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lovr/src/graphics/graphics.c
2016-10-03 11:39:23 -07:00

389 lines
11 KiB
C

#define _USE_MATH_DEFINES
#include "graphics.h"
#include "model.h"
#include "buffer.h"
#include "shader.h"
#include "../glfw.h"
#include "../util.h"
#include <stdlib.h>
#include <math.h>
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "../headset/headset.h"
static GraphicsState state;
void lovrGraphicsInit() {
vec_init(&state.transforms);
state.projection = mat4_init();
state.lastTransform = mat4_init();
state.lastProjection = mat4_init();
state.defaultShader = lovrGraphicsNewShader(lovrDefaultVertexShader, lovrDefaultFragmentShader);
state.lastColor = 0;
glGenBuffers(1, &state.shapeBuffer);
glGenBuffers(1, &state.shapeIndexBuffer);
glGenVertexArrays(1, &state.shapeArray);
vec_init(&state.shapeData);
vec_init(&state.shapeIndices);
lovrGraphicsReset();
}
void lovrGraphicsReset() {
int i;
mat4 matrix;
vec_foreach(&state.transforms, matrix, i) {
mat4_deinit(matrix);
}
vec_clear(&state.transforms);
vec_push(&state.transforms, mat4_init());
memset(state.lastTransform, 0, 16);
memset(state.lastProjection, 0, 16);
lovrGraphicsSetProjection(.1f, 100.f, 67 * M_PI / 180); // TODO customize via lovr.conf
lovrGraphicsSetShader(state.defaultShader);
lovrGraphicsSetBackgroundColor(0, 0, 0, 0);
lovrGraphicsSetColor(255, 255, 255, 255);
lovrGraphicsSetColorMask(1, 1, 1, 1);
lovrGraphicsSetScissorEnabled(0);
lovrGraphicsSetLineWidth(1);
}
void lovrGraphicsClear(int color, int depth) {
int bits = 0;
if (color) {
bits |= GL_COLOR_BUFFER_BIT;
}
if (depth) {
bits |= GL_DEPTH_BUFFER_BIT;
}
glClear(bits);
}
void lovrGraphicsPresent() {
glfwSwapBuffers(window);
}
void lovrGraphicsPrepare() {
Shader* shader = lovrGraphicsGetShader();
if (!shader) {
return;
}
mat4 transform = vec_last(&state.transforms);
mat4 lastTransform = state.lastTransform;
if (memcmp(transform, lastTransform, 16 * sizeof(float))) {
int uniformId = lovrShaderGetUniformId(shader, "lovrTransform");
lovrShaderSendFloatMat4(shader, uniformId, transform);
memcpy(lastTransform, transform, 16 * sizeof(float));
}
mat4 projection = state.projection;
mat4 lastProjection = state.lastProjection;
if (memcmp(projection, lastProjection, 16 * sizeof(float))) {
int uniformId = lovrShaderGetUniformId(shader, "lovrProjection");
lovrShaderSendFloatMat4(shader, uniformId, projection);
memcpy(lastProjection, projection, 16 * sizeof(float));
}
if (state.lastColor != state.color) {
int uniformId = lovrShaderGetUniformId(shader, "lovrColor");
float color[4] = {
LOVR_COLOR_R(state.color) / 255.f,
LOVR_COLOR_G(state.color) / 255.f,
LOVR_COLOR_B(state.color) / 255.f,
LOVR_COLOR_A(state.color) / 255.f
};
lovrShaderSendFloatVec4(shader, uniformId, color);
state.lastColor = state.color;
}
}
void lovrGraphicsGetBackgroundColor(float* r, float* g, float* b, float* a) {
GLfloat clearColor[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
*r = clearColor[0];
*g = clearColor[1];
*b = clearColor[2];
*a = clearColor[3];
}
void lovrGraphicsSetBackgroundColor(float r, float g, float b, float a) {
glClearColor(r / 255, g / 255, b / 255, a / 255);
}
void lovrGraphicsGetColor(unsigned char* r, unsigned char* g, unsigned char* b, unsigned char* a) {
*r = LOVR_COLOR_R(state.color);
*g = LOVR_COLOR_G(state.color);
*b = LOVR_COLOR_B(state.color);
*a = LOVR_COLOR_A(state.color);
}
void lovrGraphicsSetColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a) {
state.color = LOVR_COLOR(r, g, b, a);
}
void lovrGraphicsGetColorMask(unsigned char* r, unsigned char* g, unsigned char* b, unsigned char* a) {
unsigned char mask = state.colorMask;
*r = mask & 0x1;
*g = mask & 0x2;
*b = mask & 0x4;
*a = mask & 0x8;
}
void lovrGraphicsSetColorMask(unsigned char r, unsigned char g, unsigned char b, unsigned char a) {
state.colorMask = ((r & 1) << 0) | ((g & 1) << 1) | ((b & 1) << 2) | ((a & 1) << 3);
glColorMask(r, g, b, a);
}
char lovrGraphicsIsScissorEnabled() {
return state.isScissorEnabled;
}
void lovrGraphicsSetScissorEnabled(char isEnabled) {
state.isScissorEnabled = isEnabled;
if (isEnabled) {
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
void lovrGraphicsGetScissor(int* x, int* y, int* width, int* height) {
*x = state.scissor.x;
*y = state.scissor.x;
*width = state.scissor.width;
*height = state.scissor.height;
}
void lovrGraphicsSetScissor(int x, int y, int width, int height) {
int windowWidth, windowHeight;
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
state.scissor.x = x;
state.scissor.x = y;
state.scissor.width = width;
state.scissor.height = height;
glScissor(x, windowHeight - y, width, height);
}
Shader* lovrGraphicsGetShader() {
return state.activeShader;
}
void lovrGraphicsSetShader(Shader* shader) {
if (!shader) {
shader = state.defaultShader;
}
state.activeShader = shader;
glUseProgram(shader->id);
}
void lovrGraphicsSetProjection(float near, float far, float fov) {
int width, height;
glfwGetWindowSize(window, &width, &height);
mat4_setProjection(state.projection, near, far, fov, (float) width / height);
}
void lovrGraphicsSetProjectionRaw(mat4 projection) {
memcpy(state.projection, projection, 16 * sizeof(float));
}
float lovrGraphicsGetLineWidth() {
return state.lineWidth;
}
void lovrGraphicsSetLineWidth(float width) {
state.lineWidth = width;
glLineWidth(width);
}
int lovrGraphicsPush() {
vec_mat4_t* transforms = &state.transforms;
if (transforms->length >= 64) { return 1; }
vec_push(transforms, mat4_copy(vec_last(transforms)));
return 0;
}
int lovrGraphicsPop() {
vec_mat4_t* transforms = &state.transforms;
if (transforms->length <= 1) { return 1; }
mat4_deinit(vec_pop(transforms));
return 0;
}
void lovrGraphicsOrigin() {
vec_mat4_t* transforms = &state.transforms;
mat4_setIdentity(vec_last(transforms));
}
void lovrGraphicsTranslate(float x, float y, float z) {
mat4_translate(vec_last(&state.transforms), x, y, z);
}
void lovrGraphicsRotate(float w, float x, float y, float z) {
mat4_rotate(vec_last(&state.transforms), w, x, y, z);
}
void lovrGraphicsScale(float x, float y, float z) {
mat4_scale(vec_last(&state.transforms), x, y, z);
}
void lovrGraphicsTransform(mat4 transform) {
mat4_multiply(vec_last(&state.transforms), transform);
}
void lovrGraphicsGetDimensions(int* width, int* height) {
glfwGetFramebufferSize(window, width, height);
}
void lovrGraphicsSetShapeData(float* vertexData, int vertexLength, unsigned int* indexData, int indexLength) {
vec_clear(&state.shapeData);
vec_pusharr(&state.shapeData, vertexData, vertexLength);
glBindVertexArray(state.shapeArray);
glBindBuffer(GL_ARRAY_BUFFER, state.shapeBuffer);
glBufferData(GL_ARRAY_BUFFER, vertexLength * sizeof(float), vertexData, GL_STREAM_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
vec_clear(&state.shapeIndices);
if (indexData) {
vec_pusharr(&state.shapeIndices, indexData, indexLength);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state.shapeIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, state.shapeIndices.length * sizeof(unsigned int), state.shapeIndices.data, GL_STREAM_DRAW);
}
}
void lovrGraphicsDrawShape(GLenum mode) {
int usingIbo = state.shapeIndices.length > 0;
lovrGraphicsPrepare();
glBindVertexArray(state.shapeArray);
glEnableVertexAttribArray(0);
if (usingIbo) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state.shapeIndexBuffer);
glDrawElements(mode, state.shapeIndices.length, GL_UNSIGNED_INT, NULL);
} else {
glDrawArrays(mode, 0, state.shapeData.length / 3);
}
}
void lovrGraphicsLine(float* points, int count) {
lovrGraphicsSetShapeData(points, count, NULL, 0);
lovrGraphicsDrawShape(GL_LINE_STRIP);
}
void lovrGraphicsCube(DrawMode mode, float x, float y, float z, float size, float angle, float axisX, float axisY, float axisZ) {
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
};
float cos2 = cos(angle / 2);
float sin2 = sin(angle / 2);
float rw = cos2;
float rx = sin2 * axisX;
float ry = sin2 * axisY;
float rz = sin2 * axisZ;
float transform[16];
mat4_setTranslation(transform, x, y, z);
mat4_scale(transform, size, size, size);
mat4_rotate(transform, rw, rx, ry, rz);
lovrGraphicsPush();
lovrGraphicsTransform(transform);
if (mode == DRAW_MODE_LINE) {
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
};
lovrGraphicsSetShapeData(points, 24, indices, 24);
lovrGraphicsDrawShape(GL_LINES);
} else {
unsigned int indices[] = {
3, 2, 0, 1, // Front
1, 2, 5, 6, // Right
6, 7, 5, 4, // Back
4, 7, 0, 3, // Left
3, 7, 2, 6, // Bottom
6, 0,
0, 1, 4, 5 // Top
};
lovrGraphicsSetShapeData(points, 24, indices, 26);
lovrGraphicsDrawShape(GL_TRIANGLE_STRIP);
}
lovrGraphicsPop();
}
Buffer* lovrGraphicsNewBuffer(int size, BufferDrawMode drawMode, BufferUsage usage) {
Buffer* buffer = malloc(sizeof(Buffer));
buffer->drawMode = drawMode;
buffer->usage = usage;
buffer->size = size;
buffer->data = malloc(buffer->size * 3 * sizeof(GLfloat));
buffer->vao = 0;
buffer->vbo = 0;
buffer->ibo = 0;
buffer->isRangeEnabled = 0;
buffer->rangeStart = 0;
buffer->rangeCount = buffer->size;
glGenBuffers(1, &buffer->vbo);
glBindBuffer(GL_ARRAY_BUFFER, buffer->vbo);
glBufferData(GL_ARRAY_BUFFER, buffer->size * 3 * sizeof(GLfloat), buffer->data, buffer->usage);
glGenVertexArrays(1, &buffer->vao);
vec_init(&buffer->map);
return buffer;
}
Model* lovrGraphicsNewModel(const char* path) {
const struct aiScene* scene = aiImportFile(path, aiProcessPreset_TargetRealtime_MaxQuality);
if (scene) {
return scene->mMeshes[0];
}
return NULL;
}
Shader* lovrGraphicsNewShader(const char* vertexSource, const char* fragmentSource) {
char fullVertexSource[1024];
snprintf(fullVertexSource, sizeof(fullVertexSource), "%s\n%s", lovrShaderVertexPrefix, vertexSource);
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, fullVertexSource);
char fullFragmentSource[1024];
snprintf(fullFragmentSource, sizeof(fullFragmentSource), "%s\n%s", lovrShaderFragmentPrefix, fragmentSource);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fullFragmentSource);
GLuint id = linkShaders(vertexShader, fragmentShader);
Shader* shader = (Shader*) malloc(sizeof(Shader));
shader->id = id;
return shader;
}