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