/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef ENGINE_GRAPHICS_H
#define ENGINE_GRAPHICS_H
#include "kernel.h"
#include "warning.h"
#include
#include
#include
#include
#include
#define GRAPHICS_TYPE_UNSIGNED_BYTE 0x1401
#define GRAPHICS_TYPE_UNSIGNED_SHORT 0x1403
#define GRAPHICS_TYPE_INT 0x1404
#define GRAPHICS_TYPE_UNSIGNED_INT 0x1405
#define GRAPHICS_TYPE_FLOAT 0x1406
struct SBufferContainerInfo
{
int m_Stride;
int m_VertBufferBindingIndex;
// the attributes of the container
struct SAttribute
{
int m_DataTypeCount;
unsigned int m_Type;
bool m_Normalized;
void *m_pOffset;
//0: float, 1:integer
unsigned int m_FuncType;
};
std::vector m_vAttributes;
};
struct SQuadRenderInfo
{
ColorRGBA m_Color;
vec2 m_Offsets;
float m_Rotation;
// allows easier upload for uniform buffers because of the alignment requirements
float m_Padding;
};
struct SGraphicTile
{
vec2 m_TopLeft;
vec2 m_TopRight;
vec2 m_BottomRight;
vec2 m_BottomLeft;
};
struct SGraphicTileTexureCoords
{
vec3 m_TexCoordTopLeft;
vec3 m_TexCoordTopRight;
vec3 m_TexCoordBottomRight;
vec3 m_TexCoordBottomLeft;
};
class CImageInfo
{
public:
enum
{
FORMAT_AUTO = -1,
FORMAT_RGB = 0,
FORMAT_RGBA = 1,
FORMAT_SINGLE_COMPONENT = 2,
};
/* Variable: width
Contains the width of the image */
int m_Width;
/* Variable: height
Contains the height of the image */
int m_Height;
/* Variable: format
Contains the format of the image. See for more information. */
int m_Format;
/* Variable: data
Pointer to the image data. */
void *m_pData;
};
/*
Structure: CVideoMode
*/
class CVideoMode
{
public:
int m_CanvasWidth, m_CanvasHeight;
int m_WindowWidth, m_WindowHeight;
int m_RefreshRate;
int m_Red, m_Green, m_Blue;
uint32_t m_Format;
};
typedef vec2 GL_SPoint;
typedef vec2 GL_STexCoord;
struct GL_STexCoord3D
{
GL_STexCoord3D &operator=(const GL_STexCoord &TexCoord)
{
u = TexCoord.u;
v = TexCoord.v;
return *this;
}
GL_STexCoord3D &operator=(const vec3 &TexCoord)
{
u = TexCoord.u;
v = TexCoord.v;
w = TexCoord.w;
return *this;
}
float u, v, w;
};
typedef ColorRGBA GL_SColorf;
//use normalized color values
typedef vector4_base GL_SColor;
struct GL_SVertex
{
GL_SPoint m_Pos;
GL_STexCoord m_Tex;
GL_SColor m_Color;
};
struct GL_SVertexTex3D
{
GL_SPoint m_Pos;
GL_SColorf m_Color;
GL_STexCoord3D m_Tex;
};
struct GL_SVertexTex3DStream
{
GL_SPoint m_Pos;
GL_SColor m_Color;
GL_STexCoord3D m_Tex;
};
static constexpr size_t gs_GraphicsMaxQuadsRenderCount = 256;
static constexpr size_t gs_GraphicsMaxParticlesRenderCount = 512;
enum EGraphicsDriverAgeType
{
GRAPHICS_DRIVER_AGE_TYPE_LEGACY = 0,
GRAPHICS_DRIVER_AGE_TYPE_DEFAULT,
GRAPHICS_DRIVER_AGE_TYPE_MODERN,
GRAPHICS_DRIVER_AGE_TYPE_COUNT,
};
enum EBackendType
{
BACKEND_TYPE_OPENGL = 0,
BACKEND_TYPE_OPENGL_ES,
BACKEND_TYPE_VULKAN,
// special value to tell the backend to identify the current backend
BACKEND_TYPE_AUTO,
BACKEND_TYPE_COUNT,
};
struct STWGraphicGPU
{
enum ETWGraphicsGPUType
{
GRAPHICS_GPU_TYPE_DISCRETE = 0,
GRAPHICS_GPU_TYPE_INTEGRATED,
GRAPHICS_GPU_TYPE_VIRTUAL,
GRAPHICS_GPU_TYPE_CPU,
// should stay at last position in this enum
GRAPHICS_GPU_TYPE_INVALID,
};
struct STWGraphicGPUItem
{
char m_aName[256];
ETWGraphicsGPUType m_GPUType;
};
std::vector m_vGPUs;
STWGraphicGPUItem m_AutoGPU;
};
typedef STWGraphicGPU TTWGraphicsGPUList;
typedef std::function WINDOW_RESIZE_FUNC;
namespace client_data7 {
struct CDataSprite; // NOLINT(bugprone-forward-declaration-namespace)
}
typedef std::function &vDstData)> TGLBackendReadPresentedImageData;
class IGraphics : public IInterface
{
MACRO_INTERFACE("graphics", 0)
protected:
int m_ScreenWidth;
int m_ScreenHeight;
int m_ScreenRefreshRate;
float m_ScreenHiDPIScale;
public:
enum
{
TEXLOAD_NOMIPMAPS = 1 << 1,
TEXLOAD_NO_COMPRESSION = 1 << 2,
TEXLOAD_TO_3D_TEXTURE = (1 << 3),
TEXLOAD_TO_2D_ARRAY_TEXTURE = (1 << 4),
TEXLOAD_TO_3D_TEXTURE_SINGLE_LAYER = (1 << 5),
TEXLOAD_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER = (1 << 6),
TEXLOAD_NO_2D_TEXTURE = (1 << 7),
};
class CTextureHandle
{
friend class IGraphics;
int m_Id;
public:
CTextureHandle() :
m_Id(-1)
{
}
bool IsValid() const { return Id() >= 0; }
int Id() const { return m_Id; }
void Invalidate() { m_Id = -1; }
};
int ScreenWidth() const { return m_ScreenWidth; }
int ScreenHeight() const { return m_ScreenHeight; }
float ScreenAspect() const { return (float)ScreenWidth() / (float)ScreenHeight(); }
float ScreenHiDPIScale() const { return m_ScreenHiDPIScale; }
int WindowWidth() const { return m_ScreenWidth / m_ScreenHiDPIScale; }
int WindowHeight() const { return m_ScreenHeight / m_ScreenHiDPIScale; }
virtual void WarnPngliteIncompatibleImages(bool Warn) = 0;
virtual void SetWindowParams(int FullscreenMode, bool IsBorderless, bool AllowResizing) = 0;
virtual bool SetWindowScreen(int Index) = 0;
virtual bool SetVSync(bool State) = 0;
virtual bool SetMultiSampling(uint32_t ReqMultiSamplingCount, uint32_t &MultiSamplingCountBackend) = 0;
virtual int GetWindowScreen() = 0;
virtual void Move(int x, int y) = 0;
virtual void Resize(int w, int h, int RefreshRate) = 0;
virtual void GotResized(int w, int h, int RefreshRate) = 0;
virtual void UpdateViewport(int X, int Y, int W, int H, bool ByResize) = 0;
virtual void AddWindowResizeListener(WINDOW_RESIZE_FUNC pFunc, void *pUser) = 0;
virtual void WindowDestroyNtf(uint32_t WindowID) = 0;
virtual void WindowCreateNtf(uint32_t WindowID) = 0;
// ForceClearNow forces the backend to trigger a clear, even at performance cost, else it might be delayed by one frame
virtual void Clear(float r, float g, float b, bool ForceClearNow = false) = 0;
virtual void ClipEnable(int x, int y, int w, int h) = 0;
virtual void ClipDisable() = 0;
virtual void MapScreen(float TopLeftX, float TopLeftY, float BottomRightX, float BottomRightY) = 0;
virtual void GetScreen(float *pTopLeftX, float *pTopLeftY, float *pBottomRightX, float *pBottomRightY) = 0;
// TODO: These should perhaps not be virtuals
virtual void BlendNone() = 0;
virtual void BlendNormal() = 0;
virtual void BlendAdditive() = 0;
virtual void WrapNormal() = 0;
virtual void WrapClamp() = 0;
virtual uint64_t TextureMemoryUsage() const = 0;
virtual uint64_t BufferMemoryUsage() const = 0;
virtual uint64_t StreamedMemoryUsage() const = 0;
virtual uint64_t StagingMemoryUsage() const = 0;
virtual const TTWGraphicsGPUList &GetGPUs() const = 0;
virtual int LoadPNG(CImageInfo *pImg, const char *pFilename, int StorageType) = 0;
virtual void FreePNG(CImageInfo *pImg) = 0;
virtual bool CheckImageDivisibility(const char *pFileName, CImageInfo &Img, int DivX, int DivY, bool AllowResize) = 0;
virtual bool IsImageFormatRGBA(const char *pFileName, CImageInfo &Img) = 0;
// destination and source buffer require to have the same width and height
virtual void CopyTextureBufferSub(uint8_t *pDestBuffer, uint8_t *pSourceBuffer, int FullWidth, int FullHeight, int ColorChannelCount, int SubOffsetX, int SubOffsetY, int SubCopyWidth, int SubCopyHeight) = 0;
// destination width must be equal to the subwidth of the source
virtual void CopyTextureFromTextureBufferSub(uint8_t *pDestBuffer, int DestWidth, int DestHeight, uint8_t *pSourceBuffer, int SrcWidth, int SrcHeight, int ColorChannelCount, int SrcSubOffsetX, int SrcSubOffsetY, int SrcSubCopyWidth, int SrcSubCopyHeight) = 0;
virtual int UnloadTexture(CTextureHandle *pIndex) = 0;
virtual CTextureHandle LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags, const char *pTexName = nullptr) = 0;
virtual int LoadTextureRawSub(CTextureHandle TextureID, int x, int y, int Width, int Height, int Format, const void *pData) = 0;
virtual CTextureHandle LoadTexture(const char *pFilename, int StorageType, int StoreFormat, int Flags) = 0;
virtual void TextureSet(CTextureHandle Texture) = 0;
void TextureClear() { TextureSet(CTextureHandle()); }
// pTextData & pTextOutlineData are automatically free'd
virtual bool LoadTextTextures(int Width, int Height, CTextureHandle &TextTexture, CTextureHandle &TextOutlineTexture, void *pTextData, void *pTextOutlineData) = 0;
virtual bool UnloadTextTextures(CTextureHandle &TextTexture, CTextureHandle &TextOutlineTexture) = 0;
virtual bool UpdateTextTexture(CTextureHandle TextureID, int x, int y, int Width, int Height, const void *pData) = 0;
virtual CTextureHandle LoadSpriteTexture(CImageInfo &FromImageInfo, struct CDataSprite *pSprite) = 0;
virtual CTextureHandle LoadSpriteTexture(CImageInfo &FromImageInfo, struct client_data7::CDataSprite *pSprite) = 0;
virtual bool IsImageSubFullyTransparent(CImageInfo &FromImageInfo, int x, int y, int w, int h) = 0;
virtual bool IsSpriteTextureFullyTransparent(CImageInfo &FromImageInfo, struct client_data7::CDataSprite *pSprite) = 0;
virtual void FlushVertices(bool KeepVertices = false) = 0;
virtual void FlushVerticesTex3D() = 0;
// specific render functions
virtual void RenderTileLayer(int BufferContainerIndex, const ColorRGBA &Color, char **pOffsets, unsigned int *pIndicedVertexDrawNum, size_t NumIndicesOffset) = 0;
virtual void RenderBorderTiles(int BufferContainerIndex, const ColorRGBA &Color, char *pIndexBufferOffset, const vec2 &Offset, const vec2 &Dir, int JumpIndex, unsigned int DrawNum) = 0;
virtual void RenderBorderTileLines(int BufferContainerIndex, const ColorRGBA &Color, char *pIndexBufferOffset, const vec2 &Offset, const vec2 &Dir, unsigned int IndexDrawNum, unsigned int RedrawNum) = 0;
virtual void RenderQuadLayer(int BufferContainerIndex, SQuadRenderInfo *pQuadInfo, int QuadNum, int QuadOffset) = 0;
virtual void RenderText(int BufferContainerIndex, int TextQuadNum, int TextureSize, int TextureTextIndex, int TextureTextOutlineIndex, const ColorRGBA &TextColor, const ColorRGBA &TextOutlineColor) = 0;
// opengl 3.3 functions
enum EBufferObjectCreateFlags
{
// tell the backend that the buffer only needs to be valid for the span of one frame. Buffer size is not allowed to be bigger than GL_SVertex * MAX_VERTICES
BUFFER_OBJECT_CREATE_FLAGS_ONE_TIME_USE_BIT = 1 << 0,
};
// if a pointer is passed as moved pointer, it requires to be allocated with malloc()
virtual int CreateBufferObject(size_t UploadDataSize, void *pUploadData, int CreateFlags, bool IsMovedPointer = false) = 0;
virtual void RecreateBufferObject(int BufferIndex, size_t UploadDataSize, void *pUploadData, int CreateFlags, bool IsMovedPointer = false) = 0;
virtual void DeleteBufferObject(int BufferIndex) = 0;
virtual int CreateBufferContainer(struct SBufferContainerInfo *pContainerInfo) = 0;
// destroying all buffer objects means, that all referenced VBOs are destroyed automatically, so the user does not need to save references to them
virtual void DeleteBufferContainer(int ContainerIndex, bool DestroyAllBO = true) = 0;
virtual void IndicesNumRequiredNotify(unsigned int RequiredIndicesCount) = 0;
// returns true if the driver age type is supported, passing BACKEND_TYPE_AUTO for BackendType will query the values for the currently used backend
virtual bool GetDriverVersion(EGraphicsDriverAgeType DriverAgeType, int &Major, int &Minor, int &Patch, const char *&pName, EBackendType BackendType) = 0;
virtual bool IsConfigModernAPI() = 0;
virtual bool IsTileBufferingEnabled() = 0;
virtual bool IsQuadBufferingEnabled() = 0;
virtual bool IsTextBufferingEnabled() = 0;
virtual bool IsQuadContainerBufferingEnabled() = 0;
virtual bool HasTextureArrays() = 0;
virtual const char *GetVendorString() = 0;
virtual const char *GetVersionString() = 0;
virtual const char *GetRendererString() = 0;
struct CLineItem
{
float m_X0, m_Y0, m_X1, m_Y1;
CLineItem() {}
CLineItem(float x0, float y0, float x1, float y1) :
m_X0(x0), m_Y0(y0), m_X1(x1), m_Y1(y1) {}
};
virtual void LinesBegin() = 0;
virtual void LinesEnd() = 0;
virtual void LinesDraw(const CLineItem *pArray, int Num) = 0;
virtual void QuadsBegin() = 0;
virtual void QuadsEnd() = 0;
virtual void QuadsTex3DBegin() = 0;
virtual void QuadsTex3DEnd() = 0;
virtual void TrianglesBegin() = 0;
virtual void TrianglesEnd() = 0;
virtual void QuadsEndKeepVertices() = 0;
virtual void QuadsDrawCurrentVertices(bool KeepVertices = true) = 0;
virtual void QuadsSetRotation(float Angle) = 0;
virtual void QuadsSetSubset(float TopLeftU, float TopLeftV, float BottomRightU, float BottomRightV) = 0;
virtual void QuadsSetSubsetFree(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, int Index = -1) = 0;
struct CFreeformItem
{
float m_X0, m_Y0, m_X1, m_Y1, m_X2, m_Y2, m_X3, m_Y3;
CFreeformItem() {}
CFreeformItem(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) :
m_X0(x0), m_Y0(y0), m_X1(x1), m_Y1(y1), m_X2(x2), m_Y2(y2), m_X3(x3), m_Y3(y3) {}
};
struct CQuadItem
{
float m_X, m_Y, m_Width, m_Height;
CQuadItem() {}
CQuadItem(float x, float y, float w, float h) :
m_X(x), m_Y(y), m_Width(w), m_Height(h) {}
void Set(float x, float y, float w, float h)
{
m_X = x;
m_Y = y;
m_Width = w;
m_Height = h;
}
CFreeformItem ToFreeForm() const
{
return CFreeformItem(m_X, m_Y, m_X + m_Width, m_Y, m_X, m_Y + m_Height, m_X + m_Width, m_Y + m_Height);
}
};
virtual void QuadsDraw(CQuadItem *pArray, int Num) = 0;
virtual void QuadsDrawTL(const CQuadItem *pArray, int Num) = 0;
virtual void QuadsTex3DDrawTL(const CQuadItem *pArray, int Num) = 0;
virtual const GL_STexCoord *GetCurTextureCoordinates() = 0;
virtual const GL_SColor *GetCurColor() = 0;
virtual int CreateQuadContainer(bool AutomaticUpload = true) = 0;
virtual void QuadContainerChangeAutomaticUpload(int ContainerIndex, bool AutomaticUpload) = 0;
virtual void QuadContainerUpload(int ContainerIndex) = 0;
virtual int QuadContainerAddQuads(int ContainerIndex, CQuadItem *pArray, int Num) = 0;
virtual int QuadContainerAddQuads(int ContainerIndex, CFreeformItem *pArray, int Num) = 0;
virtual void QuadContainerReset(int ContainerIndex) = 0;
virtual void DeleteQuadContainer(int ContainerIndex) = 0;
virtual void RenderQuadContainer(int ContainerIndex, int QuadDrawNum) = 0;
virtual void RenderQuadContainer(int ContainerIndex, int QuadOffset, int QuadDrawNum, bool ChangeWrapMode = true) = 0;
virtual void RenderQuadContainerEx(int ContainerIndex, int QuadOffset, int QuadDrawNum, float X, float Y, float ScaleX = 1.f, float ScaleY = 1.f) = 0;
virtual void RenderQuadContainerAsSprite(int ContainerIndex, int QuadOffset, float X, float Y, float ScaleX = 1.f, float ScaleY = 1.f) = 0;
struct SRenderSpriteInfo
{
vec2 m_Pos;
float m_Scale;
float m_Rotation;
};
virtual void RenderQuadContainerAsSpriteMultiple(int ContainerIndex, int QuadOffset, int DrawCount, SRenderSpriteInfo *pRenderInfo) = 0;
virtual void QuadsDrawFreeform(const CFreeformItem *pArray, int Num) = 0;
virtual void QuadsText(float x, float y, float Size, const char *pText) = 0;
enum
{
CORNER_NONE = 0,
CORNER_TL = 1,
CORNER_TR = 2,
CORNER_BL = 4,
CORNER_BR = 8,
CORNER_T = CORNER_TL | CORNER_TR,
CORNER_B = CORNER_BL | CORNER_BR,
CORNER_R = CORNER_TR | CORNER_BR,
CORNER_L = CORNER_TL | CORNER_BL,
CORNER_ALL = CORNER_T | CORNER_B
};
virtual void DrawCircle(float CenterX, float CenterY, float Radius, int Segments) = 0;
struct CColorVertex
{
int m_Index;
float m_R, m_G, m_B, m_A;
CColorVertex() {}
CColorVertex(int i, float r, float g, float b, float a) :
m_Index(i), m_R(r), m_G(g), m_B(b), m_A(a) {}
};
virtual void SetColorVertex(const CColorVertex *pArray, int Num) = 0;
virtual void SetColor(float r, float g, float b, float a) = 0;
virtual void SetColor(ColorRGBA rgb) = 0;
virtual void SetColor4(vec4 TopLeft, vec4 TopRight, vec4 BottomLeft, vec4 BottomRight) = 0;
virtual void ChangeColorOfCurrentQuadVertices(float r, float g, float b, float a) = 0;
virtual void ChangeColorOfQuadVertices(int QuadOffset, unsigned char r, unsigned char g, unsigned char b, unsigned char a) = 0;
virtual void TakeScreenshot(const char *pFilename) = 0;
virtual void TakeCustomScreenshot(const char *pFilename) = 0;
virtual int GetVideoModes(CVideoMode *pModes, int MaxModes, int Screen) = 0;
virtual void Swap() = 0;
virtual int GetNumScreens() const = 0;
// synchronization
virtual void InsertSignal(class CSemaphore *pSemaphore) = 0;
virtual bool IsIdle() const = 0;
virtual void WaitForIdle() = 0;
virtual void SetWindowGrab(bool Grab) = 0;
virtual void NotifyWindow() = 0;
// be aware that this function should only be called from the graphics thread, and even then you should really know what you are doing
// this function always returns the pixels in RGB
virtual TGLBackendReadPresentedImageData &GetReadPresentedImageDataFuncUnsafe() = 0;
virtual SWarning *GetCurWarning() = 0;
protected:
inline CTextureHandle CreateTextureHandle(int Index)
{
CTextureHandle Tex;
Tex.m_Id = Index;
return Tex;
}
};
class IEngineGraphics : public IGraphics
{
MACRO_INTERFACE("enginegraphics", 0)
public:
virtual int Init() = 0;
virtual void Shutdown() = 0;
virtual void Minimize() = 0;
virtual void Maximize() = 0;
virtual int WindowActive() = 0;
virtual int WindowOpen() = 0;
};
extern IEngineGraphics *CreateEngineGraphics();
extern IEngineGraphics *CreateEngineGraphicsThreaded();
#endif