#pragma once #include #include #include "constantlocation.h" #include "pipeline.h" #include "textureunit.h" /*! \file graphics.h \brief Contains the base G4-functionality. */ #ifdef __cplusplus extern "C" { #endif struct kinc_g4_compute_shader; struct kinc_g4_pipeline; struct kinc_g4_render_target; struct kinc_g4_texture; struct kinc_g4_texture_array; #ifdef KINC_OPENGL struct kinc_shader_storage_buffer; #endif #ifdef KINC_KONG struct kinc_g4_constant_buffer; #endif typedef enum { KINC_G4_TEXTURE_ADDRESSING_REPEAT, KINC_G4_TEXTURE_ADDRESSING_MIRROR, KINC_G4_TEXTURE_ADDRESSING_CLAMP, KINC_G4_TEXTURE_ADDRESSING_BORDER } kinc_g4_texture_addressing_t; typedef enum { KINC_G4_TEXTURE_DIRECTION_U, KINC_G4_TEXTURE_DIRECTION_V, KINC_G4_TEXTURE_DIRECTION_W } kinc_g4_texture_direction_t; typedef enum { KINC_G4_TEXTURE_FILTER_POINT, KINC_G4_TEXTURE_FILTER_LINEAR, KINC_G4_TEXTURE_FILTER_ANISOTROPIC } kinc_g4_texture_filter_t; typedef enum { KINC_G4_MIPMAP_FILTER_NONE, KINC_G4_MIPMAP_FILTER_POINT, KINC_G4_MIPMAP_FILTER_LINEAR // linear texture filter + linear mip filter -> trilinear filter } kinc_g4_mipmap_filter_t; /// /// Returns whether instanced rendering (kinc_g4_draw_indexed_vertices_instanced and pals) is supported. /// /// Whether instanced rendering is supported KINC_FUNC bool kinc_g4_supports_instanced_rendering(void); /// /// Returns whether GPU-compute (the functions in kinc/compute/compute.h) is supported. /// /// Whether GPU-compute is supported KINC_FUNC bool kinc_g4_supports_compute_shaders(void); /// /// Returns whether blend-constants (see kinc_g4_set_blend_constant and the blending-properties for pipelines) are supported. /// /// Whether blend-constants are supported KINC_FUNC bool kinc_g4_supports_blend_constants(void); /// /// Returns whether textures are supported which have widths/heights which are not powers of two. /// /// Whether non power of two texture-sizes are supported KINC_FUNC bool kinc_g4_supports_non_pow2_textures(void); /// /// Returns whether render-targets are upside down. This happens in OpenGL and there is currently no automatic mitigation. /// /// Whether render-targets are upside down KINC_FUNC bool kinc_g4_render_targets_inverted_y(void); /// /// Returns how many textures can be used at the same time in a fragment-shader. /// /// The number of textures KINC_FUNC int kinc_g4_max_bound_textures(void); /// /// Kicks off lingering work - may or may not actually do anything depending on the underlying graphics-API. /// KINC_FUNC void kinc_g4_flush(void); /// /// Needs to be called before rendering to a window. Typically called at the start of each frame. /// /// The window to render to KINC_FUNC void kinc_g4_begin(int window); /// /// Needs to be called after rendering to a window. Typically called at the end of each frame. /// /// The window to render to /// KINC_FUNC void kinc_g4_end(int window); /// /// Needs to be called to make the rendered frame visible. Typically called at the very end of each frame. /// KINC_FUNC bool kinc_g4_swap_buffers(void); #define KINC_G4_CLEAR_COLOR 1 #define KINC_G4_CLEAR_DEPTH 2 #define KINC_G4_CLEAR_STENCIL 4 /// /// Clears the color, depth and/or stencil-components of the current framebuffer or render-target. /// /// Defines what components to clear /// The color-value to clear to in 0xAARRGGBB /// The depth-value to clear to /// The stencil-value to clear to KINC_FUNC void kinc_g4_clear(unsigned flags, unsigned color, float depth, int stencil); /// /// Sets the viewport which defines the portion of the framebuffer or render-target things are rendered into. By default the viewport is equivalent to the full /// size of the current render-target or framebuffer. /// /// The x-offset of the viewport from the left of the screen in pixels /// The y-offset of the viewport from the top of the screen in pixels /// The width of the viewport in pixels /// The height of the viewport in pixels KINC_FUNC void kinc_g4_viewport(int x, int y, int width, int height); /// /// Enables and defines the scissor-rect. When the scissor-rect is enabled, anything that's rendered outside of the scissor-rect will be ignored. /// /// The x-offset of the scissor-rect from the left of the screen in pixels /// The y-offset of the scissor-rect from the top of the screen in pixels /// The width of the scissor-rect in pixels /// The height of the scissor-rect in pixels KINC_FUNC void kinc_g4_scissor(int x, int y, int width, int height); /// /// Disables the scissor-rect. /// KINC_FUNC void kinc_g4_disable_scissor(void); /// /// Draws the entire content of the currently set index-buffer and vertex-buffer. G4 can only draw triangle-lists using vertex-indices as this is what GPUs tend /// to be optimized for. /// KINC_FUNC void kinc_g4_draw_indexed_vertices(void); /// /// Draws a part of the content of the currently set index-buffer and vertex-buffer. G4 can only draw triangle-lists using vertex-indices as this is what GPUs /// tend to be optimized for. /// /// The offset into the index-buffer /// The number of indices to use KINC_FUNC void kinc_g4_draw_indexed_vertices_from_to(int start, int count); /// /// Draws a part of the content of the currently set index-buffer and vertex-buffer and additionally applies a general offset into the vertex-buffer. G4 can /// only draw triangle-lists using vertex-indices as this is what GPUs tend to be optimized for. /// /// The offset into the index-buffer /// The number of indices to use /// The offset into the vertex-buffer which is added to each index read from the index-buffer KINC_FUNC void kinc_g4_draw_indexed_vertices_from_to_from(int start, int count, int vertex_offset); KINC_FUNC void kinc_g4_draw_indexed_vertices_instanced(int instanceCount); KINC_FUNC void kinc_g4_draw_indexed_vertices_instanced_from_to(int instanceCount, int start, int count); KINC_FUNC void kinc_g4_set_texture_addressing(kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing); KINC_FUNC void kinc_g4_set_texture3d_addressing(kinc_g4_texture_unit_t unit, kinc_g4_texture_direction_t dir, kinc_g4_texture_addressing_t addressing); /// /// Sets the pipeline for the next draw-call. The pipeline defines most rendering-state including the shaders to be used. /// /// The pipeline to set KINC_FUNC void kinc_g4_set_pipeline(struct kinc_g4_pipeline *pipeline); KINC_FUNC void kinc_g4_set_stencil_reference_value(int value); /// /// Sets the blend constant used for `KINC_G4_BLEND_CONSTANT` or `KINC_G4_INV_BLEND_CONSTANT` /// KINC_FUNC void kinc_g4_set_blend_constant(float r, float g, float b, float a); #ifdef KINC_KONG KINC_FUNC void kinc_g4_set_constant_buffer(uint32_t id, struct kinc_g4_constant_buffer *buffer); #endif /// /// Assigns an integer to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the value to /// The value to assign to the constant/uniform KINC_FUNC void kinc_g4_set_int(kinc_g4_constant_location_t location, int value); /// /// Assigns two integers to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the values to /// The value to assign to the first component of the constant/uniform /// The value to assign to the second component of the constant/uniform KINC_FUNC void kinc_g4_set_int2(kinc_g4_constant_location_t location, int value1, int value2); /// /// Assigns three integers to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the values to /// The value to assign to the first component of the constant/uniform /// The value to assign to the second component of the constant/uniform /// The value to assign to the third component of the constant/uniform KINC_FUNC void kinc_g4_set_int3(kinc_g4_constant_location_t location, int value1, int value2, int value3); /// /// Assigns four integers to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the values to /// The value to assign to the first component of the constant/uniform /// The value to assign to the second component of the constant/uniform /// The value to assign to the third component of the constant/uniform /// The value to assign to the fourth component of the constant/uniform KINC_FUNC void kinc_g4_set_int4(kinc_g4_constant_location_t location, int value1, int value2, int value3, int value4); /// /// Assigns a bunch of integers to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the values to /// The values to assign to the constant/uniform /// The number of values to assign to the constant/uniform KINC_FUNC void kinc_g4_set_ints(kinc_g4_constant_location_t location, int *values, int count); /// /// Assigns a float to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the value to /// The value to assign to the constant/uniform KINC_FUNC void kinc_g4_set_float(kinc_g4_constant_location_t location, float value); /// /// Assigns two floats to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the values to /// The value to assign to the first constant/uniform /// The value to assign to the second constant/uniform KINC_FUNC void kinc_g4_set_float2(kinc_g4_constant_location_t location, float value1, float value2); /// /// Assigns three floats to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the values to /// The value to assign to the first constant/uniform /// The value to assign to the second constant/uniform /// The value to assign to the third constant/uniform KINC_FUNC void kinc_g4_set_float3(kinc_g4_constant_location_t location, float value1, float value2, float value3); /// /// Assigns four floats to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the values to /// The value to assign to the first constant/uniform /// The value to assign to the second constant/uniform /// The value to assign to the third constant/uniform /// The value to assign to the fourth constant/uniform KINC_FUNC void kinc_g4_set_float4(kinc_g4_constant_location_t location, float value1, float value2, float value3, float value4); /// /// Assigns a bunch of floats to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the values to /// The values to assign to the constant/uniform /// The number of values to assign to the constant/uniform KINC_FUNC void kinc_g4_set_floats(kinc_g4_constant_location_t location, float *values, int count); /// /// Assigns a bool to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the value to /// The value to assign to the constant/uniform KINC_FUNC void kinc_g4_set_bool(kinc_g4_constant_location_t location, bool value); /// /// Assigns a 3x3-matrix to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the value to /// The value to assign to the constant/uniform KINC_FUNC void kinc_g4_set_matrix3(kinc_g4_constant_location_t location, kinc_matrix3x3_t *value); /// /// Assigns a 4x4-matrix to a constant/uniform in the currently set pipeline. /// /// The location of the constant/uniform to assign the value to /// The value to assign to the constant/uniform KINC_FUNC void kinc_g4_set_matrix4(kinc_g4_constant_location_t location, kinc_matrix4x4_t *value); /// /// Set the texture-sampling-mode for upscaled textures. /// /// The texture-unit to set the texture-sampling-mode for /// The mode to set KINC_FUNC void kinc_g4_set_texture_magnification_filter(kinc_g4_texture_unit_t unit, kinc_g4_texture_filter_t filter); /// /// Set the texture-sampling-mode for upscaled 3D-textures. /// /// The texture-unit to set the texture-sampling-mode for /// The mode to set KINC_FUNC void kinc_g4_set_texture3d_magnification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter); /// /// Set the texture-sampling-mode for downscaled textures. /// /// The texture-unit to set the texture-sampling-mode for /// The mode to set KINC_FUNC void kinc_g4_set_texture_minification_filter(kinc_g4_texture_unit_t unit, kinc_g4_texture_filter_t filter); /// /// Set the texture-sampling-mode for downscaled 3D-textures. /// /// The texture-unit to set the texture-sampling-mode for /// The mode to set KINC_FUNC void kinc_g4_set_texture3d_minification_filter(kinc_g4_texture_unit_t texunit, kinc_g4_texture_filter_t filter); /// /// Sets the mipmap-sampling-mode which defines whether mipmaps are used at all and if so whether the two neighbouring mipmaps are linearly interpolated. /// /// The texture-unit to set the mipmap-sampling-mode for /// The mode to set KINC_FUNC void kinc_g4_set_texture_mipmap_filter(kinc_g4_texture_unit_t unit, kinc_g4_mipmap_filter_t filter); /// /// Sets the mipmap-sampling-mode for a 3D-texture which defines whether mipmaps are used at all and if so whether the two neighbouring mipmaps are linearly /// interpolated. /// /// The texture-unit to set the mipmap-sampling-mode for /// The mode to set KINC_FUNC void kinc_g4_set_texture3d_mipmap_filter(kinc_g4_texture_unit_t texunit, kinc_g4_mipmap_filter_t filter); KINC_FUNC void kinc_g4_set_texture_compare_mode(kinc_g4_texture_unit_t unit, bool enabled); KINC_FUNC void kinc_g4_set_texture_compare_func(kinc_g4_texture_unit_t unit, kinc_g4_compare_mode_t mode); KINC_FUNC void kinc_g4_set_cubemap_compare_mode(kinc_g4_texture_unit_t unit, bool enabled); KINC_FUNC void kinc_g4_set_cubemap_compare_func(kinc_g4_texture_unit_t unit, kinc_g4_compare_mode_t mode); KINC_FUNC void kinc_g4_set_texture_max_anisotropy(kinc_g4_texture_unit_t unit, uint16_t max_anisotropy); KINC_FUNC void kinc_g4_set_cubemap_max_anisotropy(kinc_g4_texture_unit_t unit, uint16_t max_anisotropy); KINC_FUNC void kinc_g4_set_texture_lod(kinc_g4_texture_unit_t unit, float lod_min_clamp, float lod_max_clamp); KINC_FUNC void kinc_g4_set_cubemap_lod(kinc_g4_texture_unit_t unit, float lod_min_clamp, float lod_max_clamp); /// /// Sets the framebuffer (aka the actual contents of the current window) to be the target of any future draw-calls. /// KINC_FUNC void kinc_g4_restore_render_target(void); /// /// Sets the passed render-targets to be the target of any future draw-calls. /// /// An array of render-targets /// The number of render-targets in the render-target-array KINC_FUNC void kinc_g4_set_render_targets(struct kinc_g4_render_target **targets, int count); KINC_FUNC void kinc_g4_set_render_target_face(struct kinc_g4_render_target *texture, int face); #ifdef KINC_KONG /// /// Assigns a texture to a texture-unit for sampled access via GLSL's texture. /// /// The unit to assign this texture to /// The texture to assign to the unit KINC_FUNC void kinc_g4_set_texture(uint32_t unit, struct kinc_g4_texture *texture); #else /// /// Assigns a texture to a texture-unit for sampled access via GLSL's texture. /// /// The unit to assign this texture to /// The texture to assign to the unit KINC_FUNC void kinc_g4_set_texture(kinc_g4_texture_unit_t unit, struct kinc_g4_texture *texture); #endif /// /// Assigns a texture to a texture-unit for direct access via GLSL's texelFetch (as /// opposed to GLSL's texture). The name of this functions is unfortunately based /// on OpenGL's confusing terminology. /// /// The unit to assign this texture to /// The texture to assign to the unit KINC_FUNC void kinc_g4_set_image_texture(kinc_g4_texture_unit_t unit, struct kinc_g4_texture *texture); KINC_FUNC bool kinc_g4_init_occlusion_query(unsigned *occlusionQuery); KINC_FUNC void kinc_g4_delete_occlusion_query(unsigned occlusionQuery); KINC_FUNC void kinc_g4_start_occlusion_query(unsigned occlusionQuery); KINC_FUNC void kinc_g4_end_occlusion_query(unsigned occlusionQuery); KINC_FUNC bool kinc_g4_are_query_results_available(unsigned occlusionQuery); KINC_FUNC void kinc_g4_get_query_results(unsigned occlusionQuery, unsigned *pixelCount); /// /// Assigns a texture-array to a texture-unit. /// /// The unit to assign the texture-array to /// The texture-array to assign to the texture-unit KINC_FUNC void kinc_g4_set_texture_array(kinc_g4_texture_unit_t unit, struct kinc_g4_texture_array *array); /// /// Returns the currently used number of samples for hardware-antialiasing. /// /// The number of samples KINC_FUNC int kinc_g4_antialiasing_samples(void); /// /// Sets the number of samples used for hardware-antialiasing. This typically uses multisampling and typically only works with a few specific numbers of /// sample-counts - 2 and 4 are pretty safe bets. It also might do nothing at all. /// /// The number of samples KINC_FUNC void kinc_g4_set_antialiasing_samples(int samples); #ifdef KINC_OPENGL /// /// Old, hack thing, do not use. /// KINC_FUNC void kinc_g4_set_shader_storage_buffer(struct kinc_shader_storage_buffer *buffer, int index); #endif /// /// Sets a shader for the next compute-run. /// /// The shader to use KINC_FUNC void kinc_g4_set_compute_shader(struct kinc_g4_compute_shader *shader); /// /// Fire off a compute-run on x * y * z elements. /// /// The x-size for the compute-run /// The y-size for the compute-run /// The z-size for the compute-run KINC_FUNC void kinc_g4_compute(int x, int y, int z); #ifndef KINC_DOCS void kinc_g4_internal_init(void); void kinc_g4_internal_init_window(int window, int depth_buffer_bits, int stencil_buffer_bits, bool vsync); void kinc_g4_internal_destroy_window(int window); void kinc_g4_internal_destroy(void); #endif #ifdef __cplusplus } #endif