lovr/src/modules/graphics/graphics.h

234 lines
7.0 KiB
C

#include "graphics/font.h"
#include "data/modelData.h"
#include "core/arr.h"
#include "core/maf.h"
#include "util.h"
#include "platform.h"
#include <stdbool.h>
#include <stdint.h>
#pragma once
struct Buffer;
struct Canvas;
struct Font;
struct Material;
struct Mesh;
struct Shader;
struct Texture;
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_NONE
} BlendMode;
typedef enum {
BLEND_ALPHA_MULTIPLY,
BLEND_PREMULTIPLIED
} BlendAlphaMode;
typedef enum {
COMPARE_EQUAL,
COMPARE_NEQUAL,
COMPARE_LESS,
COMPARE_LEQUAL,
COMPARE_GREATER,
COMPARE_GEQUAL,
COMPARE_NONE
} 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 stereo;
struct Canvas* canvas;
float viewMatrix[2][16];
float projection[2][16];
} Camera;
typedef struct {
bool alphaSampling : 1;
uint8_t blendMode : 3; // BlendMode
uint8_t blendAlphaMode : 1; // BlendAlphaMode
bool culling : 1;
uint8_t depthTest : 3; // CompareMode
bool depthWrite : 1;
uint8_t lineWidth : 8;
uint8_t stencilValue: 8;
uint8_t stencilMode : 3; // CompareMode
uint8_t winding : 1; // Winding
bool wireframe : 1;
} Pipeline;
// Base
bool lovrGraphicsInit();
void lovrGraphicsDestroy(void);
void lovrGraphicsPresent(void);
void lovrGraphicsCreateWindow(WindowFlags* flags);
int lovrGraphicsGetWidth(void);
int lovrGraphicsGetHeight(void);
float lovrGraphicsGetPixelDensity(void);
void lovrGraphicsSetCamera(Camera* camera, bool clear);
struct Buffer* lovrGraphicsGetIdentityBuffer(void);
#define lovrGraphicsTick lovrGpuTick
#define lovrGraphicsTock lovrGpuTock
#define lovrGraphicsGetFeatures lovrGpuGetFeatures
#define lovrGraphicsGetLimits lovrGpuGetLimits
#define lovrGraphicsGetStats lovrGpuGetStats
// State
void lovrGraphicsReset(void);
bool lovrGraphicsGetAlphaSampling(void);
void lovrGraphicsSetAlphaSampling(bool sample);
Color lovrGraphicsGetBackgroundColor(void);
void lovrGraphicsSetBackgroundColor(Color color);
void lovrGraphicsGetBlendMode(BlendMode* mode, BlendAlphaMode* alphaMode);
void lovrGraphicsSetBlendMode(BlendMode mode, BlendAlphaMode alphaMode);
struct Canvas* lovrGraphicsGetCanvas(void);
void lovrGraphicsSetCanvas(struct Canvas* canvas);
Color lovrGraphicsGetColor(void);
void lovrGraphicsSetColor(Color color);
bool lovrGraphicsIsCullingEnabled(void);
void lovrGraphicsSetCullingEnabled(bool culling);
TextureFilter lovrGraphicsGetDefaultFilter(void);
void lovrGraphicsSetDefaultFilter(TextureFilter filter);
void lovrGraphicsGetDepthTest(CompareMode* mode, bool* write);
void lovrGraphicsSetDepthTest(CompareMode depthTest, bool write);
struct Font* lovrGraphicsGetFont(void);
void lovrGraphicsSetFont(struct Font* font);
float lovrGraphicsGetLineWidth(void);
void lovrGraphicsSetLineWidth(uint8_t width);
float lovrGraphicsGetPointSize(void);
void lovrGraphicsSetPointSize(float size);
struct Shader* lovrGraphicsGetShader(void);
void lovrGraphicsSetShader(struct Shader* shader);
void lovrGraphicsGetStencilTest(CompareMode* mode, int* value);
void lovrGraphicsSetStencilTest(CompareMode mode, int value);
Winding lovrGraphicsGetWinding(void);
void lovrGraphicsSetWinding(Winding winding);
bool lovrGraphicsIsWireframe(void);
void lovrGraphicsSetWireframe(bool wireframe);
// Transforms
void lovrGraphicsPush(void);
void lovrGraphicsPop(void);
void lovrGraphicsOrigin(void);
void lovrGraphicsTranslate(vec3 translation);
void lovrGraphicsRotate(quat rotation);
void lovrGraphicsScale(vec3 scale);
void lovrGraphicsMatrixTransform(mat4 transform);
void lovrGraphicsSetProjection(mat4 projection);
// Rendering
void lovrGraphicsClear(Color* color, float* depth, int* stencil);
void lovrGraphicsDiscard(bool color, bool depth, bool stencil);
void lovrGraphicsFlush(void);
void lovrGraphicsFlushCanvas(struct Canvas* canvas);
void lovrGraphicsFlushShader(struct Shader* shader);
void lovrGraphicsFlushMaterial(struct Material* material);
void lovrGraphicsFlushMesh(struct Mesh* mesh);
void lovrGraphicsPoints(uint32_t count, float** vertices);
void lovrGraphicsLine(uint32_t count, float** vertices);
void lovrGraphicsTriangle(DrawStyle style, struct Material* material, uint32_t count, float** vertices);
void lovrGraphicsPlane(DrawStyle style, struct Material* material, mat4 transform, float u, float v, float w, float h);
void lovrGraphicsBox(DrawStyle style, struct Material* material, mat4 transform);
void lovrGraphicsArc(DrawStyle style, ArcMode mode, struct Material* material, mat4 transform, float r1, float r2, int segments);
void lovrGraphicsCircle(DrawStyle style, struct Material* material, mat4 transform, int segments);
void lovrGraphicsCylinder(struct Material* material, mat4 transform, float r1, float r2, bool capped, int segments);
void lovrGraphicsSphere(struct Material* material, mat4 transform, int segments);
void lovrGraphicsSkybox(struct Texture* texture, float angle, float ax, float ay, float az);
void lovrGraphicsPrint(const char* str, size_t length, mat4 transform, float wrap, HorizontalAlign halign, VerticalAlign valign);
void lovrGraphicsFill(struct Texture* texture, float u, float v, float w, float h);
void lovrGraphicsDrawMesh(struct Mesh* mesh, mat4 transform, uint32_t instances, float* pose);
#define lovrGraphicsStencil lovrGpuStencil
#define lovrGraphicsCompute lovrGpuCompute
// GPU
typedef struct {
bool astc;
bool compute;
bool dxt;
bool instancedStereo;
bool multiview;
bool timers;
} GpuFeatures;
typedef struct {
bool initialized;
float pointSizes[2];
int textureSize;
int textureMSAA;
float textureAnisotropy;
int blockSize;
int blockAlign;
} GpuLimits;
typedef struct {
const char* label;
double time;
} GpuTimer;
typedef struct {
int shaderSwitches;
int drawCalls;
arr_t(GpuTimer, 4) timers;
} GpuStats;
typedef struct {
struct Mesh* mesh;
struct Canvas* canvas;
struct Shader* shader;
Pipeline pipeline;
DrawMode topology;
uint32_t rangeStart;
uint32_t rangeCount;
uint32_t instances;
} DrawCommand;
void lovrGpuInit(getProcAddressProc getProcAddress);
void lovrGpuDestroy(void);
void lovrGpuClear(struct Canvas* canvas, Color* color, float* depth, int* stencil);
void lovrGpuCompute(struct Shader* shader, int x, int y, int z);
void lovrGpuDiscard(struct Canvas* canvas, bool color, bool depth, bool stencil);
void lovrGpuDraw(DrawCommand* draw);
void lovrGpuStencil(StencilAction action, int replaceValue, StencilCallback callback, void* userdata);
void lovrGpuPresent(void);
void lovrGpuDirtyTexture(void);
void lovrGpuTick(const char* label);
void lovrGpuTock(const char* label);
const GpuFeatures* lovrGpuGetFeatures(void);
const GpuLimits* lovrGpuGetLimits(void);
const GpuStats* lovrGpuGetStats(void);