engine/include/gfx.hpp

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#pragma once
#include <cstdint>
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#include <vector>
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// Enums and structs for the graphics abstraction
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namespace engine::gfx {
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enum class MSAALevel {
MSAA_OFF,
MSAA_2X,
MSAA_4X,
MSAA_8X,
MSAA_16X,
};
struct GraphicsSettings {
GraphicsSettings()
{
// sane defaults
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vsync = true;
waitForPresent = true; // not all GPUs/drivers support immediate present with V-sync enabled
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msaaLevel = MSAALevel::MSAA_OFF;
}
bool vsync;
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bool waitForPresent; // idle CPU after render until the frame has been presented (no affect with V-sync disabled)
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MSAALevel msaaLevel;
};
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enum class ShaderType {
VERTEX,
FRAGMENT,
};
enum class BufferType {
VERTEX,
INDEX,
UNIFORM,
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};
enum class Primitive {
POINTS,
LINES,
LINE_STRIP,
TRIANGLES,
TRIANGLE_STRIP,
};
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enum class VertexAttribFormat {
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FLOAT2,
FLOAT3,
FLOAT4
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};
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enum class TextureFilter {
LINEAR,
NEAREST,
};
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enum class MipmapSetting {
OFF,
NEAREST,
LINEAR,
};
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struct VertexBufferDesc {
uint64_t size;
};
struct VertexAttribDescription {
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VertexAttribDescription(uint32_t location, VertexAttribFormat format, uint32_t offset) :
location(location),
format(format),
offset(offset) {}
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uint32_t location;
VertexAttribFormat format;
uint32_t offset;
};
struct VertexFormat {
uint32_t stride;
std::vector<VertexAttribDescription> attributeDescriptions;
};
// handles (incomplete types)
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struct Pipeline;
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struct Buffer;
struct Texture;
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}