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lovr/src/graphics/mesh.h
2018-12-19 01:04:42 -08:00

81 lines
2.5 KiB
C

#include "graphics/material.h"
#include "graphics/shader.h"
#include "graphics/opengl.h"
#include "data/vertexData.h"
#include "lib/map/map.h"
#include <stdbool.h>
#pragma once
#define MAX_ATTRIBUTES 16
typedef struct {
Buffer* buffer;
size_t offset;
size_t stride;
AttributeType type;
uint8_t components;
uint8_t divisor;
bool integer;
bool enabled;
} MeshAttribute;
typedef map_t(MeshAttribute) map_attribute_t;
typedef enum {
DRAW_POINTS,
DRAW_LINES,
DRAW_LINE_STRIP,
DRAW_LINE_LOOP,
DRAW_TRIANGLE_STRIP,
DRAW_TRIANGLES,
DRAW_TRIANGLE_FAN
} DrawMode;
typedef struct {
Ref ref;
uint32_t count;
DrawMode mode;
VertexFormat format;
bool readable;
bool dirty;
BufferUsage usage;
Buffer* vbo;
Buffer* ibo;
uint32_t indexCount;
size_t indexSize;
size_t indexCapacity;
uint32_t rangeStart;
uint32_t rangeCount;
Material* material;
map_attribute_t attributes;
MeshAttribute layout[MAX_ATTRIBUTES];
GPU_MESH_FIELDS
} Mesh;
Mesh* lovrMeshInit(Mesh* mesh, uint32_t count, VertexFormat format, DrawMode drawMode, BufferUsage usage, bool readable);
#define lovrMeshCreate(...) lovrMeshInit(lovrAlloc(Mesh), __VA_ARGS__)
void lovrMeshDestroy(void* ref);
void lovrMeshAttachAttribute(Mesh* mesh, const char* name, MeshAttribute* attribute);
void lovrMeshDetachAttribute(Mesh* mesh, const char* name);
MeshAttribute* lovrMeshGetAttribute(Mesh* mesh, const char* name);
void lovrMeshBind(Mesh* mesh, Shader* shader, int divisorMultiplier);
bool lovrMeshIsDirty(Mesh* mesh);
void lovrMeshDraw(Mesh* mesh, int instances);
VertexFormat* lovrMeshGetVertexFormat(Mesh* mesh);
bool lovrMeshIsReadable(Mesh* mesh);
DrawMode lovrMeshGetDrawMode(Mesh* mesh);
void lovrMeshSetDrawMode(Mesh* mesh, DrawMode mode);
int lovrMeshGetVertexCount(Mesh* mesh);
bool lovrMeshIsAttributeEnabled(Mesh* mesh, const char* name);
void lovrMeshSetAttributeEnabled(Mesh* mesh, const char* name, bool enabled);
void lovrMeshGetDrawRange(Mesh* mesh, uint32_t* start, uint32_t* count);
void lovrMeshSetDrawRange(Mesh* mesh, uint32_t start, uint32_t count);
Material* lovrMeshGetMaterial(Mesh* mesh);
void lovrMeshSetMaterial(Mesh* mesh, Material* material);
void* lovrMeshMapVertices(Mesh* mesh, size_t offset);
void lovrMeshFlushVertices(Mesh* mesh, size_t offset, size_t size);
void* lovrMeshMapIndices(Mesh* mesh, uint32_t count, size_t indexSize, size_t offset);
void lovrMeshFlushIndices(Mesh* mesh);
void* lovrMeshReadIndices(Mesh* mesh, uint32_t* count, size_t* indexSize);