lovr/src/graphics/graphics.h

187 lines
5.3 KiB
C

#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();