#include "graphics/graphics.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" #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() { #ifdef EMSCRIPTEN glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); #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, 4); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); #endif // Create window const char* title = lovrFilesystemGetIdentity(); state.window = glfwCreateWindow(800, 600, title ? title : "LÖVR", NULL, NULL); if (!state.window) { glfwTerminate(); error("Could not create window"); } // Initialize all the things glfwMakeContextCurrent(state.window); glfwSetWindowCloseCallback(state.window, onCloseWindow); #ifndef EMSCRIPTEN gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); #endif glfwSetTime(0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); #ifndef EMSCRIPTEN glfwSwapInterval(0); glEnable(GL_LINE_SMOOTH); #endif // Allocations glGenBuffers(1, &state.buffer.vbo); glGenBuffers(1, &state.buffer.ibo); glGenVertexArrays(1, &state.buffer.vao); vec_init(&state.buffer.data); vec_init(&state.buffer.indices); // Objects state.depthTest = -1; state.defaultFilter.mode = FILTER_TRILINEAR; state.defaultShader = lovrShaderCreate(lovrDefaultVertexShader, lovrDefaultFragmentShader); state.skyboxShader = lovrShaderCreate(lovrSkyboxVertexShader, lovrSkyboxFragmentShader); int uniformId = lovrShaderGetUniformId(state.skyboxShader, "cube"); lovrShaderSendInt(state.skyboxShader, uniformId, 1); state.fontShader = lovrShaderCreate(lovrDefaultVertexShader, lovrFontFragmentShader); state.fullscreenShader = lovrShaderCreate(lovrNoopVertexShader, lovrDefaultFragmentShader); state.defaultTexture = lovrTextureCreate(lovrTextureDataGetBlank(1, 1, 0xff, FORMAT_RGBA)); // State lovrGraphicsReset(); atexit(lovrGraphicsDestroy); } void lovrGraphicsDestroy() { lovrGraphicsSetFont(NULL); lovrGraphicsSetShader(NULL); glUseProgram(0); if (state.defaultFont) { lovrRelease(&state.defaultFont->ref); } lovrRelease(&state.defaultShader->ref); lovrRelease(&state.skyboxShader->ref); lovrRelease(&state.fullscreenShader->ref); lovrRelease(&state.defaultTexture->ref); glDeleteBuffers(1, &state.buffer.vbo); glDeleteBuffers(1, &state.buffer.ibo); glDeleteVertexArrays(1, &state.buffer.vao); vec_deinit(&state.buffer.data); vec_deinit(&state.buffer.indices); } void lovrGraphicsReset() { int w = lovrGraphicsGetWidth(); int h = lovrGraphicsGetHeight(); float projection[16]; state.transform = 0; state.canvas = 0; lovrGraphicsSetViewport(0, 0, w, h); lovrGraphicsSetProjection(mat4_perspective(projection, .01f, 100.f, 67 * M_PI / 180., (float) w / h)); lovrGraphicsSetShader(NULL); lovrGraphicsBindTexture(NULL); lovrGraphicsSetBackgroundColor((Color) { 0, 0, 0, 0 }); lovrGraphicsSetBlendMode(BLEND_ALPHA, BLEND_ALPHA_MULTIPLY); lovrGraphicsSetColor((Color) { 255, 255, 255, 255 }); lovrGraphicsSetLineWidth(1); lovrGraphicsSetPointSize(1); lovrGraphicsSetCullingEnabled(0); lovrGraphicsSetWinding(WINDING_COUNTERCLOCKWISE); lovrGraphicsSetDepthTest(COMPARE_LEQUAL); lovrGraphicsSetWireframe(0); lovrGraphicsOrigin(); } void lovrGraphicsClear(int color, int 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() { Shader* shader = lovrGraphicsGetShader(); mat4 transform = state.transforms[state.transform]; mat4 projection = state.canvases[state.canvas].projection; lovrShaderBind(shader, transform, projection, state.color, 0); } // State Color lovrGraphicsGetBackgroundColor() { return state.backgroundColor; } void lovrGraphicsSetBackgroundColor(Color color) { state.backgroundColor = color; glClearColor(color.r / 255., color.g / 255., color.b / 255., color.a / 255.); } 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; } int lovrGraphicsIsCullingEnabled() { return state.culling; } void lovrGraphicsSetCullingEnabled(int 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 && !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) { glGetFloatv(GL_POINT_SIZE_RANGE, state.limits.pointSizes); 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); } float lovrGraphicsGetPointSize() { return state.pointSize; } void lovrGraphicsSetPointSize(float size) { #ifndef EMSCRIPTEN state.pointSize = size; glPointSize(size); #endif } Shader* lovrGraphicsGetShader() { return state.shader; } void lovrGraphicsSetShader(Shader* shader) { if (!shader) { shader = state.defaultShader; } if (shader != state.shader) { if (state.shader) { lovrRelease(&state.shader->ref); } state.shader = shader; glUseProgram(shader->id); lovrRetain(&state.shader->ref); } } Winding lovrGraphicsGetWinding() { return state.winding; } void lovrGraphicsSetWinding(Winding winding) { state.winding = winding; glFrontFace(winding); } int lovrGraphicsIsWireframe() { return state.wireframe; } void lovrGraphicsSetWireframe(int wireframe) { #ifndef EMSCRIPTEN if (state.wireframe != wireframe) { state.wireframe = wireframe; glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL); } #endif } Texture* lovrGraphicsGetTexture() { return state.activeTexture; } void lovrGraphicsBindTexture(Texture* texture) { if (!texture) { texture = state.defaultTexture; } if (texture != state.activeTexture) { state.activeTexture = texture; glBindTexture(GL_TEXTURE_2D, texture->id); } } int lovrGraphicsGetWidth() { int width, height; glfwGetFramebufferSize(state.window, &width, &height); return width; } int lovrGraphicsGetHeight() { int width, height; glfwGetFramebufferSize(state.window, &width, &height); return height; } void lovrGraphicsPushCanvas() { if (++state.canvas >= MAX_CANVASES) { error("Canvas overflow"); } memcpy(&state.canvases[state.canvas], &state.canvases[state.canvas - 1], sizeof(CanvasState)); } void lovrGraphicsPopCanvas() { if (--state.canvas < 0) { error("Canvas underflow"); } int* viewport = state.canvases[state.canvas].viewport; lovrGraphicsSetViewport(viewport[0], viewport[1], viewport[2], viewport[3]); lovrGraphicsBindFramebuffer(state.canvases[state.canvas].framebuffer); } void lovrGraphicsSetViewport(int x, int y, int w, int h) { state.canvases[state.canvas].viewport[0] = x; state.canvases[state.canvas].viewport[1] = y; state.canvases[state.canvas].viewport[2] = w; state.canvases[state.canvas].viewport[3] = h; glViewport(x, y, w, h); } void lovrGraphicsBindFramebuffer(int framebuffer) { if (state.canvases[state.canvas].framebuffer != framebuffer) { state.canvases[state.canvas].framebuffer = framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); } } // Transforms int lovrGraphicsPush() { if (++state.transform >= MAX_TRANSFORMS) { return 1; } memcpy(state.transforms[state.transform], state.transforms[state.transform - 1], 16 * sizeof(float)); return 0; } int lovrGraphicsPop() { return --state.transform < 0; } void lovrGraphicsOrigin() { mat4_identity(state.transforms[state.transform]); } void lovrGraphicsTranslate(float x, float y, float z) { mat4_translate(state.transforms[state.transform], x, y, z); } void lovrGraphicsRotate(float angle, float ax, float ay, float az) { mat4_rotate(state.transforms[state.transform], angle, ax, ay, az); } void lovrGraphicsScale(float x, float y, float z) { mat4_scale(state.transforms[state.transform], x, y, z); } void lovrGraphicsMatrixTransform(mat4 transform) { mat4_multiply(state.transforms[state.transform], transform); } mat4 lovrGraphicsGetProjection() { return state.canvases[state.canvas].projection; } void lovrGraphicsSetProjection(mat4 projection) { memcpy(state.canvases[state.canvas].projection, projection, 16 * sizeof(float)); } // Primitives static void lovrGraphicsSetShapeData(float* data, int length) { vec_clear(&state.buffer.data); vec_pusharr(&state.buffer.data, data, length); } static void lovrGraphicsSetIndexData(unsigned int* data, int length) { vec_clear(&state.buffer.indices); vec_pusharr(&state.buffer.indices, data, length); } static void lovrGraphicsDrawPrimitive(GLenum mode, int hasNormals, int hasTexCoords, int useIndices) { int stride = 3 + (hasNormals ? 3 : 0) + (hasTexCoords ? 2 : 0); int strideBytes = stride * sizeof(float); float* data = state.buffer.data.data; unsigned int* indices = state.buffer.indices.data; lovrGraphicsPrepare(); lovrGraphicsBindVertexArray(state.buffer.vao); lovrGraphicsBindVertexBuffer(state.buffer.vbo); glBufferData(GL_ARRAY_BUFFER, state.buffer.data.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); } if (useIndices) { lovrGraphicsBindIndexBuffer(state.buffer.ibo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, state.buffer.indices.length * sizeof(unsigned int), indices, GL_STREAM_DRAW); glDrawElements(mode, state.buffer.indices.length, GL_UNSIGNED_INT, NULL); } else { glDrawArrays(mode, 0, state.buffer.data.length / stride); } } void lovrGraphicsPoints(float* points, int count) { lovrGraphicsBindTexture(NULL); lovrGraphicsSetShapeData(points, count); lovrGraphicsDrawPrimitive(GL_POINTS, 0, 0, 0); } void lovrGraphicsLine(float* points, int count) { lovrGraphicsBindTexture(NULL); lovrGraphicsSetShapeData(points, count); lovrGraphicsDrawPrimitive(GL_LINE_STRIP, 0, 0, 0); } void lovrGraphicsTriangle(DrawMode mode, float* points) { lovrGraphicsBindTexture(NULL); if (mode == DRAW_MODE_LINE) { lovrGraphicsSetShapeData(points, 9); lovrGraphicsDrawPrimitive(GL_LINE_LOOP, 0, 0, 0); } 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] }; lovrGraphicsSetShapeData(data, 18); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 1, 0, 0); } } void lovrGraphicsPlane(DrawMode mode, Texture* texture, mat4 transform) { lovrGraphicsPush(); lovrGraphicsMatrixTransform(transform); if (mode == DRAW_MODE_LINE) { float points[] = { -.5, .5, 0, .5, .5, 0, .5, -.5, 0, -.5, -.5, 0 }; lovrGraphicsBindTexture(NULL); lovrGraphicsSetShapeData(points, 12); lovrGraphicsDrawPrimitive(GL_LINE_LOOP, 0, 0, 0); } 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 }; lovrGraphicsBindTexture(texture); lovrGraphicsSetShapeData(data, 32); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 1, 1, 0); } 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 }; Shader* lastShader = lovrGraphicsGetShader(); if (lastShader == state.defaultShader) { lovrRetain(&lastShader->ref); lovrGraphicsSetShader(state.fullscreenShader); } lovrGraphicsBindTexture(texture); lovrGraphicsSetShapeData(data, 20); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 0, 1, 0); if (lastShader == state.defaultShader) { lovrGraphicsSetShader(lastShader); lovrRelease(&lastShader->ref); } } void lovrGraphicsBox(DrawMode mode, Texture* texture, mat4 transform) { lovrGraphicsPush(); lovrGraphicsMatrixTransform(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 }; lovrGraphicsBindTexture(NULL); lovrGraphicsSetShapeData(points, 24); lovrGraphicsSetIndexData(indices, 24); lovrGraphicsDrawPrimitive(GL_LINES, 0, 0, 1); } 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 }; lovrGraphicsBindTexture(texture); lovrGraphicsSetShapeData(data, 208); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 1, 1, 0); } lovrGraphicsPop(); } void lovrGraphicsCylinder(float x1, float y1, float z1, float x2, float y2, float z2, float r1, float r2, int 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.buffer.data); vec_reserve(&state.buffer.data, dataSize); state.buffer.data.length = 0; float* data = state.buffer.data.data; vec_clear(&state.buffer.indices); vec_reserve(&state.buffer.indices, indexSize); state.buffer.indices.length = 0; unsigned int* indices = state.buffer.indices.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.buffer.data.length++] = x; \ data[state.buffer.data.length++] = y; \ data[state.buffer.data.length++] = z; \ data[state.buffer.data.length++] = nx; \ data[state.buffer.data.length++] = ny; \ data[state.buffer.data.length++] = nz; #define PUSH_CYLINDER_TRIANGLE(i1, i2, i3) \ indices[state.buffer.indices.length++] = i1; \ indices[state.buffer.indices.length++] = i2; \ indices[state.buffer.indices.length++] = i3; // Ring int ringOffset = state.buffer.data.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.buffer.data.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.buffer.data.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); } } lovrGraphicsBindTexture(NULL); lovrGraphicsDrawPrimitive(GL_TRIANGLES, 1, 0, 1); #undef PUSH_CYLINDER_VERTEX #undef PUSH_CYLINDER_TRIANGLE } void lovrGraphicsSphere(Texture* texture, mat4 transform, int segments) { vec_clear(&state.buffer.data); vec_clear(&state.buffer.indices); 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 = -cos(u * 2 * M_PI) * sin(v * M_PI); float y = cos(v * M_PI); float z = sin(u * 2 * M_PI) * sin(v * M_PI); vec_push(&state.buffer.data, x); vec_push(&state.buffer.data, y); vec_push(&state.buffer.data, z); vec_push(&state.buffer.data, x); vec_push(&state.buffer.data, y); vec_push(&state.buffer.data, z); vec_push(&state.buffer.data, u); vec_push(&state.buffer.data, 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.buffer.indices, index0); vec_push(&state.buffer.indices, index1); vec_push(&state.buffer.indices, index0 + 1); vec_push(&state.buffer.indices, index1); vec_push(&state.buffer.indices, index1 + 1); vec_push(&state.buffer.indices, index0 + 1); } } lovrGraphicsBindTexture(texture); lovrGraphicsPush(); lovrGraphicsMatrixTransform(transform); lovrGraphicsDrawPrimitive(GL_TRIANGLES, 1, 1, 1); lovrGraphicsPop(); } void lovrGraphicsSkybox(Skybox* skybox, float angle, float ax, float ay, float az) { lovrGraphicsPrepare(); lovrGraphicsPush(); lovrGraphicsOrigin(); lovrGraphicsRotate(angle, ax, ay, az); if (skybox->type == SKYBOX_CUBE) { Shader* lastShader = lovrGraphicsGetShader(); if (lastShader == state.defaultShader) { lovrRetain(&lastShader->ref); lovrGraphicsSetShader(state.skyboxShader); } 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 }; lovrGraphicsSetShapeData(cube, 78); glDepthMask(GL_FALSE); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->texture); int wasCulling = lovrGraphicsIsCullingEnabled(); lovrGraphicsSetCullingEnabled(0); lovrGraphicsDrawPrimitive(GL_TRIANGLE_STRIP, 0, 0, 0); lovrGraphicsSetCullingEnabled(wasCulling); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glActiveTexture(GL_TEXTURE0); glDepthMask(GL_TRUE); if (lastShader == state.defaultShader) { lovrGraphicsSetShader(lastShader); lovrRelease(&lastShader->ref); } } else if (skybox->type == SKYBOX_PANORAMA) { int resolution = 40; int idx = 0; float sphere[8610]; // (resolution + 1) * (resolution + 1) * 5 for (int i = 0; i <= resolution; i++) { float theta = i * M_PI / (float) resolution; float sinTheta = sin(theta); float cosTheta = cos(theta); for (int j = 0; j <= resolution; j++) { float phi = j * 2 * M_PI / (float) resolution; float sinPhi = sin(phi); float cosPhi = cos(phi); float x = sinPhi * sinTheta; float y = cosTheta; float z = -cosPhi * sinTheta; float u = j / (float) resolution; float v = i / (float) resolution; sphere[idx++] = x; sphere[idx++] = y; sphere[idx++] = z; sphere[idx++] = u; sphere[idx++] = v; } } idx = 0; unsigned int indices[9600]; // resolution * resolution * 6 for (int i = 0; i < resolution; i++) { unsigned int offset0 = i * (resolution + 1); unsigned int offset1 = (i + 1) * (resolution + 1); for (int j = 0; j < resolution; j++) { unsigned int index0 = offset0 + j; unsigned int index1 = offset1 + j; indices[idx++] = index0; indices[idx++] = index1; indices[idx++] = index0 + 1; indices[idx++] = index1; indices[idx++] = index1 + 1; indices[idx++] = index0 + 1; } } Texture* oldTexture = lovrGraphicsGetTexture(); glBindTexture(GL_TEXTURE_2D, skybox->texture); lovrGraphicsSetShapeData(sphere, 8610); lovrGraphicsSetIndexData(indices, 9600); glDepthMask(GL_FALSE); lovrGraphicsDrawPrimitive(GL_TRIANGLES, 0, 1, 1); glDepthMask(GL_TRUE); glBindTexture(GL_TEXTURE_2D, oldTexture->id); } lovrGraphicsPop(); } void lovrGraphicsPrint(const char* str, mat4 transform, float wrap, HorizontalAlign halign, VerticalAlign valign) { Shader* lastShader = lovrGraphicsGetShader(); if (lastShader == state.defaultShader) { lovrRetain(&lastShader->ref); lovrGraphicsSetShader(state.fontShader); } Font* font = lovrGraphicsGetFont(); float scale = 1 / font->pixelDensity; float offsety; lovrFontRender(font, str, wrap, halign, valign, &state.buffer.data, &offsety); lovrGraphicsPush(); lovrGraphicsMatrixTransform(transform); lovrGraphicsScale(scale, scale, scale); lovrGraphicsTranslate(0, offsety, 0); lovrGraphicsBindTexture(font->texture); lovrGraphicsDrawPrimitive(GL_TRIANGLES, 0, 1, 0); lovrGraphicsPop(); if (lastShader == state.defaultShader) { lovrGraphicsSetShader(lastShader); lovrRelease(&lastShader->ref); } } // Internal State 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); } }