engine/include/gfx.hpp

160 lines
3.0 KiB
C++

#ifndef ENGINE_INCLUDE_GFX_H_
#define ENGINE_INCLUDE_GFX_H_
#include <cstdint>
#include <functional>
#include <type_traits>
#include <vector>
// Enums and structs for the graphics abstraction
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 {
kOff,
k2X,
k4X,
k8X,
k16X,
};
struct GraphicsSettings {
GraphicsSettings()
{
// sane defaults
enable_validation = true;
vsync = true;
// not all GPUs/drivers support immediate present with V-sync enabled
wait_for_present = true;
msaa_level = MSAALevel::kOff;
}
bool enable_validation;
bool vsync;
// idle CPU after render until the frame has been presented
// (no affect with V-sync disabled)
bool wait_for_present;
MSAALevel msaa_level;
};
enum class ShaderType {
kVertex,
kFragment,
};
enum class BufferType {
kVertex,
kIndex,
kUniform,
};
enum class Primitive {
kPoints,
kLines,
kLineStrip,
kTriangles,
kTriangleStrip,
};
enum class VertexAttribFormat {
kFloat2,
kFloat3,
kFloat4
};
enum class Filter : int {
kLinear,
kNearest,
};
enum class DescriptorType {
kUniformBuffer,
kCombinedImageSampler,
};
namespace ShaderStageFlags {
enum Bits : uint32_t {
kVertex = 1 << 0,
kFragment = 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> attribute_descriptions;
};
struct PipelineInfo {
const char* vert_shader_path;
const char* frag_shader_path;
VertexFormat vertex_format;
bool alpha_blending;
bool backface_culling;
std::vector<const DescriptorSetLayout*> descriptor_set_layouts;
};
struct DescriptorSetLayoutBinding {
DescriptorType descriptor_type = DescriptorType::kUniformBuffer;
ShaderStageFlags::Flags stage_flags = 0;
};
struct SamplerInfo {
Filter minify;
Filter magnify;
Filter mipmap;
bool anisotropic_filtering;
bool operator==(const SamplerInfo&) const = default;
};
} // namespace gfx
} // namespace engine
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.anisotropic_filtering);
return ((h1 & 0xFF) << 24) |
((h2 & 0xFF) << 16) |
((h3 & 0xFF) << 8) |
((h4 & 0xFF) << 0);
}
};
} // namespace std
#endif