&state.camera.canvas, 1, &backgroundColor, &(float) { 1. }, &(int) { 0 });
}
}
void lovrGraphicsGetDimensions(int* width, int* height) {
glfwGetFramebufferSize(state.window, width, height);
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}
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// State
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void lovrGraphicsReset() {
state.transform = 0;
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state.pipeline = 0;
lovrGraphicsSetCamera(NULL, false);
lovrGraphicsSetBackgroundColor((Color) { 0, 0, 0, 1 });
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lovrGraphicsSetBlendMode(BLEND_ALPHA, BLEND_ALPHA_MULTIPLY);
lovrGraphicsSetCanvas(NULL, 0);
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lovrGraphicsSetColor((Color) { 1, 1, 1, 1 });
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lovrGraphicsSetCullingEnabled(false);
lovrGraphicsSetDefaultFilter((TextureFilter) { .mode = FILTER_TRILINEAR });
lovrGraphicsSetDepthTest(COMPARE_LEQUAL, true);
lovrGraphicsSetFont(NULL);
lovrGraphicsSetLineWidth(1);
lovrGraphicsSetPointSize(1);
lovrGraphicsSetShader(NULL);
lovrGraphicsSetStencilTest(COMPARE_NONE, 0);
lovrGraphicsSetWinding(WINDING_COUNTERCLOCKWISE);
lovrGraphicsSetWireframe(false);
lovrGraphicsOrigin();
}
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void lovrGraphicsPushPipeline() {
lovrAssert(++state.pipeline < MAX_PIPELINES, "Unbalanced pipeline stack (more pushes than pops?)");
memcpy(&state.pipelines[state.pipeline], &state.pipelines[state.pipeline - 1], sizeof(Pipeline));
}
void lovrGraphicsPopPipeline() {
lovrAssert(--state.pipeline >= 0, "Unbalanced pipeline stack (more pops than pushes?)");
}
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Color lovrGraphicsGetBackgroundColor() {
return state.pipelines[state.pipeline].backgroundColor;
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}
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void lovrGraphicsSetBackgroundColor(Color color) {
state.pipelines[state.pipeline].backgroundColor = color;
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}
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void lovrGraphicsGetBlendMode(BlendMode* mode, BlendAlphaMode* alphaMode) {
*mode = state.pipelines[state.pipeline].blendMode;
*alphaMode = state.pipelines[state.pipeline].blendAlphaMode;
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}
void lovrGraphicsSetBlendMode(BlendMode mode, BlendAlphaMode alphaMode) {
state.pipelines[state.pipeline].blendMode = mode;
state.pipelines[state.pipeline].blendAlphaMode = alphaMode;
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}
void lovrGraphicsGetCanvas(Canvas** canvas, int* count) {
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*count = state.pipelines[state.pipeline].canvasCount;
memcpy(canvas, state.pipelines[state.pipeline].canvas, *count);
}
void lovrGraphicsSetCanvas(Canvas** canvas, int count) {
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for (int i = 0; i < count; i++) {
lovrRetain(canvas[i]);
}
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for (int i = 0; i < state.pipelines[state.pipeline].canvasCount; i++) {
lovrRelease(state.pipelines[state.pipeline].canvas[i]);
}
memcpy(state.pipelines[state.pipeline].canvas, canvas, count * sizeof(Canvas*));
state.pipelines[state.pipeline].canvasCount = count;
}
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Color lovrGraphicsGetColor() {
return state.pipelines[state.pipeline].color;
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}
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void lovrGraphicsSetColor(Color color) {
state.pipelines[state.pipeline].color = color;
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}
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bool lovrGraphicsIsCullingEnabled() {
return state.pipelines[state.pipeline].culling;
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}
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void lovrGraphicsSetCullingEnabled(bool culling) {
state.pipelines[state.pipeline].culling = culling;
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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.pipelines[state.pipeline].depthTest;
*write = state.pipelines[state.pipeline].depthWrite;
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}
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void lovrGraphicsSetDepthTest(CompareMode mode, bool write) {
state.pipelines[state.pipeline].depthTest = mode;
state.pipelines[state.pipeline].depthWrite = write;
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}
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Font* lovrGraphicsGetFont() {
if (!state.pipelines[state.pipeline].font) {
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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.pipelines[state.pipeline].font;
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}
void lovrGraphicsSetFont(Font* font) {
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lovrRetain(font);
lovrRelease(state.pipelines[state.pipeline].font);
state.pipelines[state.pipeline].font = font;
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}
bool lovrGraphicsIsGammaCorrect() {
return state.gammaCorrect;
}
void lovrGraphicsSetGammaCorrect(bool gammaCorrect) {
state.gammaCorrect = gammaCorrect;
}
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float lovrGraphicsGetLineWidth() {
return state.pipelines[state.pipeline].lineWidth;
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}
void lovrGraphicsSetLineWidth(float width) {
state.pipelines[state.pipeline].lineWidth = width;
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}
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float lovrGraphicsGetPointSize() {
return state.pipelines[state.pipeline].pointSize;
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}
void lovrGraphicsSetPointSize(float size) {
state.pipelines[state.pipeline].pointSize = size;
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}
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Shader* lovrGraphicsGetShader() {
return state.pipelines[state.pipeline].shader;
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}
void lovrGraphicsSetShader(Shader* shader) {
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lovrRetain(shader);
lovrRelease(state.pipelines[state.pipeline].shader);
state.pipelines[state.pipeline].shader = shader;
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}
void lovrGraphicsGetStencilTest(CompareMode* mode, int* value) {
*mode = state.pipelines[state.pipeline].stencilMode;
*value = state.pipelines[state.pipeline].stencilValue;
}
void lovrGraphicsSetStencilTest(CompareMode mode, int value) {
state.pipelines[state.pipeline].stencilMode = mode;
state.pipelines[state.pipeline].stencilValue = value;
}
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Winding lovrGraphicsGetWinding() {
return state.pipelines[state.pipeline].winding;
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}
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void lovrGraphicsSetWinding(Winding winding) {
state.pipelines[state.pipeline].winding = winding;
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}
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bool lovrGraphicsIsWireframe() {
return state.pipelines[state.pipeline].wireframe;
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}
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void lovrGraphicsSetWireframe(bool wireframe) {
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#ifndef EMSCRIPTEN
state.pipelines[state.pipeline].wireframe = wireframe;
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#endif
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}
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// Transforms
void lovrGraphicsPush() {
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lovrAssert(++state.transform < MAX_TRANSFORMS, "Unbalanced matrix stack (more pushes than pops?)");
mat4_init(state.transforms[state.transform], state.transforms[state.transform - 1]);
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}
void lovrGraphicsPop() {
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lovrAssert(--state.transform >= 0, "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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// Drawing
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VertexPointer lovrGraphicsGetVertexPointer(uint32_t count) {
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lovrMeshResize(state.defaultMesh, count);
return lovrMeshMapVertices(state.defaultMesh, 0, count, false, true);
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}
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void lovrGraphicsClear(Color* color, float* depth, int* stencil) {
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Pipeline* pipeline = &state.pipelines[state.pipeline];
if (pipeline->canvasCount > 0) {
gpuClear(pipeline->canvas, pipeline->canvasCount, color, depth, stencil);
} else {
gpuClear(&state.camera.canvas, 1, color, depth, stencil);
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}
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}
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void lovrGraphicsDraw(DrawOptions* draw) {
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Shader* shader = state.pipelines[state.pipeline].shader ? state.pipelines[state.pipeline].shader : state.defaultShaders[draw->shader];
if (!shader) shader = state.defaultShaders[draw->shader] = lovrShaderCreateDefault(draw->shader);
Mesh* mesh = draw->mesh;
if (!mesh) {
int drawCount = draw->range.count ? draw->range.count : (draw->index.count ? draw->index.count : draw->vertex.count);
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mesh = state.defaultMesh;
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lovrMeshSetDrawMode(mesh, draw->mode);
lovrMeshSetDrawRange(mesh, draw->range.start, drawCount);
if (draw->vertex.count) {
VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(draw->vertex.count);
memcpy(vertexPointer.raw, draw->vertex.data, draw->vertex.count * 8 * sizeof(float));
if (draw->index.count) {
IndexPointer indexPointer = lovrMeshWriteIndices(mesh, draw->index.count, sizeof(uint16_t));
memcpy(indexPointer.shorts, draw->index.data, draw->index.count * sizeof(uint16_t));
} else {
lovrMeshWriteIndices(mesh, 0, 0);
}
}
}
Material* material = draw->material;
if (!material) {
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if (!state.defaultMaterial) {
state.defaultMaterial = lovrMaterialCreate(true);
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}
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material = state.defaultMaterial;
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for (int i = 0; i < MAX_MATERIAL_TEXTURES; i++) {
lovrMaterialSetTexture(material, i, draw->textures[i]);
}
}
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DrawCommand command = {
.mesh = mesh,
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.shader = shader,
.material = material,
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.camera = state.camera,
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.pipeline = state.pipelines[state.pipeline],
.instances = draw->instances
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};
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mat4_init(command.transform, state.transforms[state.transform]);
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if (draw->transform) {
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mat4_multiply(command.transform, draw->transform);
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}
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gpuDraw(&command);
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}
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void lovrGraphicsPoints(uint32_t count) {
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lovrGraphicsDraw(&(DrawOptions) {
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.mode = MESH_POINTS,
.range = { 0, count }
});
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}
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void lovrGraphicsLine(uint32_t count) {
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lovrGraphicsDraw(&(DrawOptions) {
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.mode = MESH_LINE_STRIP,
.range = { 0, count }
});
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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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lovrGraphicsDraw(&(DrawOptions) {
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.material = material,
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.mode = MESH_LINE_LOOP,
.vertex.count = 3,
.vertex.data = (float[]) {
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
}
});
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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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lovrGraphicsDraw(&(DrawOptions) {
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.material = material,
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.mode = MESH_TRIANGLES,
.vertex.count = 3,
.vertex.data = (float[]) {
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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}
}
void lovrGraphicsPlane(DrawMode mode, Material* material, mat4 transform) {
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if (mode == DRAW_MODE_LINE) {
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lovrGraphicsDraw(&(DrawOptions) {
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.transform = transform,
.material = material,
.mode = MESH_LINE_LOOP,
.vertex.count = 4,
.vertex.data = (float[]) {
-.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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} else if (mode == DRAW_MODE_FILL) {
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lovrGraphicsDraw(&(DrawOptions) {
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.transform = transform,
.material = material,
.mode = MESH_TRIANGLE_STRIP,
.vertex.count = 4,
.vertex.data = (float[]) {
-.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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}
}
void lovrGraphicsBox(DrawMode mode, Material* material, mat4 transform) {
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if (mode == DRAW_MODE_LINE) {
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lovrGraphicsDraw(&(DrawOptions) {
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.transform = transform,
.material = material,
.mode = MESH_LINES,
.vertex.count = 8,
.vertex.data = (float[]) {
// Front
-.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,
// Back
-.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
},
.index.count = 24,
.index.data = (uint16_t[]) {
0, 1, 1, 2, 2, 3, 3, 0, // Front
4, 5, 5, 6, 6, 7, 7, 4, // Back
0, 4, 1, 5, 2, 6, 3, 7 // Connections
}
});
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} else {
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lovrGraphicsDraw(&(DrawOptions) {
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.transform = transform,
.material = material,
.mode = MESH_TRIANGLE_STRIP,
.vertex.count = 26,
.vertex.data = (float[]) {
// Front
-.5, -.5, -.5, 0, 0, -1, 0, 0,
-.5, .5, -.5, 0, 0, -1, 0, 1,
.5, -.5, -.5, 0, 0, -1, 1, 0,
.5, .5, -.5, 0, 0, -1, 1, 1,
// Right
.5, .5, -.5, 1, 0, 0, 0, 1,
.5, .5, .5, 1, 0, 0, 1, 1,
.5, -.5, -.5, 1, 0, 0, 0, 0,
.5, -.5, .5, 1, 0, 0, 1, 0,
// Back
.5, -.5, .5, 0, 0, 1, 0, 0,
.5, .5, .5, 0, 0, 1, 0, 1,
-.5, -.5, .5, 0, 0, 1, 1, 0,
-.5, .5, .5, 0, 0, 1, 1, 1,
// Left
-.5, .5, .5, -1, 0, 0, 0, 1,
-.5, .5, -.5, -1, 0, 0, 1, 1,
-.5, -.5, .5, -1, 0, 0, 0, 0,
-.5, -.5, -.5, -1, 0, 0, 1, 0,
// Bottom
-.5, -.5, -.5, 0, -1, 0, 0, 0,
.5, -.5, -.5, 0, -1, 0, 1, 0,
-.5, -.5, .5, 0, -1, 0, 0, 1,
.5, -.5, .5, 0, -1, 0, 1, 1,
// Adjust
.5, -.5, .5, 0, 1, 0, 0, 1,
-.5, .5, -.5, 0, 1, 0, 0, 1,
// Top
-.5, .5, -.5, 0, 1, 0, 0, 1,
-.5, .5, .5, 0, 1, 0, 0, 0,
.5, .5, -.5, 0, 1, 0, 1, 1,
.5, .5, .5, 0, 1, 0, 1, 0
}
});
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}
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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;
VertexPointer vertices = lovrGraphicsGetVertexPointer(count);
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lovrMeshWriteIndices(state.defaultMesh, 0, 0);
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if (hasCenterPoint) {
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memcpy(vertices.floats, (float[]) { 0, 0, 0, 0, 0, 1, .5, .5 }, 8 * sizeof(float));
vertices.floats += 8;
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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;
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memcpy(vertices.floats, (float[]) { x, y, 0, 0, 0, 1, x + .5, 1 - (y + .5) }, 8 * sizeof(float));
vertices.floats += 8;
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theta += angleShift;
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}
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lovrGraphicsDraw(&(DrawOptions) {
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.transform = transform,
.material = material,
.mode = mode == DRAW_MODE_LINE ? (arcMode == ARC_MODE_OPEN ? MESH_LINE_STRIP : MESH_LINE_LOOP) : MESH_TRIANGLE_FAN,
.range = { 0, count }
});
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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);
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IndexPointer indices = lovrMeshWriteIndices(state.defaultMesh, indexCount, sizeof(uint32_t));
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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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lovrGraphicsDraw(&(DrawOptions) {
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.material = material,
.mode = MESH_TRIANGLES,
.range = { 0, indexCount }
});
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}
void lovrGraphicsSphere(Material* material, mat4 transform, int segments) {
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VertexPointer vertices = lovrGraphicsGetVertexPointer((segments + 1) * (segments + 1));
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IndexPointer indices = lovrMeshWriteIndices(state.defaultMesh, 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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memcpy(vertices.floats, (float[]) { x, y, z, x, y, z, u, 1 - v }, 8 * sizeof(float));
vertices.floats += 8 * sizeof(float);
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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++) {
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unsigned int i0 = offset0 + j;
unsigned int i1 = offset1 + j;
memcpy(indices.ints, (uint32_t[]) { i0, i1, i0 + 1, i1, i1 + 1, i0 + 1}, 6 * sizeof(uint32_t));
indices.ints += 6 * sizeof(uint32_t);
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}
}
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lovrGraphicsDraw(&(DrawOptions) {
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.transform = transform,
.material = material,
.mode = MESH_TRIANGLES,
.range = { 0, segments * segments * 6 }
});
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}
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void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float az) {
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");
lovrGraphicsPushPipeline();
lovrGraphicsSetWinding(WINDING_COUNTERCLOCKWISE);
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lovrGraphicsDraw(&(DrawOptions) {
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.shader = type == TEXTURE_CUBE ? SHADER_CUBE : SHADER_PANO,
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.textures[TEXTURE_DIFFUSE] = texture,
.textures[TEXTURE_ENVIRONMENT_MAP] = texture,
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.mode = MESH_TRIANGLE_STRIP,
.vertex.count = 4,
.vertex.data = (float[]) {
-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
}
});
lovrGraphicsPopPipeline();
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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);
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lovrMeshWriteIndices(state.defaultMesh, 0, 0);
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lovrGraphicsPush();
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lovrGraphicsMatrixTransform(transform);
lovrGraphicsScale(scale, scale, scale);
lovrGraphicsTranslate(0, offsety, 0);
lovrGraphicsPushPipeline();
state.pipelines[state.pipeline].depthWrite = false;
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lovrGraphicsDraw(&(DrawOptions) {
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.shader = SHADER_FONT,
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.textures[TEXTURE_DIFFUSE] = font->texture,
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.mode = MESH_TRIANGLES,
.range = { 0, vertexCount }
});
lovrGraphicsPopPipeline();
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lovrGraphicsPop();
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}
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void lovrGraphicsFill(Texture* texture) {
lovrGraphicsPushPipeline();
lovrGraphicsSetDepthTest(COMPARE_NONE, false);
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lovrGraphicsDraw(&(DrawOptions) {
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.shader = SHADER_FILL,
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.textures[TEXTURE_DIFFUSE] = texture,
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.mode = MESH_TRIANGLE_STRIP,
.vertex.count = 4,
.vertex.data = (float[]) {
-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
}
});
lovrGraphicsPopPipeline();
}