// zlib open source license // // Copyright (c) 2019 David Forsgren Piuva // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. #include "modelAPI.h" #include "imageAPI.h" #include "../render/model/Model.h" #define MUST_EXIST(OBJECT, METHOD) if (OBJECT.get() == nullptr) { throwError("The " #OBJECT " handle was null in " #METHOD "\n"); } namespace dsr { Model model_create() { return std::make_shared(); } Model model_clone(const Model& model) { MUST_EXIST(model,model_clone); return std::make_shared(model->filter, model->partBuffer, model->positionBuffer); } void model_setFilter(const Model& model, Filter filter) { MUST_EXIST(model,model_setFilter); model->filter = filter; } Filter model_getFilter(const Model& model) { MUST_EXIST(model,model_getFilter); return model->filter; } bool model_exists(const Model& model) { return model.get() != nullptr; } int model_addEmptyPart(Model& model, const String &name) { MUST_EXIST(model,model_addEmptyPart); return model->addEmptyPart(name); } int model_getNumberOfParts(const Model& model) { MUST_EXIST(model,model_getNumberOfParts); return model->getNumberOfParts(); } void model_setPartName(Model& model, int partIndex, const String &name) { MUST_EXIST(model,model_setPartName); model->setPartName(partIndex, name); } String model_getPartName(const Model& model, int partIndex) { MUST_EXIST(model,model_getPartName); return model->getPartName(partIndex); } int model_getNumberOfPoints(const Model& model) { MUST_EXIST(model,model_getNumberOfPoints); return model->getNumberOfPoints(); } FVector3D model_getPoint(const Model& model, int pointIndex) { MUST_EXIST(model,model_getPoint); return model->getPoint(pointIndex); } void model_setPoint(Model& model, int pointIndex, const FVector3D& position) { MUST_EXIST(model,model_setPoint); model->setPoint(pointIndex, position); } int model_findPoint(const Model& model, const FVector3D &position, float threshold) { MUST_EXIST(model,model_findPoint); return model->findPoint(position, threshold); } int model_addPoint(const Model& model, const FVector3D &position) { MUST_EXIST(model,model_addPoint); return model->addPoint(position); } int model_addPointIfNeeded(Model& model, const FVector3D &position, float threshold) { MUST_EXIST(model,model_addPointIfNeeded); return model->addPointIfNeeded(position, threshold); } int model_getVertexPointIndex(const Model& model, int partIndex, int polygonIndex, int vertexIndex) { MUST_EXIST(model,model_getVertexPointIndex); return model->getVertexPointIndex(partIndex, polygonIndex, vertexIndex); } void model_setVertexPointIndex(Model& model, int partIndex, int polygonIndex, int vertexIndex, int pointIndex) { MUST_EXIST(model,model_setVertexPointIndex); model->setVertexPointIndex(partIndex, polygonIndex, vertexIndex, pointIndex); } FVector3D model_getVertexPosition(const Model& model, int partIndex, int polygonIndex, int vertexIndex) { MUST_EXIST(model,model_getVertexPosition); return model->getVertexPosition(partIndex, polygonIndex, vertexIndex); } FVector4D model_getVertexColor(const Model& model, int partIndex, int polygonIndex, int vertexIndex) { MUST_EXIST(model,model_getVertexColor); return model->getVertexColor(partIndex, polygonIndex, vertexIndex); } void model_setVertexColor(Model& model, int partIndex, int polygonIndex, int vertexIndex, const FVector4D& color) { MUST_EXIST(model,model_setVertexColor); model->setVertexColor(partIndex, polygonIndex, vertexIndex, color); } FVector4D model_getTexCoord(const Model& model, int partIndex, int polygonIndex, int vertexIndex) { MUST_EXIST(model,model_getTexCoord); return model->getTexCoord(partIndex, polygonIndex, vertexIndex); } void model_setTexCoord(Model& model, int partIndex, int polygonIndex, int vertexIndex, const FVector4D& texCoord) { MUST_EXIST(model,model_setTexCoord); model->setTexCoord(partIndex, polygonIndex, vertexIndex, texCoord); } int model_addTriangle(Model& model, int partIndex, int pointA, int pointB, int pointC) { MUST_EXIST(model,model_addTriangle); return model->addPolygon(Polygon(pointA, pointB, pointC), partIndex); } int model_addQuad(Model& model, int partIndex, int pointA, int pointB, int pointC, int pointD) { MUST_EXIST(model,model_addQuad); return model->addPolygon(Polygon(pointA, pointB, pointC, pointD), partIndex); } int model_getNumberOfPolygons(const Model& model, int partIndex) { MUST_EXIST(model,model_getNumberOfPolygons); return model->getNumberOfPolygons(partIndex); } int model_getPolygonVertexCount(const Model& model, int partIndex, int polygonIndex) { MUST_EXIST(model,model_getPolygonVertexCount); return model->getPolygonVertexCount(partIndex, polygonIndex); } ImageRgbaU8 model_getDiffuseMap(const Model& model, int partIndex) { MUST_EXIST(model,model_getDiffuseMap); return model->getDiffuseMap(partIndex); } // TODO: Change the backend's argument order for partIndex or simply inline all of it's functionality void model_setDiffuseMap(Model& model, int partIndex, const ImageRgbaU8 &diffuseMap) { MUST_EXIST(model,model_setDiffuseMap); model->setDiffuseMap(diffuseMap, partIndex); } // TODO: Change the backend's argument order for partIndex or simply inline all of it's functionality void model_setDiffuseMapByName(Model& model, int partIndex, ResourcePool &pool, const String &filename) { MUST_EXIST(model,model_setDiffuseMapByName); model->setDiffuseMapByName(pool, filename, partIndex); } ImageRgbaU8 model_getLightMap(Model& model, int partIndex) { MUST_EXIST(model,model_getLightMap); return model->getLightMap(partIndex); } // TODO: Change the backend's argument order for partIndex or simply inline all of it's functionality void model_setLightMap(Model& model, int partIndex, const ImageRgbaU8 &lightMap) { MUST_EXIST(model,model_setLightMap); model->setLightMap(lightMap, partIndex); } // TODO: Change the backend's argument order for partIndex or simply inline all of it's functionality void model_setLightMapByName(Model& model, int partIndex, ResourcePool &pool, const String &filename) { MUST_EXIST(model,model_setLightMapByName); model->setLightMapByName(pool, filename, partIndex); } // Single-threaded rendering for the simple cases where you just want it to work void model_render(const Model& model, const Transform3D &modelToWorldTransform, ImageRgbaU8& colorBuffer, ImageF32& depthBuffer, const Camera &camera) { if (model.get() != nullptr) { model->render((CommandQueue*)nullptr, colorBuffer, depthBuffer, modelToWorldTransform, camera); } } void model_renderDepth(const Model& model, const Transform3D &modelToWorldTransform, ImageF32& depthBuffer, const Camera &camera) { if (model.get() != nullptr) { model->renderDepth(depthBuffer, modelToWorldTransform, camera); } } // Context for rendering multiple models at the same time for improved speed class RendererImpl { private: bool receiving = false; // Preventing version dependency by only allowing calls in the expected order ImageRgbaU8 colorBuffer; ImageF32 depthBuffer; CommandQueue commandQueue; public: RendererImpl() {} void beginFrame(ImageRgbaU8& colorBuffer, ImageF32& depthBuffer) { if (this->receiving) { throwError("Called renderer_begin on the same renderer twice without ending the previous batch!\n"); } this->receiving = true; this->colorBuffer = colorBuffer; this->depthBuffer = depthBuffer; } void giveTask(const Model& model, const Transform3D &modelToWorldTransform, const Camera &camera) { if (!this->receiving) { throwError("Cannot call renderer_giveTask before renderer_begin!\n"); } // TODO: Make an algorithm for selecting if the model should be queued as an instance or triangulated at once // An extra argument may choose to force an instance directly into the command queue // Because the model is being borrowed for vertex animation // To prevent the command queue from getting full hold as much as possible in a sorted list of instances // When the command queue is full, the solid model->render(&this->commandQueue, this->colorBuffer, this->depthBuffer, modelToWorldTransform, camera); } void endFrame() { if (!this->receiving) { throwError("Called renderer_end without renderer_begin!\n"); } this->receiving = false; if (image_exists(this->colorBuffer)) { this->commandQueue.execute(IRect::FromSize(image_getWidth(this->colorBuffer), image_getHeight(this->colorBuffer))); } else if (image_exists(this->depthBuffer)) { this->commandQueue.execute(IRect::FromSize(image_getWidth(this->depthBuffer), image_getHeight(this->depthBuffer))); } this->commandQueue.clear(); } }; Renderer renderer_create() { return std::make_shared(); } bool renderer_exists(const Renderer& renderer) { return renderer.get() != nullptr; } void renderer_begin(Renderer& renderer, ImageRgbaU8& colorBuffer, ImageF32& depthBuffer) { MUST_EXIST(renderer,renderer_begin); renderer->beginFrame(colorBuffer, depthBuffer); } // TODO: Synchronous setting // * Asynchronous (default) // Only works on models that are locked from further editing // Locked models can also be safely pooled for reuse then (ResourcePool) // * Synced (for animation) // Dispatch triangles directly to the command queue so that the current state of the model is captured // This allow rendering many instances using the same model at different times // Enabling vertex light, reflection maps and bone animation void renderer_giveTask(Renderer& renderer, const Model& model, const Transform3D &modelToWorldTransform, const Camera &camera) { MUST_EXIST(renderer,renderer_giveTask); if (model.get() != nullptr) { renderer->giveTask(model, modelToWorldTransform, camera); } } void renderer_end(Renderer& renderer) { MUST_EXIST(renderer,renderer_end); renderer->endFrame(); } }