#include "graphics/canvas.h" #include "graphics/font.h" #include "graphics/material.h" #include "graphics/mesh.h" #include "graphics/shader.h" #include "graphics/texture.h" #include "math/math.h" #include "util.h" #include "platform.h" #include #include #pragma once #define MAX_TRANSFORMS 64 #define MAX_PIPELINES 16 #define MAX_VERTICES (1 << 16) #define MAX_INDICES (1 << 16) #define MAX_BATCH_SIZE 192 // Enough to fit in any UBO typedef void (*StencilCallback)(void* userdata); typedef enum { ARC_MODE_PIE, ARC_MODE_OPEN, ARC_MODE_CLOSED } ArcMode; 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 { COMPARE_NONE, COMPARE_EQUAL, COMPARE_NEQUAL, COMPARE_LESS, COMPARE_LEQUAL, COMPARE_GREATER, COMPARE_GEQUAL } CompareMode; typedef enum { STYLE_FILL, STYLE_LINE } DrawStyle; typedef enum { STENCIL_REPLACE, STENCIL_INCREMENT, STENCIL_DECREMENT, STENCIL_INCREMENT_WRAP, STENCIL_DECREMENT_WRAP, STENCIL_INVERT } StencilAction; typedef enum { WINDING_CLOCKWISE, WINDING_COUNTERCLOCKWISE } Winding; typedef struct { bool computeShaders; bool singlepass; } GpuFeatures; typedef struct { bool initialized; float pointSizes[2]; int textureSize; int textureMSAA; float textureAnisotropy; int blockSize; } GpuLimits; typedef struct { int shaderSwitches; int drawCalls; } GpuStats; // Internal typedef struct { bool stereo; Canvas* canvas; float viewMatrix[2][16]; float projection[2][16]; } Camera; typedef struct { bool alphaSampling; BlendMode blendMode; BlendAlphaMode blendAlphaMode; bool culling; CompareMode depthTest; bool depthWrite; float lineWidth; CompareMode stencilMode; int stencilValue; Winding winding; bool wireframe; } Pipeline; typedef struct { Mesh* mesh; DrawMode mode; struct { uint32_t count; float* data; } vertex; struct { uint32_t count; uint16_t* data; } index; DefaultShader shader; Texture* diffuseTexture; Texture* environmentMap; Material* material; mat4 transform; float* pose; int instances; bool mono; } DrawRequest; typedef struct { bool initialized; bool gammaCorrect; int width; int height; Camera camera; Shader* defaultShaders[MAX_DEFAULT_SHADERS]; Material* defaultMaterial; Font* defaultFont; Mesh* defaultMesh; TextureFilter defaultFilter; float transforms[MAX_TRANSFORMS][16]; int transform; Pipeline pipelines[MAX_PIPELINES]; Pipeline* pipeline; int pipelineIndex; Color backgroundColor; Canvas* canvas; Color color; Font* font; float pointSize; Shader* shader; DrawRequest batch; int batchVertex; int batchIndex; int batchSize; int vertexCursor; int indexCursor; ShaderBlock* block; Buffer* vertexMap; Buffer* identityBuffer; } GraphicsState; // Base bool lovrGraphicsInit(bool gammaCorrect); void lovrGraphicsDestroy(); void lovrGraphicsPresent(); void lovrGraphicsSetWindow(WindowFlags* flags); int lovrGraphicsGetWidth(); int lovrGraphicsGetHeight(); void lovrGraphicsSetCamera(Camera* camera, bool clear); Buffer* lovrGraphicsGetIdentityBuffer(); #define lovrGraphicsGetSupported lovrGpuGetSupported #define lovrGraphicsGetLimits lovrGpuGetLimits #define lovrGraphicsGetStats lovrGpuGetStats // State void lovrGraphicsReset(); void lovrGraphicsPushPipeline(); void lovrGraphicsPopPipeline(); bool lovrGraphicsGetAlphaSampling(); void lovrGraphicsSetAlphaSampling(bool sample); Color lovrGraphicsGetBackgroundColor(); void lovrGraphicsSetBackgroundColor(Color color); void lovrGraphicsGetBlendMode(BlendMode* mode, BlendAlphaMode* alphaMode); void lovrGraphicsSetBlendMode(BlendMode mode, BlendAlphaMode alphaMode); Canvas* lovrGraphicsGetCanvas(); void lovrGraphicsSetCanvas(Canvas* canvas); Color lovrGraphicsGetColor(); void lovrGraphicsSetColor(Color color); bool lovrGraphicsIsCullingEnabled(); void lovrGraphicsSetCullingEnabled(bool culling); TextureFilter lovrGraphicsGetDefaultFilter(); void lovrGraphicsSetDefaultFilter(TextureFilter filter); void lovrGraphicsGetDepthTest(CompareMode* mode, bool* write); void lovrGraphicsSetDepthTest(CompareMode depthTest, bool write); Font* lovrGraphicsGetFont(); void lovrGraphicsSetFont(Font* font); bool lovrGraphicsIsGammaCorrect(); float lovrGraphicsGetLineWidth(); void lovrGraphicsSetLineWidth(float width); float lovrGraphicsGetPointSize(); void lovrGraphicsSetPointSize(float size); Shader* lovrGraphicsGetShader(); void lovrGraphicsSetShader(Shader* shader); void lovrGraphicsGetStencilTest(CompareMode* mode, int* value); void lovrGraphicsSetStencilTest(CompareMode mode, int value); Winding lovrGraphicsGetWinding(); void lovrGraphicsSetWinding(Winding winding); bool lovrGraphicsIsWireframe(); void lovrGraphicsSetWireframe(bool wireframe); // Transforms void lovrGraphicsPush(); void lovrGraphicsPop(); void lovrGraphicsOrigin(); void lovrGraphicsTranslate(vec3 translation); void lovrGraphicsRotate(quat rotation); void lovrGraphicsScale(vec3 scale); void lovrGraphicsMatrixTransform(mat4 transform); void lovrGraphicsSetProjection(mat4 projection); // Rendering float* lovrGraphicsGetVertexPointer(uint32_t count); uint16_t* lovrGraphicsGetIndexPointer(uint32_t count); void lovrGraphicsClear(Color* color, float* depth, int* stencil); void lovrGraphicsDiscard(bool color, bool depth, bool stencil); void lovrGraphicsFlush(); void lovrGraphicsDraw(DrawRequest* draw); void lovrGraphicsPoints(uint32_t count); void lovrGraphicsLine(uint32_t count); void lovrGraphicsTriangle(DrawStyle style, Material* material, float points[9]); void lovrGraphicsPlane(DrawStyle style, Material* material, mat4 transform); void lovrGraphicsBox(DrawStyle style, Material* material, mat4 transform); void lovrGraphicsArc(DrawStyle style, ArcMode, Material* material, mat4 transform, float theta1, float theta2, int segments); void lovrGraphicsCircle(DrawStyle style, Material* material, mat4 transform, int segments); void lovrGraphicsCylinder(Material* material, float x1, float y1, float z1, float x2, float y2, float z2, float r1, float r2, bool capped, int segments); void lovrGraphicsSphere(Material* material, 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); void lovrGraphicsFill(Texture* texture, float u, float v, float w, float h); #define lovrGraphicsStencil lovrGpuStencil #define lovrGraphicsCompute lovrGpuCompute // GPU API void lovrGpuInit(bool srgb, getProcAddressProc getProcAddress); void lovrGpuDestroy(); void lovrGpuBindPipeline(Pipeline* pipeline); void lovrGpuSetViewports(float* viewports, int count); void lovrGpuClear(Canvas* canvas, Color* color, float* depth, int* stencil); void lovrGpuDiscard(Canvas* canvas, bool color, bool depth, bool stencil); void lovrGpuStencil(StencilAction action, int replaceValue, StencilCallback callback, void* userdata); void lovrGpuCompute(Shader* shader, int x, int y, int z); void lovrGpuPresent(); void lovrGpuDirtyTexture(); const GpuFeatures* lovrGpuGetSupported(); const GpuLimits* lovrGpuGetLimits(); const GpuStats* lovrGpuGetStats();