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fs2open.github.com/code/graphics/2d.h
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Fabian WoltermannandClaude Opus 5 9ec157833b Add command-line option overrides to options system (#7561)
* Add command-line option overrides to options system

- Extend `OptionsManager` to support storing and displaying reasons for overrides.
- Update related code paths to prioritize command-line overrides, ensure correct option resolution, and display override details in the UI.
- Add unit tests for override behavior and round-trip validation.
- Remove unused legacy functions (`removeVSyncOption`, `removeWindowModeOption`) in favor of the new system.

* Add unit tests for `Graphics.Anisotropy` option validation with and without OpenGL

* Add support for associating command-line option names to `OptionsManager` overrides

- Update HDR, shadow rendering, and graphics API option overrides to include their respective command-line flag names.
- Refactor `Graphics.RenderAPI` to use the `GraphicsAPI` enum instead of raw integers for better type safety and clarity.
- Ensure Vulkan support logic and fallback behavior function correctly with the updated options system.
- Update unit tests to validate override functionality and enum-based API configuration.

* Remove unused `removeVSyncOption` function

* Apply the PR review feedback for the command-line option overrides

Delete the unit-test run artifacts that this branch committed by mistake, and
add .gitignore rules for the files that the unittests binary writes.

Give an override priority over an in-session edit again. The options UI now
shows a disabled control for an overridden option, and setConfigValue()
refuses an edit for an overridden key. Before this change, a save wrote the
edit to the config file and applied it to the bound global, but getValue()
kept returning the override. The game and the options menu then showed
different values for the rest of the session.

Add a setOverride() overload that takes a JSON value. Every command-line flag
now builds its override with json_integer, json_real, json_true, json_false
or json_pack, in place of a hand-formatted string.

Make Graphics.CockpitFOV and Graphics.CockpitFOVToggle independent of the
order in which the options manager loads them, and remove the forced override
on the player's toggle preference. The toggle listener also replaces an
identical bind_to() call that made the listener dead code.

Add 16 to the values of Graphics.MSAASamples. The -msaa flag accepts 16, so an
override with that value made printValues() report an invalid value.

Keep the render API that the caller gives to gr_init(). Only a Default value
now comes from the Graphics.RenderAPI option, so FRED and the unit tests keep
the backend that they ask for.

Make the default_func of Graphics.Shadows and Graphics.ShadowRenderMethod
return their global. A constant discarded the value that -enable_shadows and
the mod table set. Set Max_rt_shadow_local_lights to 4, because 3 is not one
of the values that the option offers.

Also: resolve -lang one time, share the render API name with version.cpp,
correct the stale comments, and add unit tests with a fixture that clears the
overrides after each test.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UGh4ZM2u4oUGSbrP122Uyr

* Fix the order-dependent crash in the MSAA option test

The test `MsaaOverrideAcceptsEverySampleCountTheFlagAllows` calls
`getValidValues()`. `Option<T>` makes a display string for each value, and the
display function of `Graphics.MSAASamples` calls `XSTR()`. `XSTR()` runs
`Int3()` if `lcl_xstr_init()` did not run before. Only `FSTestFixture` runs it,
and `Xstr_inited` stays set for the remainder of the process. Thus the shuffled
test order decided if the test passed or if it stopped the test binary with
SIGILL.

Move that one test to a new fixture that derives from `FSTestFixture`. The
fixture initializes localization, and it also clears the overrides after each
test. Refresh the comment that told that the test binary never runs
`lcl_init()`.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UGh4ZM2u4oUGSbrP122Uyr

---------

Co-authored-by: Claude Opus 5 <[email protected]>
2026-09-10 13:14:18 +02:00

1627 lines
50 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _GRAPHICS_H
#define _GRAPHICS_H
#include "globalincs/flagset.h"
#include "globalincs/pstypes.h"
#include "bmpman/bmpman.h"
#include "cfile/cfile.h"
#include "graphics/grinternal.h"
#include "graphics/tmapper.h"
#include "io/cursor.h"
#include "math/vecmat.h"
#include "osapi/osapi.h"
#include "utils/id.h"
// Forward definition
namespace graphics {
namespace util {
class UniformBuffer;
class GPUMemoryHeap;
} // namespace util
} // namespace graphics
namespace scripting {
template<typename condition_t>
class OverridableHook;
}
extern const float Default_min_draw_distance;
extern const float Default_max_draw_distance;
extern float Min_draw_distance_cockpit;
extern float Min_draw_distance;
extern float Max_draw_distance;
extern int Gr_inited;
// # Software Re-added by Kazan --- THIS HAS TO STAY -- It is used by standalone!
enum class GraphicsAPI : uint8_t { Default, Stub, OpenGL, Vulkan };
// z-buffering stuff
extern int gr_zbuffering, gr_zbuffering_mode;
extern int gr_global_zbuffering;
extern bool Gr_enable_soft_particles;
FLAG_LIST(FramebufferEffects){Thrusters = 0, Shockwaves, NUM_VALUES};
extern flagset<FramebufferEffects> Gr_framebuffer_effects;
enum class AntiAliasMode {
None = 0,
FXAA_Low = 1,
FXAA_Medium = 2,
FXAA_High = 3,
SMAA_Low = 4,
SMAA_Medium = 5,
SMAA_High = 6,
SMAA_Ultra = 7,
};
extern AntiAliasMode Gr_aa_mode;
extern AntiAliasMode Gr_aa_mode_last_frame;
bool gr_is_fxaa_mode(AntiAliasMode mode);
bool gr_is_smaa_mode(AntiAliasMode mode);
extern bool Gr_post_processing_enabled;
extern bool Gr_enable_vsync;
// HDR10 (PQ/ST.2084 + BT.2020) output. Currently only honored by the Vulkan renderer.
extern bool Gr_enable_hdr;
// True once the renderer has actually negotiated an HDR10 swap chain (read-only,
// set by the active renderer). Distinct from Gr_enable_hdr, which is the request.
extern bool Gr_hdr_output_active;
// Reference white luminance in nits (the brightness of SDR "paper white" / UI when HDR is active).
extern float Gr_hdr_paperwhite_nits;
// Display peak luminance in nits used for tone curve clamping and HDR10 metadata.
extern float Gr_hdr_peak_nits;
extern bool Deferred_lighting;
extern bool High_dynamic_range;
extern os::ViewportState Gr_configured_window_state;
extern const std::shared_ptr<scripting::OverridableHook<void>> OnFrameHook;
class material;
class model_material;
class particle_material;
class distortion_material;
class shield_material;
class movie_material;
class batched_bitmap_material;
class nanovg_material;
class decal_material;
class interface_material;
class transform_stack {
matrix4 Current_transform;
SCP_vector<matrix4> Stack;
public:
transform_stack()
{
vm_matrix4_set_identity(&Current_transform);
Stack.clear();
Stack.push_back(Current_transform);
}
const matrix4 &get_transform() const
{
return Current_transform;
}
void clear()
{
vm_matrix4_set_identity(&Current_transform);
Stack.clear();
Stack.push_back(Current_transform);
}
void push_and_replace(const matrix4 &new_transform)
{
Current_transform = new_transform;
Stack.push_back(Current_transform);
}
void push(const vec3d *pos, const matrix *orient, const vec3d *scale = NULL)
{
vec3d new_scale = SCALE_IDENTITY_VECTOR;
matrix new_orient = IDENTITY_MATRIX;
vec3d new_pos = ZERO_VECTOR;
matrix4 current_transform_copy = Current_transform;
matrix4 new_transform;
if ( pos != NULL ) {
new_pos = *pos;
}
if ( orient != NULL ) {
new_orient = *orient;
}
if ( scale != NULL ) {
new_scale = *scale;
}
vm_vec_scale(&new_orient.vec.rvec, new_scale.xyz.x);
vm_vec_scale(&new_orient.vec.uvec, new_scale.xyz.y);
vm_vec_scale(&new_orient.vec.fvec, new_scale.xyz.z);
vm_matrix4_set_transform(&new_transform, &new_orient, &new_pos);
vm_matrix4_x_matrix4(&Current_transform, &current_transform_copy, &new_transform);
Stack.push_back(Current_transform);
}
void pop()
{
if ( Stack.size() > 1 ) {
Stack.pop_back();
}
Current_transform = Stack.back();
}
size_t depth() {
return Stack.size();
}
};
enum primitive_type {
PRIM_TYPE_POINTS,
PRIM_TYPE_LINES,
PRIM_TYPE_LINESTRIP,
PRIM_TYPE_TRIS,
PRIM_TYPE_TRISTRIP,
PRIM_TYPE_TRIFAN,
};
enum shader_type {
SDR_TYPE_NONE = -1,
SDR_TYPE_MODEL,
SDR_TYPE_EFFECT_PARTICLE,
SDR_TYPE_EFFECT_DISTORTION,
SDR_TYPE_POST_PROCESS_MAIN,
SDR_TYPE_POST_PROCESS_BLUR,
SDR_TYPE_POST_PROCESS_BLOOM_COMP,
SDR_TYPE_POST_PROCESS_BRIGHTPASS,
SDR_TYPE_POST_PROCESS_FXAA,
SDR_TYPE_POST_PROCESS_FXAA_PREPASS,
SDR_TYPE_POST_PROCESS_LIGHTSHAFTS,
SDR_TYPE_POST_PROCESS_TONEMAPPING,
SDR_TYPE_DEFERRED_LIGHTING,
SDR_TYPE_DEFERRED_CLEAR,
SDR_TYPE_VIDEO_PROCESS,
SDR_TYPE_PASSTHROUGH_RENDER, //!< Shader for doing the old style fixed-function rendering. Only used internally, use
//!< SDR_TYPE_DEFAULT_MATERIAL.
SDR_TYPE_SHIELD_DECAL,
SDR_TYPE_BATCHED_BITMAP,
SDR_TYPE_DEFAULT_MATERIAL,
SDR_TYPE_NANOVG,
SDR_TYPE_DECAL,
SDR_TYPE_SCENE_FOG,
SDR_TYPE_VOLUMETRIC_FOG,
SDR_TYPE_ROCKET_UI,
SDR_TYPE_COPY,
SDR_TYPE_COPY_WORLD,
SDR_TYPE_MSAA_RESOLVE,
SDR_TYPE_POST_PROCESS_SMAA_EDGE,
SDR_TYPE_POST_PROCESS_SMAA_BLENDING_WEIGHT,
SDR_TYPE_POST_PROCESS_SMAA_NEIGHBORHOOD_BLENDING,
SDR_TYPE_POST_PROCESS_SMAA_RESOLVE,
SDR_TYPE_ENVMAP_SPHERE_WARP,
SDR_TYPE_IRRADIANCE_MAP_GEN,
SDR_TYPE_SHADOW_MAP_GEN,
SDR_TYPE_GAMMA_BLIT,
NUM_SHADER_TYPES
};
// Shader flags
#define SDR_FLAG_PARTICLE_POINT_GEN (1<<0)
#define SDR_FLAG_BLUR_HORIZONTAL (1<<0)
#define SDR_FLAG_BLUR_VERTICAL (1<<1)
#define SDR_FLAG_NANOVG_EDGE_AA (1<<0)
#define SDR_FLAG_DECAL_USE_NORMAL_MAP (1<<0)
#define SDR_FLAG_MSAA_SAMPLES_4 (1 << 0)
#define SDR_FLAG_MSAA_SAMPLES_8 (1 << 1)
#define SDR_FLAG_MSAA_SAMPLES_16 (1 << 2)
#define SDR_FLAG_VOLUMETRICS_DO_EDGE_SMOOTHING (1<<0)
#define SDR_FLAG_VOLUMETRICS_NOISE (1<<1)
#define SDR_FLAG_COPY_FROM_ARRAY (1 << 0)
#define SDR_FLAG_COPY_CLAMP01 (1 << 1)
#define SDR_FLAG_TONEMAPPING_LINEAR_OUT (1 << 0)
#define SDR_FLAG_GAMMA_HDR10 (1 << 0)
#define SDR_FLAG_ENV_MAP (1 << 0)
#define SDR_FLAG_DEFERRED_RT_SHADOWS (1 << 1)
#define SDR_FLAG_SHADOW_FALLBACK (1 << 0)
#define SDR_FLAG_SHADOW_FALLBACK (1 << 0)
enum class uniform_block_type {
Lights = 0,
ModelData = 1,
NanoVGData = 2,
DecalInfo = 3,
DecalGlobals = 4,
DeferredGlobals = 5,
Matrices = 6,
MovieData = 7,
GenericData = 8,
ShadowMapData = 9,
ShadowCascadeParams = 10,
NUM_BLOCK_TYPES
};
struct vertex_format_data
{
enum vertex_format {
POSITION4,
POSITION3,
POSITION2,
COLOR3,
COLOR4,
COLOR4F,
TEX_COORD2,
TEX_COORD4,
NORMAL,
TANGENT,
MODEL_ID,
RADIUS,
UVEC,
MATRIX4,
};
vertex_format format_type;
size_t stride;
size_t offset;
size_t divisor;
size_t buffer_number;
vertex_format_data(vertex_format i_format_type, size_t i_stride, size_t i_offset, size_t i_divisor, size_t i_buffer_number) :
format_type(i_format_type), stride(i_stride), offset(i_offset), divisor(i_divisor), buffer_number(i_buffer_number) {}
static inline uint mask(vertex_format v_format) { return 1 << v_format; }
bool operator==(const vertex_format_data& other) const {
return format_type == other.format_type && stride == other.stride && offset == other.offset;
}
};
class vertex_layout
{
SCP_vector<vertex_format_data> Vertex_components;
uint Vertex_mask = 0;
SCP_unordered_map<size_t, size_t> Vertex_stride;
public:
vertex_layout() {}
size_t get_num_vertex_components() const { return Vertex_components.size(); }
const vertex_format_data* get_vertex_component(size_t index) const { return &Vertex_components[index]; }
bool resident_vertex_format(vertex_format_data::vertex_format format_type) const;
void add_vertex_component(vertex_format_data::vertex_format format_type, size_t stride, size_t offset, size_t divisor = 0, size_t buffer_number = 0);
size_t get_vertex_stride(size_t buffer_number = 0) const { return Vertex_stride.at(buffer_number); }
bool operator==(const vertex_layout& other) const;
size_t hash() const;
};
namespace std {
template<> struct hash<vertex_format_data> {
size_t operator()(const vertex_format_data& data) const;
};
template<> struct hash<vertex_layout> {
size_t operator()(const vertex_layout& data) const;
};
}
enum class gr_capability {
CAPABILITY_ENVIRONMENT_MAP,
CAPABILITY_NORMAL_MAP,
CAPABILITY_HEIGHT_MAP,
CAPABILITY_SOFT_PARTICLES,
CAPABILITY_DISTORTION,
CAPABILITY_POST_PROCESSING,
CAPABILITY_DEFERRED_LIGHTING,
CAPABILITY_SHADOWS,
CAPABILITY_THICK_OUTLINE,
CAPABILITY_BATCHED_SUBMODELS,
CAPABILITY_TIMESTAMP_QUERY,
CAPABILITY_SEPARATE_BLEND_FUNCTIONS,
CAPABILITY_PERSISTENT_BUFFER_MAPPING,
CAPABILITY_BPTC,
CAPABILITY_S3TC,
CAPABILITY_LARGE_SHADER,
CAPABILITY_INSTANCED_RENDERING,
CAPABILITY_FAST_SHADOWS,
CAPABILITY_QUERIES_REUSABLE,
CAPABILITY_RAYTRACED_SHADOWS
};
struct gr_capability_def {
gr_capability capability;
const char* parse_name;
};
extern gr_capability_def gr_capabilities[];
extern const size_t gr_capabilities_num;
enum class gr_property
{
UNIFORM_BUFFER_OFFSET_ALIGNMENT,
UNIFORM_BUFFER_MAX_SIZE,
MAX_ANISOTROPY
};
struct gr_buffer_handle_tag {
};
using gr_buffer_handle = ::util::ID<gr_buffer_handle_tag, int, -1>;
// stencil buffering stuff
extern int gr_stencil_mode;
/**
* This is a structure used by the shader to keep track
* of the values you want to use in the shade primitive.
*/
typedef struct shader {
ubyte r, g, b, c; // factors and constant
ubyte lookup[256];
} shader;
#define AC_TYPE_NONE 0 // Not an alphacolor
#define AC_TYPE_HUD 1 // Doesn't change hue depending on background. Used for HUD stuff.
#define AC_TYPE_BLEND 2 // Changes hue depending on background. Used for stars, etc.
// NEVER REFERENCE THESE VALUES OUTSIDE OF THE GRAPHICS LIBRARY!!!
// If you need to get the rgb values of a "color" struct call
// gr_get_colors after calling gr_set_colors_fast.
typedef struct color {
int is_alphacolor;
int alphacolor;
int magic;
ubyte red;
ubyte green;
ubyte blue;
ubyte alpha;
ubyte ac_type; // The type of alphacolor. See AC_TYPE_??? defines
ubyte raw8;
} color;
// Used by the team coloring code
typedef struct team_color {
struct {
float r, g, b;
} base;
struct {
float r, g, b;
} stripe;
} team_color;
typedef struct tsb_t {
vec3d tangent;
float scaler;
} tsb_t;
/**
* This should be basicly just like it is in the VB
* a list of triangles and their associated normals
*/
class poly_list {
// helper function struct that let's us sort the indices.
// an instance is fed into std::sort and std::lower_bound.
// overloaded operator() is used for the comparison function.
struct finder {
poly_list* search_list;
bool compare_indices;
vertex* vert_to_find;
vec3d* norm_to_find;
finder(poly_list* _search_list): search_list(_search_list), compare_indices(true), vert_to_find(NULL), norm_to_find(NULL) {}
finder(poly_list* _search_list, vertex* _vert, vec3d* _norm): search_list(_search_list), compare_indices(false), vert_to_find(_vert), norm_to_find(_norm) {}
bool operator()(const uint a, const uint b);
};
public:
poly_list(): n_verts(0), vert(NULL), norm(NULL), tsb(NULL), submodels(NULL), sorted_indices(NULL), currently_allocated(0) {}
~poly_list();
poly_list& operator=(const poly_list&);
void allocate(int size);
void make_index_buffer(SCP_vector<int> &vertex_list);
void calculate_tangent();
int n_verts;
vertex *vert;
vec3d *norm;
tsb_t *tsb;
int *submodels;
uint *sorted_indices;
int find_index(poly_list *plist, int idx);
int find_index_fast(poly_list *plist, int idx);
private:
int currently_allocated;
int find_first_vertex(int idx);
int find_first_vertex_fast(int idx);
void generate_sorted_index_list();
};
class buffer_data
{
public:
int flags;
int texture; // this is the texture the vertex buffer will use
size_t n_verts;
size_t index_offset;
const uint *get_index() const
{
return index;
}
uint i_first, i_last;
void release()
{
if (index) {
delete [] index;
index = NULL;
}
}
void assign(size_t i, uint j)
{
const_cast<uint *>(index)[i] = j;
if (i_first > i_last)
i_first = i_last = j;
else if (i_first > j)
i_first = j;
else if (i_last < j)
i_last = j;
}
// Constructor
buffer_data() :
flags(0), texture(-1), n_verts(0), index_offset(0),
i_first(1), i_last(0), index(NULL)
{
}
explicit buffer_data(size_t n_vrts) :
flags(0), texture(-1), n_verts(n_vrts), index_offset(0),
i_first(1), i_last(0), index(NULL)
{
if ( n_verts > 0 ) {
index = new(std::nothrow) uint[n_verts];
} else {
index = NULL;
}
}
// Copy-constructor
buffer_data(const buffer_data& other)
{
if ( other.index ) {
index = new(std::nothrow) uint[other.n_verts];
for (size_t i=0; i < other.n_verts; i++)
{
index[i] = other.index[i];
}
} else {
index = NULL;
}
flags = other.flags;
texture = other.texture;
n_verts = other.n_verts;
i_first = other.i_first;
i_last = other.i_last;
index_offset = other.index_offset;
}
// Copy-assignment operator
buffer_data& operator=(const buffer_data& rhs)
{
if (this != &rhs)
{
if ( index ) {
delete [] index;
}
if ( rhs.index && rhs.n_verts > 0 ) {
index = new(std::nothrow) uint[rhs.n_verts];
for (size_t i=0; i < rhs.n_verts; i++)
{
index[i] = rhs.index[i];
}
}
flags = rhs.flags;
texture = rhs.texture;
n_verts = rhs.n_verts;
i_first = rhs.i_first;
i_last = rhs.i_last;
index_offset = rhs.index_offset;
}
return *this;
}
// Destructor
~buffer_data()
{
release();
}
private:
uint *index;
};
class vertex_buffer
{
public:
int flags;
size_t stride;
size_t vertex_offset;
size_t vertex_num_offset;
poly_list *model_list;
SCP_vector<buffer_data> tex_buf;
vertex_layout layout;
vertex_buffer() :
flags(0), stride(0), vertex_offset(0), vertex_num_offset(0), model_list(NULL)
{
}
~vertex_buffer()
{
clear();
}
void release()
{
if (model_list) {
delete model_list;
model_list = NULL;
}
for (SCP_vector<buffer_data>::iterator tbi = tex_buf.begin(); tbi != tex_buf.end(); ++tbi) {
tbi->release();
}
}
void clear()
{
release();
tex_buf.clear();
}
};
struct indexed_vertex_source {
std::shared_ptr<uint8_t[]> Vertex_list = nullptr;
std::shared_ptr<uint8_t[]> Index_list = nullptr;
gr_buffer_handle Vbuffer_handle;
size_t Vertex_offset = 0;
size_t Base_vertex_offset = 0;
gr_buffer_handle Ibuffer_handle;
size_t Index_offset = 0;
uint Vertex_list_size = 0;
uint Index_list_size = 0;
};
struct light;
#define FIND_SCALED_NUM(x, x0, x1, y0, y1) ( ((((x) - (x0)) * ((y1) - (y0))) / ((x1) - (x0))) + (y0) )
#define GR_ALPHABLEND_NONE 0 // no blending
#define GR_ALPHABLEND_FILTER 1 // 50/50 mix of foreground, background, using intensity as alpha
#define GR_BITBLT_MODE_NORMAL 0 // Normal bitblting
#define GR_BITBLT_MODE_RLE 1 // RLE would be faster
// fog modes
#define GR_FOGMODE_NONE 0 // set this to turn off fog
#define GR_FOGMODE_FOG 1 // linear fog
enum class QueryType {
Timestamp
};
enum class BufferType {
Vertex,
Index,
Uniform
};
enum class BufferUsageHint { Static, Dynamic, Streaming, PersistentMapping };
/**
* @brief Type of a graphics sync object
*/
typedef void* gr_sync;
typedef struct screen {
int max_w = 0, max_h = 0; // Width and height
int max_w_unscaled = 0, max_h_unscaled = 0;
int max_w_unscaled_zoomed = 0, max_h_unscaled_zoomed = 0;
int center_w = 0, center_h = 0; // Width and height of center monitor
int center_offset_x = 0, center_offset_y = 0;
int save_max_w = 0, save_max_h = 0; // Width and height
int save_max_w_unscaled = 0, save_max_h_unscaled = 0;
int save_max_w_unscaled_zoomed = 0, save_max_h_unscaled_zoomed = 0;
int save_center_w = 0, save_center_h = 0; // Width and height of center monitor
int save_center_offset_x = 0, save_center_offset_y = 0;
int res = 0; // GR_640 or GR_1024
GraphicsAPI mode = GraphicsAPI::Default; // What mode gr_init was called with.
float aspect = 0.0f, clip_aspect = 0.0f; // Aspect ratio = 0, aspect of clip_width/clip_height
int rowsize = 0; // What you need to add to go to next row (includes bytes_per_pixel)
int bits_per_pixel = 0; // How many bits per pixel it is. (7,8,15,16,24,32)
int bytes_per_pixel = 0; // How many bytes per pixel (1,2,3,4)
int offset_x = 0, offset_y = 0; // The offsets into the screen
int offset_x_unscaled = 0, offset_y_unscaled = 0; // Offsets into the screen, in unscaled dimensions
int clip_width = 0, clip_height = 0;
int clip_width_unscaled = 0, clip_height_unscaled = 0; // Height and width of clip aread, in unscaled dimensions
// center of clip area
float clip_center_x = 0.0f, clip_center_y = 0.0f;
float fog_near = 0.0f, fog_far = 0.0f;
// the clip_l,r,t,b are used internally. left and top are
// actually always 0, but it's nice to have the code work with
// arbitrary clipping regions.
int clip_left = 0, clip_right = 0, clip_top = 0, clip_bottom = 0;
// same as above except in unscaled dimensions
int clip_left_unscaled = 0, clip_right_unscaled = 0, clip_top_unscaled = 0, clip_bottom_unscaled = 0;
int current_alphablend_mode = 0; // See GR_ALPHABLEND defines above
int current_bitblt_mode = 0; // See GR_BITBLT_MODE defines above
int current_bitmap = 0;
color current_color{};
color current_fog_color{}; // current fog color
color current_clear_color{}; // current clear color
shader current_shader{};
float current_alpha = 0.0f;
bool custom_size = false;
int rendering_to_texture = 0; // wich texture we are rendering to, -1 if the back buffer
int rendering_to_face = 0; // wich face of the texture we are rendering to, -1 if the back buffer
int envmap_render_target = 0;
int irrmap_render_target = -1; // Irradiance map for diffuse env lighting.
float line_width = 0.0f;
// switch onscreen, offscreen
std::function<void()> gf_flip;
std::function<void()> gf_setup_frame;
// sets the clipping region
std::function<void(int x, int y, int w, int h, int resize_mode)> gf_set_clip;
// resets the clipping region to entire screen
std::function<void()> gf_reset_clip;
// clears entire clipping region to current color
std::function<void()> gf_clear;
// dumps the current screen to a file
std::function<void(const char* filename)> gf_print_screen;
// dumps the current screen to a html blob string
std::function<SCP_string()> gf_blob_screen;
// transforms and dumps the current environment map to a file
std::function<void(const char* filename)> gf_dump_envmap;
// generate diffuse irradiance cubemap for IBL.
std::function<void()> gf_calculate_irrmap;
// Retrieves the zbuffer mode.
std::function<int()> gf_zbuffer_get;
// Sets mode. Returns previous mode.
std::function<int(int mode)> gf_zbuffer_set;
// Clears the zbuffer. If use_zbuffer is FALSE, then zbuffering mode is ignored and zbuffer is always off.
std::function<void(int use_zbuffer)> gf_zbuffer_clear;
// Set the stencil buffer mode. Returns previous mode
std::function<int(int mode)> gf_stencil_set;
// Clears the stencil buffer.
std::function<void()> gf_stencil_clear;
std::function<int(int mode, float alpha)> gf_alpha_mask_set;
// Saves screen. Returns an id you pass to restore and free.
std::function<int()> gf_save_screen;
// Resets clip region and copies entire saved screen to the screen.
std::function<void(int id)> gf_restore_screen;
// Frees up a saved screen.
std::function<void(int id)> gf_free_screen;
// grab a region of the screen. assumes data is large enough
std::function<void(int front, int w, int h, ubyte* data)> gf_get_region;
// poly culling
std::function<int(int cull)> gf_set_cull;
// color buffer writes
std::function<int(int mode)> gf_set_color_buffer;
// preload a bitmap into texture memory
std::function<int(int bitmap_num, int is_aabitmap)> gf_preload;
// set the color to be used when clearing the background
std::function<void(int r, int g, int b)> gf_set_clear_color;
// Here be the bitmap functions
std::function<void(bitmap_slot* slot, bool release)> gf_bm_free_data;
std::function<void(bitmap_slot* slot)> gf_bm_create;
std::function<void(bitmap_slot* slot)> gf_bm_init;
std::function<void()> gf_bm_page_in_start;
std::function<bool(int handle, bitmap* bm)> gf_bm_data;
std::function<int(int handle, int* width, int* height, int* bpp, int* mm_lvl, int flags)> gf_bm_make_render_target;
std::function<int(int handle, int face)> gf_bm_set_render_target;
std::function<void(int)> gf_set_texture_addressing;
std::function<gr_buffer_handle(BufferType type, BufferUsageHint usage, bool rt_capable)> gf_create_buffer;
std::function<void(gr_buffer_handle handle)> gf_delete_buffer;
// Optional lifecycle hooks for backends that maintain auxiliary per-model GPU
// state (e.g. Vulkan's raytraced-shadow BLAS cache). Default to no-ops so
// backends that don't need them (OpenGL, stub) don't have to assign anything.
std::function<void(int pm_id)> gf_model_loaded = [](int) {};
std::function<void(int pm_id)> gf_model_unloaded = [](int) {};
// Rebuilds the raytraced-shadow top-level acceleration structure for the
// current frame from the live shadow-casting object set. Called once per
// frame from shadows_render_all(), alongside the cascaded shadow map pass --
// the shading pass picks between the two per shadows_use_raytracing().
// No-op default.
std::function<void()> gf_build_shadow_tlas = []() {};
std::function<void(gr_buffer_handle handle, size_t size, const void* data)> gf_update_buffer_data;
std::function<void(gr_buffer_handle handle, size_t offset, size_t size, const void* data)>
gf_update_buffer_data_offset;
std::function<void*(gr_buffer_handle handle)> gf_map_buffer;
std::function<void(gr_buffer_handle handle, size_t offset, size_t size)> gf_flush_mapped_buffer;
std::function<void(void* data, size_t size)> gf_update_transform_buffer;
// postprocessing effects
std::function<void(const char*, int, const vec3d*)> gf_post_process_set_effect;
std::function<void()> gf_post_process_set_defaults;
std::function<void()> gf_post_process_begin;
std::function<void()> gf_post_process_end;
std::function<void()> gf_post_process_save_zbuffer;
std::function<void()> gf_post_process_restore_zbuffer;
std::function<void(bool clearNonColorBufs)> gf_deferred_lighting_begin;
std::function<void()> gf_deferred_lighting_msaa;
std::function<void()> gf_deferred_lighting_end;
std::function<void()> gf_deferred_lighting_finish;
std::function<void()> gf_scene_texture_begin;
std::function<void()> gf_scene_texture_end;
std::function<void()> gf_copy_effect_texture;
std::function<void(int zbias)> gf_zbias;
std::function<void(int)> gf_set_fill_mode;
std::function<void(float width)> gf_set_line_width;
std::function<void(material* material_def, float rad)> gf_sphere;
std::function<int(shader_type type, unsigned int flags)> gf_maybe_create_shader;
std::function<void(const std::function<void(size_t, size_t)>& progress_callback)> gf_recompile_all_shaders;
std::function<void()> gf_clear_states;
std::function<void(int bitmap_handle, int bpp, const ubyte* data, int width, int height)> gf_update_texture;
// Reads the texture uploaded for a bitmap back from graphics memory. Returns a vm_malloc'd buffer
// (freed by the caller with vm_free) and reports the dimensions of the returned data, which may be
// smaller than the bitmap if the texture was culled at upload; returns nullptr on failure.
std::function<ubyte*(int bitmap_num, int* width_out, int* height_out)> gf_get_bitmap_from_texture;
std::function<void(matrix4* shadow_view_matrix, const matrix* light_matrix, vec3d* eye_pos, bool first_pass)> gf_shadow_map_start;
std::function<void()> gf_shadow_map_end;
std::function<void()> gf_start_decal_pass;
std::function<void()> gf_stop_decal_pass;
// new drawing functions
std::function<
void(model_material* material_info, indexed_vertex_source* vert_source, vertex_buffer* bufferp, size_t texi)>
gf_render_model;
std::function<void(gr_buffer_handle ubo_handle, size_t ubo_offset, size_t ubo_size,
vertex_buffer* buffer, indexed_vertex_source* vert_src, size_t texi)>
gf_render_shadow_draw;
std::function<void(shield_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
gr_buffer_handle buffer_handle,
int n_verts)>
gf_render_shield_impact;
std::function<void(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle,
size_t buffer_offset)>
gf_render_primitives;
std::function<void(particle_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)>
gf_render_primitives_particle;
std::function<void(distortion_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)>
gf_render_primitives_distortion;
std::function<void(movie_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_verts,
gr_buffer_handle buffer,
size_t buffer_offset)>
gf_render_movie;
std::function<void(batched_bitmap_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)>
gf_render_primitives_batched;
std::function<void(nanovg_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)>
gf_render_nanovg;
std::function<void(decal_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int num_elements,
const indexed_vertex_source& buffers,
const gr_buffer_handle& instance_buffer,
int num_instances)>
gf_render_decals;
void (*gf_render_rocket_primitives)(interface_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_indices,
gr_buffer_handle vertex_buffer,
gr_buffer_handle index_buffer);
std::function<bool(gr_capability capability)> gf_is_capable;
std::function<bool(gr_property property, void* destination)> gf_get_property;
std::function<void(const char* name)> gf_push_debug_group;
std::function<void()> gf_pop_debug_group;
std::function<int()> gf_create_query_object;
std::function<void(int obj, QueryType type)> gf_query_value;
std::function<bool(int obj)> gf_query_value_available;
std::function<uint64_t(int obj)> gf_get_query_value;
std::function<void(int obj)> gf_delete_query_object;
std::unique_ptr<os::Viewport> (*gf_create_viewport)(const os::ViewPortProperties& props);
std::function<void(os::Viewport* view)> gf_use_viewport;
std::function<void(uniform_block_type bind_point, size_t offset, size_t size, gr_buffer_handle buffer)>
gf_bind_uniform_buffer;
std::function<gr_sync()> gf_sync_fence;
std::function<bool(gr_sync sync, uint64_t timeoutns)> gf_sync_wait;
std::function<void(gr_sync sync)> gf_sync_delete;
std::function<void(int x, int y, int width, int height)> gf_set_viewport;
std::function<void(bool set_override)> gf_override_fog;
// ImGui backend integration
std::function<void()> gf_imgui_new_frame;
std::function<void()> gf_imgui_render_draw_data;
//OpenXR functions
std::function<SCP_vector<const char*>()> gf_openxr_get_extensions;
std::function<bool()> gf_openxr_test_capabilities;
std::function<bool()> gf_openxr_create_session;
std::function<int64_t(const SCP_vector<int64_t>&)> gf_openxr_get_swapchain_format;
std::function<bool()> gf_openxr_acquire_swapchain_buffers;
std::function<bool()> gf_openxr_flip;
} screen;
/**
* @brief Scripting context render values
*/
typedef struct lua_screen {
bool active = false;
bool force_fso_context = false;
color current_color = {
0, // is_alphacolor
0, // alphacolor
0, // magic
255, // red
255, // green
255, // blue
255, // alpha
0, // ac_type
0 // raw8
};
float line_width = 1.0f;
int current_font_index = 0;
} lua_screen;
extern lua_screen gr_lua_screen;
bool gr_lua_context_active();
// Macros to easily choose been which context to use for color and line width
// Note that font is handled slightly differently for the normal game context by using it's own global in the FontManager namespace
// So FontManager::getCurrentFontIndex() is effectively its own macro
// Gets the current color between the game context and the lua context if active
#define GR_CURRENT_COLOR (gr_lua_context_active() ? gr_lua_screen.current_color : gr_screen.current_color)
// Gets the current line width between the game context and the lua contet if active
#define GR_CURRENT_LINE_WIDTH (gr_lua_context_active() ? gr_lua_screen.line_width : gr_screen.line_width)
// handy macro
#define GR_MAYBE_CLEAR_RES(bmap) do { int bmw = -1; int bmh = -1; if(bmap != -1){ bm_get_info( bmap, &bmw, &bmh, NULL, NULL, NULL); if((bmw != gr_screen.max_w) || (bmh != gr_screen.max_h)){gr_clear();} } else {gr_clear();} } while(false);
//Window's interface to set up graphics:
//--------------------------------------
// Call this at application startup
#define GR_DEFAULT (-1)
// resolution constants - always keep resolutions in ascending order and starting from 0
#define GR_NUM_RESOLUTIONS 2
#define GR_640 0 // 640 x 480
#define GR_1024 1 // 1024 x 768
#define GR_1024_THRESHOLD_WIDTH 1024
#define GR_1024_THRESHOLD_HEIGHT 600
extern const char *Resolution_prefixes[GR_NUM_RESOLUTIONS];
extern bool gr_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, GraphicsAPI d_mode = GraphicsAPI::Default,
int d_width = GR_DEFAULT, int d_height = GR_DEFAULT, int d_depth = GR_DEFAULT);
// The render API (GraphicsAPI::OpenGL/GraphicsAPI::Vulkan) selected via the "Graphics.RenderAPI" in-game option (or a mod's
// default settings table). The -vulkan/-opengl command line flags still win over this; see Cmdline_graphics_api.
extern GraphicsAPI gr_get_configured_render_api();
// The display name of a render API, e.g. "OpenGL". Returns "Unknown???" for GraphicsAPI values that are not
// a real backend, such as GraphicsAPI::Stub.
extern const char* gr_render_api_name(GraphicsAPI api);
extern void gr_screen_resize(int width, int height);
extern int gr_get_resolution_class(int width, int height);
/**
* @brief Converts a position or delta from OS window pixels into internal render-target pixels
*
* @details When -window_res is in effect the frame is rendered into an offscreen buffer sized
* gr_screen.max_w/max_h and only stretched to the window when we flip, so everything the engine
* draws lives in render space while SDL reports input in window space. These are pure scale
* factors with no offset, so they are equally valid for absolute positions and for deltas.
*
* Note that this is unrelated to the gr_resize_screen_pos() family, which handles the retail
* 640/1024 menu coordinate system.
*/
void gr_window_to_render_pos(float& x, float& y);
/**
* @brief Converts a position or delta from internal render-target pixels into OS window pixels
*
* @see gr_window_to_render_pos
*/
void gr_render_to_window_pos(float& x, float& y);
// Call this when your app ends.
extern void gr_close();
extern screen gr_screen;
#define GR_FILL_MODE_WIRE 1
#define GR_FILL_MODE_SOLID 2
#define GR_ZBUFF_NONE 0
#define GR_ZBUFF_WRITE (1<<0)
#define GR_ZBUFF_READ (1<<1)
#define GR_ZBUFF_FULL (GR_ZBUFF_WRITE|GR_ZBUFF_READ)
#define GR_STENCIL_NONE 0
#define GR_STENCIL_READ 1
#define GR_STENCIL_WRITE 2
#define GR_RESIZE_NONE 0
#define GR_RESIZE_FULL 1
#define GR_RESIZE_FULL_CENTER 2
#define GR_RESIZE_MENU 3
#define GR_RESIZE_MENU_ZOOMED 4
#define GR_RESIZE_MENU_NO_OFFSET 5
#define GR_RESIZE_REPLACE 6
void gr_set_screen_scale(int x, int y, int zoom_x = -1, int zoom_y = -1, int max_x = gr_screen.max_w, int max_y = gr_screen.max_h, int center_x = gr_screen.center_w, int center_y = gr_screen.center_h, bool force_stretch = false);
void gr_reset_screen_scale();
bool gr_unsize_screen_pos(int *x, int *y, int *w = NULL, int *h = NULL, int resize_mode = GR_RESIZE_FULL);
bool gr_resize_screen_pos(int *x, int *y, int *w = NULL, int *h = NULL, int resize_mode = GR_RESIZE_FULL);
bool gr_unsize_screen_posf(float *x, float *y, float *w = NULL, float *h = NULL, int resize_mode = GR_RESIZE_FULL);
bool gr_resize_screen_posf(float *x, float *y, float *w = NULL, float *h = NULL, int resize_mode = GR_RESIZE_FULL);
// Does formatted printing. This calls gr_string after formatting,
// so if you don't need to format the string, then call gr_string
// directly.
extern void gr_printf(int x, int y, SCP_FORMAT_STRING const char *format, ...) SCP_FORMAT_STRING_ARGS(3, 4);
extern void gr_printf(int x, int y, size_t len, SCP_FORMAT_STRING const char *format, ...) SCP_FORMAT_STRING_ARGS(4, 5);
// same as gr_printf but positions text correctly in menus
extern void gr_printf_menu(int x, int y, SCP_FORMAT_STRING const char *format, ...) SCP_FORMAT_STRING_ARGS(3, 4);
extern void gr_printf_menu(int x, int y, size_t len, SCP_FORMAT_STRING const char *format, ...) SCP_FORMAT_STRING_ARGS(4, 5);
// same as gr_printf_menu but accounts for menu zooming
extern void gr_printf_menu_zoomed(int x, int y, SCP_FORMAT_STRING const char *format, ...) SCP_FORMAT_STRING_ARGS(3, 4);
extern void gr_printf_menu_zoomed(int x, int y, size_t len, SCP_FORMAT_STRING const char *format, ...) SCP_FORMAT_STRING_ARGS(4, 5);
// same as gr_printf but doesn't resize for non-standard resolutions
extern void gr_printf_no_resize(int x, int y, SCP_FORMAT_STRING const char *format, ...) SCP_FORMAT_STRING_ARGS(3, 4);
extern void gr_printf_no_resize(int x, int y, size_t len, SCP_FORMAT_STRING const char *format, ...) SCP_FORMAT_STRING_ARGS(4, 5);
// Returns the size of the string in pixels in w and h
extern void gr_get_string_size( int *w, int *h, const char * text, float scaleMultiplier = 1.0f, size_t len = std::string::npos);
// Returns the height of the current font
extern int gr_get_font_height();
// Returns a scaled amount of lines per the current font --wookieejedi
extern int gr_get_dynamic_font_lines(int number_default_lines);
extern io::mouse::Cursor* Web_cursor;
// Called by OS when application gets/looses focus
extern void gr_activate(bool active);
#define GR_CALL(x) (x)
// These macros make the function indirection look like the
// old Descent-style gr_xxx calls.
#define gr_print_screen GR_CALL(gr_screen.gf_print_screen)
#define gr_blob_screen GR_CALL(gr_screen.gf_blob_screen)
#define gr_dump_envmap GR_CALL(gr_screen.gf_dump_envmap)
void gr_request_screenshot(const char* filename);
bool gr_is_screenshot_requested();
//#define gr_flip GR_CALL(gr_screen.gf_flip)
void gr_flip(bool execute_scripting = true);
inline void gr_setup_frame() {
gr_screen.gf_setup_frame();
}
//#define gr_set_clip GR_CALL(gr_screen.gf_set_clip)
inline void gr_set_clip(int x, int y, int w, int h, int resize_mode=GR_RESIZE_FULL)
{
gr_screen.gf_set_clip(x, y, w, h, resize_mode);
}
#define gr_reset_clip GR_CALL(gr_screen.gf_reset_clip)
void gr_set_bitmap(int bitmap_num, int alphablend = GR_ALPHABLEND_NONE, int bitbltmode = GR_BITBLT_MODE_NORMAL, float alpha = 1.0f);
#define gr_clear GR_CALL(gr_screen.gf_clear)
#define gr_zbuffer_get GR_CALL(gr_screen.gf_zbuffer_get)
#define gr_zbuffer_set GR_CALL(gr_screen.gf_zbuffer_set)
#define gr_zbuffer_clear GR_CALL(gr_screen.gf_zbuffer_clear)
#define gr_stencil_set GR_CALL(gr_screen.gf_stencil_set)
#define gr_stencil_clear GR_CALL(gr_screen.gf_stencil_clear)
#define gr_alpha_mask_set GR_CALL(gr_screen.gf_alpha_mask_set)
#define gr_save_screen GR_CALL(gr_screen.gf_save_screen)
#define gr_restore_screen GR_CALL(gr_screen.gf_restore_screen)
#define gr_free_screen GR_CALL(gr_screen.gf_free_screen)
#define gr_get_region GR_CALL(gr_screen.gf_get_region)
#define gr_set_cull GR_CALL(gr_screen.gf_set_cull)
#define gr_set_color_buffer GR_CALL(gr_screen.gf_set_color_buffer)
#define gr_preload GR_CALL(gr_screen.gf_preload)
#define gr_set_clear_color GR_CALL(gr_screen.gf_set_clear_color)
// Here be the bitmap functions
#define gr_bm_free_data GR_CALL(gr_screen.gf_bm_free_data)
#define gr_bm_create GR_CALL(gr_screen.gf_bm_create)
#define gr_bm_init GR_CALL(gr_screen.gf_bm_init)
#define gr_bm_page_in_start GR_CALL(gr_screen.gf_bm_page_in_start)
#define gr_bm_data GR_CALL(gr_screen.gf_bm_data)
#define gr_bm_make_render_target GR_CALL(gr_screen.gf_bm_make_render_target)
inline int gr_bm_set_render_target(int n, int face = -1)
{
return gr_screen.gf_bm_set_render_target(n, face);
}
#define gr_set_texture_addressing GR_CALL(gr_screen.gf_set_texture_addressing)
/**
* @brief Create a GPU buffer
* @param type The buffer type (Vertex, Index, Uniform)
* @param usage Usage hint for optimization
* @param rt_capable If true (Vulkan only), the buffer is created with the extra
* usage flags (VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT and
* VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR)
* needed to use it as acceleration structure geometry input. Ignored by
* backends without raytraced shadow support.
*/
inline gr_buffer_handle gr_create_buffer(BufferType type, BufferUsageHint usage, bool rt_capable = false)
{
return gr_screen.gf_create_buffer(type, usage, rt_capable);
}
#define gr_delete_buffer GR_CALL(gr_screen.gf_delete_buffer)
/**
* @brief Notify the graphics backend that a model finished loading (its GPU
* vertex/index buffers are already uploaded at this point). No-op on backends
* that don't need per-model GPU state.
*/
inline void gr_model_loaded(int pm_id)
{
gr_screen.gf_model_loaded(pm_id);
}
/**
* @brief Notify the graphics backend that a model is about to be freed, so it
* can release any auxiliary per-model GPU state before the model's own GPU
* buffers are destroyed.
*/
inline void gr_model_unloaded(int pm_id)
{
gr_screen.gf_model_unloaded(pm_id);
}
#define gr_build_shadow_tlas GR_CALL(gr_screen.gf_build_shadow_tlas)
#define gr_update_buffer_data GR_CALL(gr_screen.gf_update_buffer_data)
#define gr_update_buffer_data_offset GR_CALL(gr_screen.gf_update_buffer_data_offset)
inline void* gr_map_buffer(gr_buffer_handle handle)
{
return gr_screen.gf_map_buffer(handle);
}
inline void gr_flush_mapped_buffer(gr_buffer_handle handle, size_t offset, size_t size)
{
gr_screen.gf_flush_mapped_buffer(handle, offset, size);
}
#define gr_update_transform_buffer GR_CALL(gr_screen.gf_update_transform_buffer)
#define gr_scene_texture_begin GR_CALL(gr_screen.gf_scene_texture_begin)
#define gr_scene_texture_end GR_CALL(gr_screen.gf_scene_texture_end)
#define gr_copy_effect_texture GR_CALL(gr_screen.gf_copy_effect_texture)
#define gr_post_process_set_effect GR_CALL(gr_screen.gf_post_process_set_effect)
#define gr_post_process_set_defaults GR_CALL(gr_screen.gf_post_process_set_defaults)
#define gr_post_process_begin GR_CALL(gr_screen.gf_post_process_begin)
#define gr_post_process_end GR_CALL(gr_screen.gf_post_process_end)
#define gr_post_process_save_zbuffer GR_CALL(gr_screen.gf_post_process_save_zbuffer)
inline void gr_post_process_restore_zbuffer()
{
gr_screen.gf_post_process_restore_zbuffer();
}
#define gr_deferred_lighting_begin GR_CALL(gr_screen.gf_deferred_lighting_begin)
#define gr_deferred_lighting_msaa GR_CALL(gr_screen.gf_deferred_lighting_msaa)
#define gr_deferred_lighting_end GR_CALL(gr_screen.gf_deferred_lighting_end)
#define gr_deferred_lighting_finish GR_CALL(gr_screen.gf_deferred_lighting_finish)
#define gr_zbias GR_CALL(gr_screen.gf_zbias)
#define gr_set_fill_mode GR_CALL(gr_screen.gf_set_fill_mode)
#define gr_set_line_width GR_CALL(gr_screen.gf_set_line_width)
#define gr_sphere GR_CALL(gr_screen.gf_sphere)
#define gr_maybe_create_shader GR_CALL(gr_screen.gf_maybe_create_shader)
#define gr_recompile_all_shaders GR_CALL(gr_screen.gf_recompile_all_shaders)
#define gr_clear_states GR_CALL(gr_screen.gf_clear_states)
#define gr_update_texture GR_CALL(gr_screen.gf_update_texture)
#define gr_get_bitmap_from_texture GR_CALL(gr_screen.gf_get_bitmap_from_texture)
#define gr_shadow_map_start GR_CALL(gr_screen.gf_shadow_map_start)
#define gr_shadow_map_end GR_CALL(gr_screen.gf_shadow_map_end)
#define gr_render_shield_impact GR_CALL(gr_screen.gf_render_shield_impact)
#define gr_override_fog GR_CALL(gr_screen.gf_override_fog)
#define gr_imgui_new_frame GR_CALL(gr_screen.gf_imgui_new_frame)
#define gr_imgui_render_draw_data GR_CALL(gr_screen.gf_imgui_render_draw_data)
/**
* @brief Starts an ImGui frame, sized to the render target rather than to the OS window
*
* @details Drives the renderer backend, the SDL platform backend and ImGui itself, then corrects
* the display size the platform backend derived from the window. Must be paired with
* ImGui::Render() and gr_imgui_render_draw_data().
*/
void gr_imgui_begin_frame();
inline void gr_render_primitives(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int vert_offset,
int n_verts,
gr_buffer_handle buffer_handle = gr_buffer_handle(),
size_t buffer_offset = 0)
{
gr_screen
.gf_render_primitives(material_info, prim_type, layout, vert_offset, n_verts, buffer_handle, buffer_offset);
}
inline void gr_render_primitives_particle(particle_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle = gr_buffer_handle())
{
gr_screen.gf_render_primitives_particle(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
inline void gr_render_primitives_batched(batched_bitmap_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle = gr_buffer_handle())
{
gr_screen.gf_render_primitives_batched(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
inline void gr_render_nanovg(nanovg_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
gr_screen.gf_render_nanovg(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
inline void gr_render_primitives_distortion(distortion_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle = gr_buffer_handle())
{
gr_screen.gf_render_primitives_distortion(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
inline void gr_render_movie(movie_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_verts,
gr_buffer_handle buffer,
size_t buffer_offset = 0)
{
gr_screen.gf_render_movie(material_info, prim_type, layout, n_verts, buffer, buffer_offset);
}
inline void gr_render_model(model_material* material_info, indexed_vertex_source *vert_source, vertex_buffer* bufferp, size_t texi)
{
gr_screen.gf_render_model(material_info, vert_source, bufferp, texi);
}
inline void gr_render_shadow_draw(gr_buffer_handle ubo_handle, size_t ubo_offset, size_t ubo_size,
vertex_buffer* buffer, indexed_vertex_source* vert_src, size_t texi)
{
gr_screen.gf_render_shadow_draw(ubo_handle, ubo_offset, ubo_size, buffer, vert_src, texi);
}
inline void gr_render_rocket_primitives(interface_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_indices,
gr_buffer_handle vertex_buffer,
gr_buffer_handle index_buffer)
{
gr_screen.gf_render_rocket_primitives(material_info, prim_type, layout, n_indices, vertex_buffer, index_buffer);
}
inline bool gr_is_capable(gr_capability capability)
{
return gr_screen.gf_is_capable(capability);
}
inline bool gr_get_property(gr_property property, void* destination)
{
return gr_screen.gf_get_property(property, destination);
}
inline void gr_push_debug_group(const char* name)
{
gr_screen.gf_push_debug_group(name);
}
inline void gr_pop_debug_group()
{
gr_screen.gf_pop_debug_group();
}
inline int gr_create_query_object()
{
return gr_screen.gf_create_query_object();
}
inline void gr_query_value(int obj, QueryType type)
{
gr_screen.gf_query_value(obj, type);
}
inline bool gr_query_value_available(int obj)
{
return gr_screen.gf_query_value_available(obj);
}
inline std::uint64_t gr_get_query_value(int obj)
{
return gr_screen.gf_get_query_value(obj);
}
inline void gr_delete_query_object(int obj)
{
gr_screen.gf_delete_query_object(obj);
}
inline std::unique_ptr<os::Viewport> gr_create_viewport(const os::ViewPortProperties& props)
{
return gr_screen.gf_create_viewport(props);
}
inline void gr_use_viewport(os::Viewport* view)
{
gr_screen.gf_use_viewport(view);
}
inline void gr_set_viewport(int x, int y, int width, int height)
{
gr_screen.gf_set_viewport(x, y, width, height);
}
inline void gr_bind_uniform_buffer(uniform_block_type bind_point, size_t offset, size_t size, gr_buffer_handle buffer)
{
gr_screen.gf_bind_uniform_buffer(bind_point, offset, size, buffer);
}
inline gr_sync gr_sync_fence()
{
return gr_screen.gf_sync_fence();
}
inline bool gr_sync_wait(gr_sync sync, uint64_t timeoutns)
{
return gr_screen.gf_sync_wait(sync, timeoutns);
}
inline void gr_sync_delete(gr_sync sync)
{
gr_screen.gf_sync_delete(sync);
}
//OpenXR
#define gr_openxr_get_extensions GR_CALL(gr_screen.gf_openxr_get_extensions)
#define gr_openxr_test_capabilities GR_CALL(gr_screen.gf_openxr_test_capabilities)
#define gr_openxr_create_session GR_CALL(gr_screen.gf_openxr_create_session)
#define gr_openxr_get_swapchain_format GR_CALL(gr_screen.gf_openxr_get_swapchain_format)
#define gr_openxr_acquire_swapchain_buffers GR_CALL(gr_screen.gf_openxr_acquire_swapchain_buffers)
#define gr_openxr_flip GR_CALL(gr_screen.gf_openxr_flip)
// color functions
void gr_init_color(color *c, int r, int g, int b);
void gr_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type = AC_TYPE_HUD );
void gr_set_color( int r, int g, int b );
void gr_set_color_fast(const color *dst);
bool gr_compare_color_values(const color& clr1, const color& clr2);
// shader functions
void gr_create_shader(shader *shade, ubyte r, ubyte g, ubyte b, ubyte c);
void gr_set_shader(shader *shade);
// new bitmap functions
void gr_bitmap(int x, int y, int resize_mode = GR_RESIZE_FULL, bool mirror = false, float scale_factor = 1.0f);
void gr_bitmap_uv(int _x, int _y, int _w, int _h, float _u0, float _v0, float _u1, float _v1, int resize_mode = GR_RESIZE_FULL);
// special function for drawing polylines. this function is specifically intended for
// polylines where each section is no more than 90 degrees away from a previous section.
// Moreover, it is _really_ intended for use with 45 degree angles.
void gr_pline_special(SCP_vector<vec3d> *pts, int thickness,int resize_mode=GR_RESIZE_FULL);
#define VB_FLAG_POSITION (1<<0)
#define VB_FLAG_RHW (1<<1) //incompatable with the next normal
#define VB_FLAG_NORMAL (1<<2)
#define VB_FLAG_DIFUSE (1<<3)
#define VB_FLAG_SPECULAR (1<<4)
#define VB_FLAG_UV1 (1<<5) //how many UV coords, only use one of these
#define VB_FLAG_UV2 (1<<6)
#define VB_FLAG_UV3 (1<<7)
#define VB_FLAG_UV4 (1<<8)
#define VB_FLAG_TANGENT (1<<9)
#define VB_FLAG_LARGE_INDEX (1<<10)
#define VB_FLAG_MODEL_ID (1<<11)
#define VB_FLAG_TRANS (1<<12)
/**
* @brief Prints the current time
*
* Draws the timestamp of the current #Missiontime in the format @c h:mm:ss at the specified coordinates
*
* @param x The x position where the timestamp should be draw
* @param y The y position where the timestamp should be draw
* @param timestamp The timestamp (in 65536ths of a second) to be printed
* @param resize_mode The resize mode to use
*/
void gr_print_timestamp(int x, int y, fix timestamp, int resize_mode);
namespace graphics {
class DebugScope {
public:
explicit DebugScope(const char* name) {
gr_push_debug_group(name);
}
~DebugScope() {
gr_pop_debug_group();
}
};
}
#if !defined(NDEBUG) || defined(FS_OPENGL_DEBUG)
#define GR_DEBUG_SCOPE(name) ::graphics::DebugScope SCP_TOKEN_CONCAT(gr_scope, __LINE__)(name)
#else
#define GR_DEBUG_SCOPE(name) do {} while(false)
#endif
enum AnimatedShader {
ANIMATED_SHADER_LOADOUTSELECT_FS1= 0,
ANIMATED_SHADER_LOADOUTSELECT_FS2= 1,
ANIMATED_SHADER_CLOAK = 2,
};
/**
* @brief Retreives a uniform buffer for storing uniform block data
* @param type The type of uniform data that will be stored in the buffer
* @param num_elements The number of elements that will be used in the buffer
* @param element_size_override Override what the size of the element should be instead of relying on the preconfigured
* size for that block type
* @return A structure which gives access to a memory buffer where the uniform data can be stored
*/
graphics::util::UniformBuffer gr_get_uniform_buffer(uniform_block_type type, size_t num_elements,
size_t element_size_override = 0);
struct VideoModeData {
uint32_t width = 0;
uint32_t height = 0;
uint32_t bit_depth = 0;
};
struct DisplayData {
uint32_t index;
SCP_string name;
int32_t x = 0;
int32_t y = 0;
int32_t width = 0;
int32_t height = 0;
SCP_vector<VideoModeData> video_modes;
};
SCP_vector<DisplayData> gr_enumerate_displays();
enum class GpuHeap {
ModelVertex = 0,
ModelIndex,
NUM_VALUES
};
/**
* @brief Allocates storage on the specified GPU heap and stores data in that storage
* @param heap_type The heap type to store this memory on
* @param size The size of the data
* @param data A pointer to the data
* @param[out] offset_out The offset at which the data is stored in the buffer
* @param[out] handle_out The handle of the buffer object this data is stored in
*/
void gr_heap_allocate(GpuHeap heap_type, size_t size, void* data, size_t& offset_out, gr_buffer_handle& handle_out);
/**
* @brief Deallocates memory previously allocated with gr_heap_allocate.
* @param heap_type The heap type to deallocate this memory from
* @param data_offset The offset at which the data is stored.
*/
void gr_heap_deallocate(GpuHeap heap_type, size_t data_offset);
void gr_set_gamma(float gamma);
void gr_get_post_process_effect_names(SCP_vector<SCP_string> &names);
bool gr_is_viewport_window();
void gr_uniform_buffer_managers_init();
SDL_DisplayID gr_get_preferred_display();
// Include this last to make the 2D rendering function available everywhere
#include "graphics/render.h"
#endif