#include "graphics/graphics.h" #include "graphics/shaders.h" #include "loaders/texture.h" #include "loaders/font.h" #include "event/event.h" #include "filesystem/filesystem.h" #include "math/mat4.h" #include "math/vec3.h" #include "util.h" #include "lib/stb/stb_image.h" #define _USE_MATH_DEFINES #include #include #include static GraphicsState state; static void onCloseWindow(GLFWwindow* window) { if (window == state.window) { EventType type = EVENT_QUIT; EventData data = { .quit = { 0 } }; Event event = { .type = type, .data = data }; lovrEventPush(event); } } // Base void lovrGraphicsInit() { // } void lovrGraphicsDestroy() { lovrGraphicsSetShader(NULL); lovrGraphicsSetFont(NULL); for (int i = 0; i < DEFAULT_SHADER_COUNT; i++) { if (state.defaultShaders[i]) lovrRelease(&state.defaultShaders[i]->ref); } if (state.defaultMaterial) lovrRelease(&state.defaultMaterial->ref); if (state.defaultFont) lovrRelease(&state.defaultFont->ref); if (state.defaultTexture) lovrRelease(&state.defaultTexture->ref); glDeleteVertexArrays(1, &state.streamVAO); glDeleteBuffers(1, &state.streamVBO); glDeleteBuffers(1, &state.streamIBO); vec_deinit(&state.streamData); vec_deinit(&state.streamIndices); } void lovrGraphicsReset() { int w = lovrGraphicsGetWidth(); int h = lovrGraphicsGetHeight(); float projection[16]; state.transform = 0; state.view = 0; state.defaultShader = SHADER_DEFAULT; lovrGraphicsSetBackgroundColor((Color) { 0, 0, 0, 1. }); lovrGraphicsSetBlendMode(BLEND_ALPHA, BLEND_ALPHA_MULTIPLY); lovrGraphicsSetColor((Color) { 1., 1., 1., 1. }); lovrGraphicsSetCullingEnabled(false); lovrGraphicsSetDefaultFilter((TextureFilter) { .mode = FILTER_TRILINEAR }); lovrGraphicsSetDepthTest(COMPARE_LEQUAL); lovrGraphicsSetFont(NULL); lovrGraphicsSetMaterial(NULL); lovrGraphicsSetLineWidth(1); lovrGraphicsSetPointSize(1); lovrGraphicsSetShader(NULL); lovrGraphicsSetWinding(WINDING_COUNTERCLOCKWISE); lovrGraphicsSetWireframe(false); lovrGraphicsSetViewport(0, 0, w, h); lovrGraphicsSetProjection(mat4_perspective(projection, .01f, 100.f, 67 * M_PI / 180., (float) w / h)); lovrGraphicsOrigin(); } void lovrGraphicsClear(bool color, bool depth) { if (!color && !depth) return; glClear((color ? GL_COLOR_BUFFER_BIT : 0) | (depth ? GL_DEPTH_BUFFER_BIT : 0)); } void lovrGraphicsPresent() { glfwSwapBuffers(state.window); } void lovrGraphicsPrepare(float* pose) { Shader* shader = lovrGraphicsGetActiveShader(); if (!shader) { shader = state.defaultShaders[state.defaultShader] = lovrShaderCreateDefault(state.defaultShader); } mat4 model = state.transforms[state.transform][MATRIX_MODEL]; mat4 view = state.transforms[state.transform][MATRIX_VIEW]; mat4 projection = state.views[state.view].projection; lovrShaderSetMatrix(shader, "lovrModel", model, 16); lovrShaderSetMatrix(shader, "lovrView", view, 16); lovrShaderSetMatrix(shader, "lovrProjection", projection, 16); float transform[16]; mat4_multiply(mat4_set(transform, view), model); lovrShaderSetMatrix(shader, "lovrTransform", transform, 16); if (lovrShaderGetUniform(shader, "lovrNormalMatrix")) { if (mat4_invert(transform)) { mat4_transpose(transform); } else { mat4_identity(transform); } float normalMatrix[9] = { transform[0], transform[1], transform[2], transform[4], transform[5], transform[6], transform[8], transform[9], transform[10] }; lovrShaderSetMatrix(shader, "lovrNormalMatrix", normalMatrix, 9); } // Color float color[4] = { state.color.r, state.color.g, state.color.b, state.color.a }; lovrShaderSetFloat(shader, "lovrColor", color, 4); // Point size lovrShaderSetFloat(shader, "lovrPointSize", &state.pointSize, 1); // Pose if (pose) { lovrShaderSetMatrix(shader, "lovrPose", pose, MAX_BONES * 16); } else { float identity[16]; mat4_identity(identity); lovrShaderSetMatrix(shader, "lovrPose", identity, 16); } // Material Material* material = lovrGraphicsGetMaterial(); for (int i = 0; i < MAX_MATERIAL_COLORS; i++) { Color color = lovrMaterialGetColor(material, i); float data[4] = { color.r, color.g, color.b, color.a }; lovrShaderSetFloat(shader, lovrShaderColorUniforms[i], data, 4); } for (int i = 0; i < MAX_MATERIAL_TEXTURES; i++) { Texture* texture = lovrMaterialGetTexture(material, i); lovrShaderSetTexture(shader, lovrShaderTextureUniforms[i], &texture, 1); } lovrGraphicsUseProgram(shader->program); lovrShaderBind(shader); } void lovrGraphicsCreateWindow(int w, int h, bool fullscreen, int msaa, const char* title, const char* icon) { lovrAssert(!state.window, "Window is already created"); #ifdef EMSCRIPTEN glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_SAMPLES, msaa); #else 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); #endif 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); } 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"); } if (icon) { GLFWimage image; image.pixels = stbi_load(icon, &image.width, &image.height, NULL, 3); glfwSetWindowIcon(state.window, 1, &image); free(image.pixels); } glfwMakeContextCurrent(state.window); glfwSetWindowCloseCallback(state.window, onCloseWindow); #ifndef EMSCRIPTEN gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); glfwSwapInterval(0); glEnable(GL_LINE_SMOOTH); glEnable(GL_PROGRAM_POINT_SIZE); #endif glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenVertexArrays(1, &state.streamVAO); glGenBuffers(1, &state.streamVBO); glGenBuffers(1, &state.streamIBO); vec_init(&state.streamData); vec_init(&state.streamIndices); lovrGraphicsReset(); atexit(lovrGraphicsDestroy); } int lovrGraphicsGetWidth() { int width, height; glfwGetFramebufferSize(state.window, &width, &height); return width; } int lovrGraphicsGetHeight() { int width, height; glfwGetFramebufferSize(state.window, &width, &height); return height; } // State Color lovrGraphicsGetBackgroundColor() { return state.backgroundColor; } void lovrGraphicsSetBackgroundColor(Color color) { state.backgroundColor = color; glClearColor(color.r, color.g, color.b, color.a); } 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); break; case BLEND_DARKEN: glBlendEquation(GL_MIN); glBlendFuncSeparate(srcRGB, GL_ZERO, GL_ONE, GL_ZERO); 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; } } Color lovrGraphicsGetColor() { return state.color; } void lovrGraphicsSetColor(Color color) { state.color = color; } bool lovrGraphicsIsCullingEnabled() { return state.culling; } void lovrGraphicsSetCullingEnabled(bool culling) { if (culling != state.culling) { state.culling = culling; if (culling) { glEnable(GL_CULL_FACE); } else { glDisable(GL_CULL_FACE); } } } TextureFilter lovrGraphicsGetDefaultFilter() { return state.defaultFilter; } void lovrGraphicsSetDefaultFilter(TextureFilter filter) { state.defaultFilter = filter; } CompareMode lovrGraphicsGetDepthTest() { return state.depthTest; } void lovrGraphicsSetDepthTest(CompareMode depthTest) { if (state.depthTest != depthTest) { state.depthTest = depthTest; glDepthFunc(depthTest); if (depthTest) { glEnable(GL_DEPTH_TEST); } else { glDisable(GL_DEPTH_TEST); } } } Font* lovrGraphicsGetFont() { if (!state.font) { if (!state.defaultFont) { FontData* fontData = lovrFontDataCreate(NULL, 32); state.defaultFont = lovrFontCreate(fontData); } lovrGraphicsSetFont(state.defaultFont); } return state.font; } void lovrGraphicsSetFont(Font* font) { if (state.font) { lovrRelease(&state.font->ref); } state.font = font; if (font) { lovrRetain(&state.font->ref); } } GraphicsLimits lovrGraphicsGetLimits() { if (!state.limits.initialized) { #ifdef EMSCRIPTEN glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, state.limits.pointSizes); #else glGetFloatv(GL_POINT_SIZE_RANGE, state.limits.pointSizes); #endif 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; } return state.limits; } float lovrGraphicsGetLineWidth() { return state.lineWidth; } void lovrGraphicsSetLineWidth(float width) { state.lineWidth = width; glLineWidth(width); } Material* lovrGraphicsGetMaterial() { if (!state.material) { if (!state.defaultMaterial) { MaterialData* materialData = lovrMaterialDataCreateEmpty(); state.defaultMaterial = lovrMaterialCreate(materialData, true); } lovrGraphicsSetMaterial(state.defaultMaterial); } return state.material; } void lovrGraphicsSetMaterial(Material* material) { if (state.material) { lovrRelease(&state.material->ref); } state.material = material; if (material) { lovrRetain(&material->ref); } } float lovrGraphicsGetPointSize() { return state.pointSize; } void lovrGraphicsSetPointSize(float size) { state.pointSize = size; } Shader* lovrGraphicsGetShader() { return state.shader; } void lovrGraphicsSetShader(Shader* shader) { if (shader != state.shader) { if (state.shader) { lovrRelease(&state.shader->ref); } state.shader = shader; if (shader) { lovrRetain(&state.shader->ref); } } } Winding lovrGraphicsGetWinding() { return state.winding; } void lovrGraphicsSetWinding(Winding winding) { state.winding = winding; glFrontFace(winding); } bool lovrGraphicsIsWireframe() { return state.wireframe; } void lovrGraphicsSetWireframe(bool wireframe) { #ifndef EMSCRIPTEN if (state.wireframe != wireframe) { state.wireframe = wireframe; glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL); } #endif } // Transforms void lovrGraphicsPush() { if (++state.transform >= MAX_TRANSFORMS) { lovrThrow("Unbalanced matrix stack (more pushes than pops?)"); } memcpy(state.transforms[state.transform], state.transforms[state.transform - 1], 2 * 16 * sizeof(float)); } void lovrGraphicsPop() { if (--state.transform < 0) { lovrThrow("Unbalanced matrix stack (more pops than pushes?)"); } } void lovrGraphicsOrigin() { mat4_identity(state.transforms[state.transform][MATRIX_MODEL]); mat4_identity(state.transforms[state.transform][MATRIX_VIEW]); } void lovrGraphicsTranslate(MatrixType type, float x, float y, float z) { mat4_translate(state.transforms[state.transform][type], x, y, z); } void lovrGraphicsRotate(MatrixType type, float angle, float ax, float ay, float az) { mat4_rotate(state.transforms[state.transform][type], angle, ax, ay, az); } void lovrGraphicsScale(MatrixType type, float x, float y, float z) { mat4_scale(state.transforms[state.transform][type], x, y, z); } void lovrGraphicsMatrixTransform(MatrixType type, mat4 transform) { mat4_multiply(state.transforms[state.transform][type], transform); } // Primitives static void lovrGraphicsSetStreamData(float* data, int length) { vec_clear(&state.streamData); vec_pusharr(&state.streamData, data, length); } static void lovrGraphicsSetIndexData(unsigned int* data, int length) { vec_clear(&state.streamIndices); vec_pusharr(&state.streamIndices, data, length); } static void lovrGraphicsDrawPrimitive(GLenum mode, bool hasNormals, bool hasTexCoords, bool useIndices) { int stride = 3 + (hasNormals ? 3 : 0) + (hasTexCoords ? 2 : 0); int strideBytes = stride * sizeof(float); float* data = state.streamData.data; unsigned int* indices = state.streamIndices.data; lovrGraphicsPrepare(NULL); lovrGraphicsBindVertexArray(state.streamVAO); lovrGraphicsBindVertexBuffer(state.streamVBO); glBufferData(GL_ARRAY_BUFFER, state.streamData.length * sizeof(float), data, GL_STREAM_DRAW); glEnableVertexAttribArray(LOVR_SHADER_POSITION); glVertexAttribPointer(LOVR_SHADER_POSITION, 3, GL_FLOAT, GL_FALSE, strideBytes, (void*) 0); if (hasNormals) { glEnableVertexAttribArray(LOVR_SHADER_NORMAL); glVertexAttribPointer(LOVR_SHADER_NORMAL, 3, GL_FLOAT, GL_FALSE, strideBytes, (void*) (3 * sizeof(float))); } else { glDisableVertexAttribArray(LOVR_SHADER_NORMAL); } if (hasTexCoords) { void* offset = (void*) ((hasNormals ? 6 : 3) * sizeof(float)); glEnableVertexAttribArray(LOVR_SHADER_TEX_COORD); glVertexAttribPointer(LOVR_SHADER_TEX_COORD, 2, GL_FLOAT, GL_FALSE, strideBytes, offset); } else { glDisableVertexAttribArray(LOVR_SHADER_TEX_COORD); } glDisableVertexAttribArray(LOVR_SHADER_BONES); glDisableVertexAttribArray(LOVR_SHADER_BONE_WEIGHTS); if (useIndices) { lovrGraphicsBindIndexBuffer(state.streamIBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, state.streamIndices.length * sizeof(unsigned int), indices, GL_STREAM_DRAW); glDrawElements(mode, state.streamIndices.length, GL_UNSIGNED_INT, NULL); } else { glDrawArrays(mode, 0, state.streamData.length / stride); } } void lovrGraphicsPoints(float* points, int count) { lovrGraphicsSetDefaultShader(SHADER_DEFAULT); lovrGraphicsSetStreamData(points, count); lovrGraphicsDrawPrimitive(GL_POINTS, false, false, false); } void lovrGraphicsLine(float* points, int count) { lovrGraphicsSetDefaultShader(SHADER_DEFAULT); lovrGraphicsSetStreamData(points, count); lovrGraphicsDrawPrimitive(GL_LINE_STRIP, false, false, false); } void lovrGraphicsTriangle(DrawMode mode, float* points) { lovrGraphicsSetDefaultShader(SHADER_DEFAULT); if (mode == DRAW_MODE_LINE) { lovrGraphicsSetStreamData(points, 9); lovrGraphicsDrawPrimitive(GL_LINE_LOOP, false, false, false); } else { float normal[3]; vec3_cross(vec3_init(normal, &points[0]), &points[3]); float data[18] = { points[0], points[1], points[2], normal[0], normal[1], normal[2], points[3], points[4], points[5], normal[0], normal[1], normal[2], points[6], points[7], points[8], normal[0], normal[1], normal[2] }; lovrGraphicsSetStreamData(data, 18); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, true, false, false); } } void lovrGraphicsPlane(DrawMode mode, mat4 transform) { lovrGraphicsPush(); lovrGraphicsMatrixTransform(MATRIX_MODEL, transform); if (mode == DRAW_MODE_LINE) { float points[] = { -.5, .5, 0, .5, .5, 0, .5, -.5, 0, -.5, -.5, 0 }; lovrGraphicsSetDefaultShader(SHADER_DEFAULT); lovrGraphicsSetStreamData(points, 12); lovrGraphicsDrawPrimitive(GL_LINE_LOOP, false, false, false); } else if (mode == DRAW_MODE_FILL) { float data[] = { -.5, .5, 0, 0, 0, -1, 0, 0, -.5, -.5, 0, 0, 0, -1, 0, 1, .5, .5, 0, 0, 0, -1, 1, 0, .5, -.5, 0, 0, 0, -1, 1, 1 }; lovrGraphicsSetDefaultShader(SHADER_DEFAULT); lovrGraphicsSetStreamData(data, 32); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, true, true, false); } lovrGraphicsPop(); } void lovrGraphicsPlaneFullscreen(Texture* texture) { float data[] = { -1, 1, 0, 0, 1, -1, -1, 0, 0, 0, 1, 1, 0, 1, 1, 1, -1, 0, 1, 0 }; lovrGraphicsSetDefaultShader(SHADER_FULLSCREEN); Material* material = lovrGraphicsGetMaterial(); Texture* lastTexture = lovrMaterialGetTexture(material, TEXTURE_DIFFUSE); lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, texture); lovrGraphicsSetStreamData(data, 20); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, false, true, false); lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, lastTexture); } void lovrGraphicsBox(DrawMode mode, mat4 transform) { lovrGraphicsSetDefaultShader(SHADER_DEFAULT); lovrGraphicsPush(); lovrGraphicsMatrixTransform(MATRIX_MODEL, transform); if (mode == DRAW_MODE_LINE) { float points[] = { // Front -.5, .5, -.5, .5, .5, -.5, .5, -.5, -.5, -.5, -.5, -.5, // Back -.5, .5, .5, .5, .5, .5, .5, -.5, .5, -.5, -.5, .5 }; unsigned int indices[] = { 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 }; lovrGraphicsSetDefaultShader(SHADER_DEFAULT); lovrGraphicsSetStreamData(points, 24); lovrGraphicsSetIndexData(indices, 24); lovrGraphicsDrawPrimitive(GL_LINES, false, false, true); } else { float data[] = { // Front -.5, -.5, -.5, 0, 0, -1, 0, 0, .5, -.5, -.5, 0, 0, -1, 1, 0, -.5, .5, -.5, 0, 0, -1, 0, 1, .5, .5, -.5, 0, 0, -1, 1, 1, // Right .5, .5, -.5, 1, 0, 0, 0, 1, .5, -.5, -.5, 1, 0, 0, 0, 0, .5, .5, .5, 1, 0, 0, 1, 1, .5, -.5, .5, 1, 0, 0, 1, 0, // Back .5, -.5, .5, 0, 0, 1, 0, 0, -.5, -.5, .5, 0, 0, 1, 1, 0, .5, .5, .5, 0, 0, 1, 0, 1, -.5, .5, .5, 0, 0, 1, 1, 1, // Left -.5, .5, .5, -1, 0, 0, 0, 1, -.5, -.5, .5, -1, 0, 0, 0, 0, -.5, .5, -.5, -1, 0, 0, 1, 1, -.5, -.5, -.5, -1, 0, 0, 1, 0, // Bottom -.5, -.5, -.5, 0, -1, 0, 0, 0, -.5, -.5, .5, 0, -1, 0, 0, 1, .5, -.5, -.5, 0, -1, 0, 1, 0, .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, 1, 1, -.5, .5, .5, 0, 1, 0, 0, 0, .5, .5, .5, 0, 1, 0, 1, 0 }; lovrGraphicsSetDefaultShader(SHADER_DEFAULT); lovrGraphicsSetStreamData(data, 208); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, true, true, false); } lovrGraphicsPop(); } void lovrGraphicsCylinder(float x1, float y1, float z1, float x2, float y2, float z2, float r1, float r2, bool capped, int segments) { float axis[3] = { x1 - x2, y1 - y2, z1 - z2 }; float n[3] = { x1 - x2, y1 - y2, z1 - z2 }; float p[3]; float q[3]; int stride = 6; int dataSize = stride * ((capped && r1) * (segments + 2) + (capped && r2) * (segments + 2) + 2 * (segments + 1)); int indexSize = 3 * segments * ((capped && r1) + (capped && r2) + 2); vec_clear(&state.streamData); vec_reserve(&state.streamData, dataSize); state.streamData.length = 0; float* data = state.streamData.data; vec_clear(&state.streamIndices); vec_reserve(&state.streamIndices, indexSize); state.streamIndices.length = 0; unsigned int* indices = state.streamIndices.data; 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) \ data[state.streamData.length++] = x; \ data[state.streamData.length++] = y; \ data[state.streamData.length++] = z; \ data[state.streamData.length++] = nx; \ data[state.streamData.length++] = ny; \ data[state.streamData.length++] = nz; #define PUSH_CYLINDER_TRIANGLE(i1, i2, i3) \ indices[state.streamIndices.length++] = i1; \ indices[state.streamIndices.length++] = i2; \ indices[state.streamIndices.length++] = i3; // Ring int ringOffset = state.streamData.length / 6; 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 int topOffset = state.streamData.length / 6; if (capped && r1 != 0) { PUSH_CYLINDER_VERTEX(x1, y1, z1, axis[0], axis[1], axis[2]); for (int i = 0; i <= segments; i++) { int j = i * 2 * stride; PUSH_CYLINDER_VERTEX(data[j + 0], data[j + 1], data[j + 2], axis[0], axis[1], axis[2]); } } // Bottom int bottomOffset = state.streamData.length / 6; if (capped && r2 != 0) { PUSH_CYLINDER_VERTEX(x2, y2, z2, -axis[0], -axis[1], -axis[2]); for (int i = 0; i <= segments; i++) { int j = i * 2 * stride + stride; PUSH_CYLINDER_VERTEX(data[j + 0], data[j + 1], data[j + 2], -axis[0], -axis[1], -axis[2]); } } // Indices for (int i = 0; i < segments; i++) { int j = ringOffset + 2 * i; 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); } } lovrGraphicsSetDefaultShader(SHADER_DEFAULT); lovrGraphicsDrawPrimitive(GL_TRIANGLES, true, false, true); #undef PUSH_CYLINDER_VERTEX #undef PUSH_CYLINDER_TRIANGLE } void lovrGraphicsSphere(mat4 transform, int segments) { vec_clear(&state.streamData); vec_clear(&state.streamIndices); for (int i = 0; i <= segments; i++) { float v = i / (float) segments; for (int j = 0; j <= segments; j++) { float u = j / (float) segments; float x = sin(u * 2 * M_PI) * sin(v * M_PI); float y = cos(v * M_PI); float z = -cos(u * 2 * M_PI) * sin(v * M_PI); vec_push(&state.streamData, x); vec_push(&state.streamData, y); vec_push(&state.streamData, z); vec_push(&state.streamData, x); vec_push(&state.streamData, y); vec_push(&state.streamData, z); vec_push(&state.streamData, u); vec_push(&state.streamData, v); } } 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; vec_push(&state.streamIndices, index0); vec_push(&state.streamIndices, index1); vec_push(&state.streamIndices, index0 + 1); vec_push(&state.streamIndices, index1); vec_push(&state.streamIndices, index1 + 1); vec_push(&state.streamIndices, index0 + 1); } } if (transform) { lovrGraphicsPush(); lovrGraphicsMatrixTransform(MATRIX_MODEL, transform); } lovrGraphicsSetDefaultShader(SHADER_DEFAULT); lovrGraphicsDrawPrimitive(GL_TRIANGLES, true, true, true); if (transform) { lovrGraphicsPop(); } } void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float az) { lovrGraphicsPush(); lovrGraphicsOrigin(); lovrGraphicsRotate(MATRIX_MODEL, angle, ax, ay, az); glDepthMask(GL_FALSE); bool wasCulling = lovrGraphicsIsCullingEnabled(); lovrGraphicsSetCullingEnabled(false); if (texture->type == TEXTURE_CUBE) { float cube[] = { // Front 1.f, -1.f, -1.f, 1.f, 1.f, -1.f, -1.f, -1.f, -1.f, -1.f, 1.f, -1.f, // Left -1.f, 1.f, -1.f, -1.f, 1.f, 1.f, -1.f, -1.f, -1.f, -1.f, -1.f, 1.f, // Back -1.f, -1.f, 1.f, 1.f, -1.f, 1.f, -1.f, 1.f, 1.f, 1.f, 1.f, 1.f, // Right 1.f, 1.f, 1.f, 1.f, -1.f, 1.f, 1.f, 1.f, -1.f, 1.f, -1.f, -1.f, // Bottom 1.f, -1.f, -1.f, 1.f, -1.f, 1.f, -1.f, -1.f, -1.f, -1.f, -1.f, 1.f, // Adjust -1.f, -1.f, 1.f, -1.f, 1.f, -1.f, // Top -1.f, 1.f, -1.f, -1.f, 1.f, 1.f, 1.f, 1.f, -1.f, 1.f, 1.f, 1.f }; lovrGraphicsSetStreamData(cube, 78); lovrGraphicsSetDefaultShader(SHADER_SKYBOX); Material* material = lovrGraphicsGetMaterial(); Texture* lastTexture = lovrMaterialGetTexture(material, TEXTURE_ENVIRONMENT_MAP); lovrMaterialSetTexture(material, TEXTURE_ENVIRONMENT_MAP, texture); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, false, false, false); lovrMaterialSetTexture(material, TEXTURE_ENVIRONMENT_MAP, lastTexture); } else if (texture->type == TEXTURE_2D) { Material* material = lovrGraphicsGetMaterial(); Texture* lastTexture = lovrMaterialGetTexture(material, TEXTURE_DIFFUSE); lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, texture); lovrGraphicsSphere(NULL, 30); lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, lastTexture); } lovrGraphicsSetCullingEnabled(wasCulling); glDepthMask(GL_TRUE); lovrGraphicsPop(); } void lovrGraphicsPrint(const char* str, mat4 transform, float wrap, HorizontalAlign halign, VerticalAlign valign) { Font* font = lovrGraphicsGetFont(); float scale = 1 / font->pixelDensity; float offsety; lovrFontRender(font, str, wrap, halign, valign, &state.streamData, &offsety); lovrGraphicsPush(); lovrGraphicsMatrixTransform(MATRIX_MODEL, transform); lovrGraphicsScale(MATRIX_MODEL, scale, scale, scale); lovrGraphicsTranslate(MATRIX_MODEL, 0, offsety, 0); lovrGraphicsSetDefaultShader(SHADER_FONT); Material* material = lovrGraphicsGetMaterial(); Texture* lastTexture = lovrMaterialGetTexture(material, TEXTURE_DIFFUSE); lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, font->texture); glDepthMask(GL_FALSE); lovrGraphicsDrawPrimitive(GL_TRIANGLES, false, true, false); glDepthMask(GL_TRUE); lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, lastTexture); lovrGraphicsPop(); } // Internal State void lovrGraphicsPushView() { if (++state.view >= MAX_VIEWS) { lovrThrow("View overflow"); } memcpy(&state.views[state.view], &state.views[state.view - 1], sizeof(View)); } void lovrGraphicsPopView() { if (--state.view < 0) { lovrThrow("View underflow"); } int* viewport = state.views[state.view].viewport; lovrGraphicsSetViewport(viewport[0], viewport[1], viewport[2], viewport[3]); lovrGraphicsBindFramebuffer(state.views[state.view].framebuffer); } mat4 lovrGraphicsGetProjection() { return state.views[state.view].projection; } void lovrGraphicsSetProjection(mat4 projection) { memcpy(state.views[state.view].projection, projection, 16 * sizeof(float)); } void lovrGraphicsSetViewport(int x, int y, int w, int h) { state.views[state.view].viewport[0] = x; state.views[state.view].viewport[1] = y; state.views[state.view].viewport[2] = w; state.views[state.view].viewport[3] = h; glViewport(x, y, w, h); } void lovrGraphicsBindFramebuffer(int framebuffer) { state.views[state.view].framebuffer = framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); } Texture* lovrGraphicsGetTexture(int slot) { return state.textures[slot]; } void lovrGraphicsBindTexture(Texture* texture, TextureType type, int slot) { if (!texture) { if (!state.defaultTexture) { TextureData* textureData = lovrTextureDataGetBlank(1, 1, 0xff, FORMAT_RGBA); state.defaultTexture = lovrTextureCreate(TEXTURE_2D, &textureData, 1); } texture = state.defaultTexture; } if (texture != state.textures[slot]) { if (state.textures[slot]) { lovrRelease(&state.textures[slot]->ref); } state.textures[slot] = texture; glActiveTexture(GL_TEXTURE0 + slot); glBindTexture(type, texture->id); lovrRetain(&texture->ref); } } void lovrGraphicsSetDefaultShader(DefaultShader shader) { state.defaultShader = shader; } Shader* lovrGraphicsGetActiveShader() { return state.shader ? state.shader : state.defaultShaders[state.defaultShader]; } void lovrGraphicsUseProgram(uint32_t program) { if (state.program != program) { state.program = program; glUseProgram(program); } } void lovrGraphicsBindVertexArray(uint32_t vertexArray) { if (state.vertexArray != vertexArray) { state.vertexArray = vertexArray; glBindVertexArray(vertexArray); } } void lovrGraphicsBindVertexBuffer(uint32_t vertexBuffer) { if (state.vertexBuffer != vertexBuffer) { state.vertexBuffer = vertexBuffer; glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); } } void lovrGraphicsBindIndexBuffer(uint32_t indexBuffer) { if (state.indexBuffer != indexBuffer) { state.indexBuffer = indexBuffer; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer); } } GLFWwindow* lovrGraphicsGetWindow() { return state.window; }