/* (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