engine/include/gfx.hpp

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#pragma once
#include <cstdint>
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#include <vector>
#include <type_traits>
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// Enums and structs for the graphics abstraction
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namespace engine::gfx {
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// handles (incomplete types)
struct Pipeline;
struct UniformBuffer;
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struct Buffer;
struct Texture;
struct DrawBuffer;
struct DescriptorSetLayout;
struct DescriptorSet;
struct Image;
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enum class MSAALevel {
MSAA_OFF,
MSAA_2X,
MSAA_4X,
MSAA_8X,
MSAA_16X,
};
struct GraphicsSettings {
GraphicsSettings()
{
// sane defaults
enableValidation = true;
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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 enableValidation;
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bool vsync;
// idle CPU after render until the frame has been presented (no affect with V-sync disabled)
bool waitForPresent;
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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,
};
enum class DescriptorType {
UNIFORM_BUFFER,
COMBINED_IMAGE_SAMPLER,
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};
namespace ShaderStageFlags {
enum Bits : uint32_t {
VERTEX = 1 << 0,
FRAGMENT = 1 << 1,
};
typedef std::underlying_type<Bits>::type Flags;
}
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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; // the index to use in the shader
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VertexAttribFormat format;
uint32_t offset;
};
struct VertexFormat {
uint32_t stride;
std::vector<VertexAttribDescription> attributeDescriptions;
};
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struct PipelineInfo {
const char* vertShaderPath;
const char* fragShaderPath;
VertexFormat vertexFormat;
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bool alphaBlending;
bool backfaceCulling;
std::vector<const DescriptorSetLayout*> descriptorSetLayouts;
};
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struct DescriptorSetLayoutBinding {
DescriptorType descriptorType = DescriptorType::UNIFORM_BUFFER;
ShaderStageFlags::Flags stageFlags = 0;
};
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}