#include "graphics/font.h" #include "graphics/material.h" #include "graphics/shader.h" #include "graphics/texture.h" #include "math/math.h" #include "lib/glfw.h" #pragma once #define MAX_VIEWS 4 #define MAX_TRANSFORMS 60 #define INTERNAL_TRANSFORMS 4 #define DEFAULT_SHADER_COUNT 4 #define MAX_TEXTURES 16 typedef enum { BLEND_ALPHA, BLEND_ADD, BLEND_SUBTRACT, BLEND_MULTIPLY, BLEND_LIGHTEN, BLEND_DARKEN, BLEND_SCREEN, BLEND_REPLACE } BlendMode; typedef enum { BLEND_ALPHA_MULTIPLY, BLEND_PREMULTIPLIED } BlendAlphaMode; typedef enum { DRAW_MODE_FILL, DRAW_MODE_LINE } DrawMode; typedef enum { WINDING_CLOCKWISE = GL_CW, WINDING_COUNTERCLOCKWISE = GL_CCW } Winding; typedef enum { COMPARE_NONE = 0, COMPARE_EQUAL = GL_EQUAL, COMPARE_NOT_EQUAL = GL_NOTEQUAL, COMPARE_LESS = GL_LESS, COMPARE_LEQUAL = GL_LEQUAL, COMPARE_GEQUAL = GL_GEQUAL, COMPARE_GREATER = GL_GREATER } CompareMode; typedef enum { MATRIX_MODEL, MATRIX_VIEW } MatrixType; typedef struct { int initialized; float pointSizes[2]; int textureSize; int textureMSAA; float textureAnisotropy; } GraphicsLimits; typedef struct { int framebuffer; float projection[16]; int viewport[4]; } View; typedef struct { GLFWwindow* window; Shader* defaultShaders[DEFAULT_SHADER_COUNT]; DefaultShader defaultShader; Material* defaultMaterial; Font* defaultFont; Texture* defaultTexture; float transforms[MAX_TRANSFORMS + INTERNAL_TRANSFORMS][2][16]; int transform; Color backgroundColor; BlendMode blendMode; BlendAlphaMode blendAlphaMode; Color color; int culling; TextureFilter defaultFilter; CompareMode depthTest; Font* font; GraphicsLimits limits; float lineWidth; Material* material; float pointSize; Shader* shader; Winding winding; int wireframe; uint32_t streamVAO; uint32_t streamVBO; uint32_t streamIBO; vec_float_t streamData; vec_uint_t streamIndices; View views[MAX_VIEWS]; int view; Texture* textures[MAX_TEXTURES]; uint32_t program; uint32_t vertexArray; uint32_t vertexBuffer; uint32_t indexBuffer; } GraphicsState; // Base void lovrGraphicsInit(); void lovrGraphicsDestroy(); void lovrGraphicsReset(); void lovrGraphicsClear(int color, int depth); void lovrGraphicsPresent(); void lovrGraphicsPrepare(); void lovrGraphicsCreateWindow(int w, int h, int fullscreen, int msaa, const char* title, const char* icon); int lovrGraphicsGetWidth(); int lovrGraphicsGetHeight(); // State Color lovrGraphicsGetBackgroundColor(); void lovrGraphicsSetBackgroundColor(Color color); void lovrGraphicsGetBlendMode(BlendMode* mode, BlendAlphaMode* alphaMode); void lovrGraphicsSetBlendMode(BlendMode mode, BlendAlphaMode alphaMode); Color lovrGraphicsGetColor(); void lovrGraphicsSetColor(Color color); int lovrGraphicsIsCullingEnabled(); void lovrGraphicsSetCullingEnabled(int culling); TextureFilter lovrGraphicsGetDefaultFilter(); void lovrGraphicsSetDefaultFilter(TextureFilter filter); CompareMode lovrGraphicsGetDepthTest(); void lovrGraphicsSetDepthTest(CompareMode depthTest); Font* lovrGraphicsGetFont(); void lovrGraphicsSetFont(Font* font); GraphicsLimits lovrGraphicsGetLimits(); float lovrGraphicsGetLineWidth(); void lovrGraphicsSetLineWidth(float width); Material* lovrGraphicsGetMaterial(); void lovrGraphicsSetMaterial(Material* material); float lovrGraphicsGetPointSize(); void lovrGraphicsSetPointSize(float size); Shader* lovrGraphicsGetShader(); void lovrGraphicsSetShader(Shader* shader); Winding lovrGraphicsGetWinding(); void lovrGraphicsSetWinding(Winding winding); int lovrGraphicsIsWireframe(); void lovrGraphicsSetWireframe(int wireframe); // Transforms void lovrGraphicsPush(); void lovrGraphicsPop(); void lovrGraphicsOrigin(); void lovrGraphicsTranslate(MatrixType type, float x, float y, float z); void lovrGraphicsRotate(MatrixType type, float angle, float ax, float ay, float az); void lovrGraphicsScale(MatrixType type, float x, float y, float z); void lovrGraphicsMatrixTransform(MatrixType type, mat4 transform); // Primitives void lovrGraphicsPoints(float* points, int count); void lovrGraphicsLine(float* points, int count); void lovrGraphicsTriangle(DrawMode mode, float* points); void lovrGraphicsPlane(DrawMode mode, mat4 transform); void lovrGraphicsPlaneFullscreen(Texture* texture); void lovrGraphicsBox(DrawMode mode, mat4 transform); void lovrGraphicsCylinder(float x1, float y1, float z1, float x2, float y2, float z2, float r1, float r2, int capped, int segments); void lovrGraphicsSphere(mat4 transform, int segments); void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float az); void lovrGraphicsPrint(const char* str, mat4 transform, float wrap, HorizontalAlign halign, VerticalAlign valign); // Internal State void lovrGraphicsPushView(); void lovrGraphicsPopView(); mat4 lovrGraphicsGetProjection(); void lovrGraphicsSetProjection(mat4 projection); void lovrGraphicsSetViewport(int x, int y, int w, int h); void lovrGraphicsBindFramebuffer(int framebuffer); Texture* lovrGraphicsGetTexture(); void lovrGraphicsBindTexture(Texture* texture, TextureType type, int slot); void lovrGraphicsSetDefaultShader(DefaultShader defaultShader); Shader* lovrGraphicsGetActiveShader(); void lovrGraphicsUseProgram(uint32_t program); void lovrGraphicsBindVertexArray(uint32_t vao); void lovrGraphicsBindVertexBuffer(uint32_t vbo); void lovrGraphicsBindIndexBuffer(uint32_t ibo); GLFWwindow* lovrGraphicsGetWindow();