#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 "lib/glfw.h" #include #pragma once #define MAX_CANVASES 4 #define MAX_LAYERS 4 #define MAX_TRANSFORMS 60 #define INTERNAL_TRANSFORMS 4 #define DEFAULT_SHADER_COUNT 5 #define MAX_TEXTURES 16 typedef void (*StencilCallback)(void* userdata); 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 { ARC_MODE_PIE, ARC_MODE_OPEN, ARC_MODE_CLOSED } ArcMode; 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 { STENCIL_REPLACE = GL_REPLACE, STENCIL_INCREMENT = GL_INCR, STENCIL_DECREMENT = GL_DECR, STENCIL_INCREMENT_WRAP = GL_INCR_WRAP, STENCIL_DECREMENT_WRAP = GL_DECR_WRAP, STENCIL_INVERT = GL_INVERT } StencilAction; typedef struct { float projections[32]; float views[32]; Canvas* canvas; } Layer; typedef struct { bool initialized; float pointSizes[2]; int textureSize; int textureMSAA; float textureAnisotropy; } GraphicsLimits; typedef struct { int drawCalls; int shaderSwitches; } GraphicsStats; typedef struct { bool initialized; GLFWwindow* window; Shader* defaultShaders[DEFAULT_SHADER_COUNT]; DefaultShader defaultShader; Material* defaultMaterial; Font* defaultFont; Texture* defaultTexture; float transforms[MAX_TRANSFORMS + INTERNAL_TRANSFORMS][16]; int transform; Color backgroundColor; BlendMode blendMode; BlendAlphaMode blendAlphaMode; Canvas* canvas[MAX_CANVASES]; int canvasCount; Color color; bool culling; TextureFilter defaultFilter; CompareMode depthTest; bool depthWrite; Font* font; bool gammaCorrect; GraphicsLimits limits; float lineWidth; float pointSize; Shader* shader; CompareMode stencilMode; int stencilValue; Winding winding; bool wireframe; Mesh* mesh; uint32_t cameraUBO; Layer layers[MAX_LAYERS]; int layer; Texture* textures[MAX_TEXTURES]; bool stencilEnabled; bool stencilWriting; uint32_t program; uint32_t framebuffer; uint32_t vertexArray; uint32_t vertexBuffer; uint32_t uniformBuffer; uint32_t indexBuffer; GraphicsStats stats; } GraphicsState; // Base void lovrGraphicsInit(); void lovrGraphicsDestroy(); void lovrGraphicsReset(); void lovrGraphicsClear(bool clearColor, bool clearDepth, bool clearStencil, Color color, float depth, int stencil); void lovrGraphicsPresent(); void lovrGraphicsPrepare(Material* material, float* pose); void lovrGraphicsCreateWindow(int w, int h, bool fullscreen, int msaa, const char* title, const char* icon); int lovrGraphicsGetWidth(); int lovrGraphicsGetHeight(); GraphicsStats lovrGraphicsGetStats(); // State Color lovrGraphicsGetBackgroundColor(); void lovrGraphicsSetBackgroundColor(Color color); void lovrGraphicsGetBlendMode(BlendMode* mode, BlendAlphaMode* alphaMode); void lovrGraphicsSetBlendMode(BlendMode mode, BlendAlphaMode alphaMode); void lovrGraphicsGetCanvas(Canvas** canvas, int* count); void lovrGraphicsSetCanvas(Canvas** canvas, int count); 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(); void lovrGraphicsSetGammaCorrect(bool gammaCorrect); GraphicsLimits lovrGraphicsGetLimits(); 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(float x, float y, float z); void lovrGraphicsRotate(float angle, float ax, float ay, float az); void lovrGraphicsScale(float x, float y, float z); void lovrGraphicsMatrixTransform(mat4 transform); // Primitives void lovrGraphicsPoints(uint32_t count); void lovrGraphicsLine(uint32_t count); void lovrGraphicsTriangle(DrawMode mode, Material* material, float points[9]); void lovrGraphicsPlane(DrawMode mode, Material* material, mat4 transform); void lovrGraphicsBox(DrawMode mode, Material* material, mat4 transform); void lovrGraphicsArc(DrawMode mode, ArcMode, Material* material, mat4 transform, float theta1, float theta2, int segments); void lovrGraphicsCircle(DrawMode mode, 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 lovrGraphicsStencil(StencilAction action, int replaceValue, StencilCallback callback, void* userdata); void lovrGraphicsFill(Texture* texture); // Internal State VertexPointer lovrGraphicsGetVertexPointer(uint32_t capacity); void lovrGraphicsPushLayer(Layer layer); void lovrGraphicsPopLayer(); void lovrGraphicsSetViewport(int x, int y, int w, int h); Texture* lovrGraphicsGetTexture(int slot); void lovrGraphicsBindTexture(Texture* texture, TextureType type, int slot); Material* lovrGraphicsGetDefaultMaterial(); void lovrGraphicsSetDefaultShader(DefaultShader defaultShader); Shader* lovrGraphicsGetActiveShader(); void lovrGraphicsUseProgram(uint32_t program); void lovrGraphicsBindFramebuffer(uint32_t framebuffer); void lovrGraphicsBindVertexArray(uint32_t vao); void lovrGraphicsBindVertexBuffer(uint32_t vbo); void lovrGraphicsBindUniformBuffer(uint32_t ubo); void lovrGraphicsBindIndexBuffer(uint32_t ibo); void lovrGraphicsDrawArrays(GLenum mode, size_t start, size_t count, int instances); void lovrGraphicsDrawElements(GLenum mode, size_t count, size_t indexSize, size_t offset, int instances);