engine/include/gfx.hpp

152 lines
2.8 KiB
C++

#pragma once
#include <cstdint>
#include <vector>
#include <type_traits>
#include <functional>
// Enums and structs for the graphics abstraction
namespace engine::gfx {
// handles (incomplete types)
struct Pipeline;
struct UniformBuffer;
struct Buffer;
struct DrawBuffer;
struct DescriptorSetLayout;
struct DescriptorSet;
struct Image;
struct Sampler;
enum class MSAALevel {
MSAA_OFF,
MSAA_2X,
MSAA_4X,
MSAA_8X,
MSAA_16X,
};
struct GraphicsSettings {
GraphicsSettings()
{
// sane defaults
enableValidation = true;
vsync = true;
waitForPresent = true; // not all GPUs/drivers support immediate present with V-sync enabled
msaaLevel = MSAALevel::MSAA_OFF;
}
bool enableValidation;
bool vsync;
// idle CPU after render until the frame has been presented (no affect with V-sync disabled)
bool waitForPresent;
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 Filter : int {
LINEAR,
NEAREST,
};
enum class DescriptorType {
UNIFORM_BUFFER,
COMBINED_IMAGE_SAMPLER,
};
namespace ShaderStageFlags {
enum Bits : uint32_t {
VERTEX = 1 << 0,
FRAGMENT = 1 << 1,
};
typedef std::underlying_type<Bits>::type Flags;
}
struct VertexAttribDescription {
VertexAttribDescription(uint32_t location, VertexAttribFormat format, uint32_t offset) :
location(location),
format(format),
offset(offset) {}
uint32_t location; // the index to use in the shader
VertexAttribFormat format;
uint32_t offset;
};
struct VertexFormat {
uint32_t stride;
std::vector<VertexAttribDescription> attributeDescriptions;
};
struct PipelineInfo {
const char* vertShaderPath;
const char* fragShaderPath;
VertexFormat vertexFormat;
bool alphaBlending;
bool backfaceCulling;
std::vector<const DescriptorSetLayout*> descriptorSetLayouts;
};
struct DescriptorSetLayoutBinding {
DescriptorType descriptorType = DescriptorType::UNIFORM_BUFFER;
ShaderStageFlags::Flags stageFlags = 0;
};
struct SamplerInfo {
Filter minify;
Filter magnify;
Filter mipmap;
bool anisotropicFiltering;
bool operator==(const SamplerInfo&) const = default;
};
}
namespace std {
template<>
struct std::hash<engine::gfx::SamplerInfo>
{
std::size_t operator()(const engine::gfx::SamplerInfo& k) const
{
using std::hash;
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<bool>()(k.anisotropicFiltering);
return ((h1 & 0xFF) << 24) |
((h2 & 0xFF) << 16) |
((h3 & 0xFF) << 8) |
((h4 & 0xFF) << 0);
}
};
}