engine/include/gfx.h

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#pragma once
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#include <cstdint>
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#include <functional>
#include <string>
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#include <type_traits>
#include <vector>
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// Enums and structs for the graphics abstraction
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namespace engine {
namespace gfx {
// handles (incomplete types)
struct Pipeline;
struct UniformBuffer;
struct Buffer;
struct DrawBuffer;
struct DescriptorSetLayout;
struct DescriptorSet;
struct Image;
struct Sampler;
enum class MSAALevel {
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MSAA_OFF,
MSAA_2X,
MSAA_4X,
MSAA_8X,
MSAA_16X,
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};
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enum class PresentMode {
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DOUBLE_BUFFERED_NO_VSYNC,
DOUBLE_BUFFERED_VSYNC,
TRIPLE_BUFFERED,
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};
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struct GraphicsSettings {
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GraphicsSettings()
{
// sane defaults
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enable_validation = false;
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present_mode = PresentMode::DOUBLE_BUFFERED_VSYNC;
msaa_level = MSAALevel::MSAA_OFF;
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enable_anisotropy = false; // anisotropic filtering can severely affect performance on intel iGPUs
}
bool enable_validation;
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PresentMode present_mode;
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MSAALevel msaa_level;
bool enable_anisotropy;
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};
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enum class ImageFormat {
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LINEAR,
SRGB,
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};
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enum class ShaderType {
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VERTEX,
FRAGMENT,
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};
enum class BufferType {
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VERTEX,
INDEX,
UNIFORM,
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};
enum class Primitive {
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POINTS,
LINES,
LINE_STRIP,
TRIANGLES,
TRIANGLE_STRIP,
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};
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enum class CullMode { CULL_NONE, CULL_FRONT, CULL_BACK, CULL_FRONT_AND_BACK };
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enum class VertexAttribFormat { FLOAT2, FLOAT3, FLOAT4 };
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enum class Filter : int {
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LINEAR,
NEAREST,
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};
enum class WrapMode : int {
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REPEAT,
MIRRORED_REPEAT,
CLAMP_TO_EDGE,
CLAMP_TO_BORDER,
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};
enum class DescriptorType {
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UNIFORM_BUFFER,
COMBINED_IMAGE_SAMPLER,
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};
namespace ShaderStageFlags {
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enum Bits : uint32_t {
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VERTEX = 1 << 0,
FRAGMENT = 1 << 1,
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};
typedef std::underlying_type<Bits>::type Flags;
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} // namespace ShaderStageFlags
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struct VertexAttribDescription {
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uint32_t location; // the index to use in the shader
VertexAttribFormat format;
uint32_t offset;
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};
struct VertexFormat {
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uint32_t stride;
std::vector<VertexAttribDescription> attribute_descriptions;
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};
struct PipelineInfo {
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std::string vert_shader_path;
std::string frag_shader_path;
VertexFormat vertex_format;
CullMode face_cull_mode;
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bool alpha_blending;
bool write_z;
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bool line_primitives; // false for triangles, true for lines
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bool depth_attachment_only; // false 99% of the time
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std::vector<const DescriptorSetLayout*> descriptor_set_layouts;
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};
struct DescriptorSetLayoutBinding {
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DescriptorType descriptor_type = DescriptorType::UNIFORM_BUFFER;
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ShaderStageFlags::Flags stage_flags = 0;
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};
struct SamplerInfo {
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Filter minify = gfx::Filter::LINEAR;
Filter magnify = gfx::Filter::LINEAR;
Filter mipmap = gfx::Filter::LINEAR;
WrapMode wrap_u = gfx::WrapMode::REPEAT;
WrapMode wrap_v = gfx::WrapMode::REPEAT;
WrapMode wrap_w = gfx::WrapMode::REPEAT; // only useful for cubemaps AFAIK
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bool anisotropic_filtering = true; // this can be force disabled by a global setting
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bool operator==(const SamplerInfo&) const = default;
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};
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} // namespace gfx
} // namespace engine
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// there has to be another way...
namespace std {
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template <>
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struct hash<engine::gfx::SamplerInfo> {
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std::size_t operator()(const engine::gfx::SamplerInfo& k) const
{
using std::hash;
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size_t h1 = hash<int>()(static_cast<int>(k.minify));
size_t h2 = hash<int>()(static_cast<int>(k.magnify));
size_t h3 = hash<int>()(static_cast<int>(k.mipmap));
size_t h4 = hash<int>()(static_cast<int>(k.wrap_u));
size_t h5 = hash<int>()(static_cast<int>(k.wrap_v));
size_t h6 = hash<int>()(static_cast<int>(k.wrap_w));
size_t h7 = hash<bool>()(k.anisotropic_filtering);
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return ((h1 & 0xFF) << 48) | ((h2 & 0xFF) << 40) | ((h3 & 0xFF) << 32) | ((h4 & 0xFF) << 24) | ((h5 & 0xFF) << 16) | ((h6 & 0xFF) << 8) |
((h7 & 0xFF) << 0);
}
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};
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} // namespace std