// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "../Precompiled.h" #include "../Core/Profiler.h" #include "../Graphics/AnimatedModel.h" #include "../Graphics/Animation.h" #include "../Graphics/AnimationController.h" #include "../Graphics/Camera.h" #include "../Graphics/CustomGeometry.h" #include "../Graphics/DebugRenderer.h" #include "../Graphics/DecalSet.h" #include "../Graphics/Graphics.h" #include "../Graphics/GraphicsImpl.h" #include "../Graphics/Material.h" #include "../Graphics/Octree.h" #include "../Graphics/ParticleEffect.h" #include "../Graphics/ParticleEmitter.h" #include "../Graphics/RibbonTrail.h" #include "../Graphics/Shader.h" #include "../Graphics/ShaderPrecache.h" #include "../Graphics/Skybox.h" #include "../Graphics/StaticModelGroup.h" #include "../Graphics/Technique.h" #include "../Graphics/Terrain.h" #include "../Graphics/TerrainPatch.h" #include "../Graphics/Texture2D.h" #include "../Graphics/Texture2DArray.h" #include "../Graphics/Texture3D.h" #include "../Graphics/TextureCube.h" #include "../Graphics/Zone.h" #include "../IO/FileSystem.h" #include "../IO/Log.h" // ATOMIC BEGIN #include "Text3D/Text3DFont.h" #include "Text3D/Text3DText.h" #include "Text3D/Text3D.h" #include #include // ATOMIC END #include "../DebugNew.h" namespace Atomic { // ATOMIC BEGIN unsigned Graphics::numPasses_ = 0; unsigned Graphics::numSinglePassPrimitives_ = 0; // ATOMIC END void Graphics::SetExternalWindow(void* window) { if (!window_) externalWindow_ = window; else ATOMIC_LOGERROR("Window already opened, can not set external window"); } void Graphics::SetWindowTitle(const String& windowTitle) { windowTitle_ = windowTitle; if (window_) SDL_SetWindowTitle(window_, windowTitle_.CString()); } void Graphics::SetWindowIcon(Image* windowIcon) { windowIcon_ = windowIcon; if (window_) CreateWindowIcon(); } void Graphics::SetWindowPosition(const IntVector2& position) { if (window_) SDL_SetWindowPosition(window_, position.x_, position.y_); else position_ = position; // Sets as initial position for OpenWindow() } void Graphics::SetWindowPosition(int x, int y) { SetWindowPosition(IntVector2(x, y)); } void Graphics::SetOrientations(const String& orientations) { orientations_ = orientations.Trimmed(); SDL_SetHint(SDL_HINT_ORIENTATIONS, orientations_.CString()); } bool Graphics::ToggleFullscreen() { return SetMode(width_, height_, !fullscreen_, borderless_, resizable_, highDPI_, vsync_, tripleBuffer_, multiSample_, monitor_, refreshRate_); } void Graphics::SetShaderParameter(StringHash param, const Variant& value) { switch (value.GetType()) { case VAR_BOOL: SetShaderParameter(param, value.GetBool()); break; case VAR_INT: SetShaderParameter(param, value.GetInt()); break; case VAR_FLOAT: case VAR_DOUBLE: SetShaderParameter(param, value.GetFloat()); break; case VAR_VECTOR2: SetShaderParameter(param, value.GetVector2()); break; case VAR_VECTOR3: SetShaderParameter(param, value.GetVector3()); break; case VAR_VECTOR4: SetShaderParameter(param, value.GetVector4()); break; case VAR_COLOR: SetShaderParameter(param, value.GetColor()); break; case VAR_MATRIX3: SetShaderParameter(param, value.GetMatrix3()); break; case VAR_MATRIX3X4: SetShaderParameter(param, value.GetMatrix3x4()); break; case VAR_MATRIX4: SetShaderParameter(param, value.GetMatrix4()); break; case VAR_BUFFER: { const PODVector& buffer = value.GetBuffer(); if (buffer.Size() >= sizeof(float)) SetShaderParameter(param, reinterpret_cast(&buffer[0]), buffer.Size() / sizeof(float)); } break; default: // Unsupported parameter type, do nothing break; } } IntVector2 Graphics::GetWindowPosition() const { if (window_) return position_; return IntVector2::ZERO; } PODVector Graphics::GetResolutions(int monitor) const { PODVector ret; // Emscripten is not able to return a valid list #ifndef __EMSCRIPTEN__ unsigned numModes = (unsigned)SDL_GetNumDisplayModes(monitor); for (unsigned i = 0; i < numModes; ++i) { SDL_DisplayMode mode; SDL_GetDisplayMode(monitor, i, &mode); int width = mode.w; int height = mode.h; int rate = mode.refresh_rate; // Store mode if unique bool unique = true; for (unsigned j = 0; j < ret.Size(); ++j) { if (ret[j].x_ == width && ret[j].y_ == height && ret[j].z_ == rate) { unique = false; break; } } if (unique) ret.Push(IntVector3(width, height, rate)); } #endif return ret; } IntVector2 Graphics::GetDesktopResolution(int monitor) const { #if !defined(__ANDROID__) && !defined(IOS) && !defined(TVOS) SDL_DisplayMode mode; SDL_GetDesktopDisplayMode(monitor, &mode); return IntVector2(mode.w, mode.h); #else // SDL_GetDesktopDisplayMode() may not work correctly on mobile platforms. Rather return the window size return IntVector2(width_, height_); #endif } int Graphics::GetMonitorCount() const { return SDL_GetNumVideoDisplays(); } void Graphics::Maximize() { if (!window_) return; SDL_MaximizeWindow(window_); } void Graphics::Minimize() { if (!window_) return; SDL_MinimizeWindow(window_); } void Graphics::BeginDumpShaders(const String& fileName) { shaderPrecache_ = new ShaderPrecache(context_, fileName); } void Graphics::EndDumpShaders() { shaderPrecache_.Reset(); } void Graphics::PrecacheShaders(Deserializer& source) { ATOMIC_PROFILE(PrecacheShaders); ShaderPrecache::LoadShaders(this, source); } void Graphics::SetShaderCacheDir(const String& path) { String trimmedPath = path.Trimmed(); if (trimmedPath.Length()) shaderCacheDir_ = AddTrailingSlash(trimmedPath); } void Graphics::AddGPUObject(GPUObject* object) { MutexLock lock(gpuObjectMutex_); gpuObjects_.Push(object); } void Graphics::RemoveGPUObject(GPUObject* object) { MutexLock lock(gpuObjectMutex_); gpuObjects_.Remove(object); } void* Graphics::ReserveScratchBuffer(unsigned size) { if (!size) return 0; if (size > maxScratchBufferRequest_) maxScratchBufferRequest_ = size; // First check for a free buffer that is large enough for (Vector::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i) { if (!i->reserved_ && i->size_ >= size) { i->reserved_ = true; return i->data_.Get(); } } // Then check if a free buffer can be resized for (Vector::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i) { if (!i->reserved_) { i->data_ = new unsigned char[size]; i->size_ = size; i->reserved_ = true; ATOMIC_LOGDEBUG("Resized scratch buffer to size " + String(size)); return i->data_.Get(); } } // Finally allocate a new buffer ScratchBuffer newBuffer; newBuffer.data_ = new unsigned char[size]; newBuffer.size_ = size; newBuffer.reserved_ = true; scratchBuffers_.Push(newBuffer); return newBuffer.data_.Get(); ATOMIC_LOGDEBUG("Allocated scratch buffer with size " + String(size)); } void Graphics::FreeScratchBuffer(void* buffer) { if (!buffer) return; for (Vector::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i) { if (i->reserved_ && i->data_.Get() == buffer) { i->reserved_ = false; return; } } ATOMIC_LOGWARNING("Reserved scratch buffer " + ToStringHex((unsigned)(size_t)buffer) + " not found"); } void Graphics::CleanupScratchBuffers() { for (Vector::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i) { if (!i->reserved_ && i->size_ > maxScratchBufferRequest_ * 2 && i->size_ >= 1024 * 1024) { i->data_ = maxScratchBufferRequest_ > 0 ? new unsigned char[maxScratchBufferRequest_] : 0; i->size_ = maxScratchBufferRequest_; ATOMIC_LOGDEBUG("Resized scratch buffer to size " + String(maxScratchBufferRequest_)); } } maxScratchBufferRequest_ = 0; } void Graphics::CreateWindowIcon() { if (windowIcon_) { SDL_Surface* surface = windowIcon_->GetSDLSurface(); if (surface) { SDL_SetWindowIcon(window_, surface); SDL_FreeSurface(surface); } } } void RegisterGraphicsLibrary(Context* context) { Animation::RegisterObject(context); Material::RegisterObject(context); Model::RegisterObject(context); Shader::RegisterObject(context); Technique::RegisterObject(context); Texture2D::RegisterObject(context); Texture2DArray::RegisterObject(context); Texture3D::RegisterObject(context); TextureCube::RegisterObject(context); Camera::RegisterObject(context); Drawable::RegisterObject(context); Light::RegisterObject(context); StaticModel::RegisterObject(context); StaticModelGroup::RegisterObject(context); Skybox::RegisterObject(context); AnimatedModel::RegisterObject(context); AnimationController::RegisterObject(context); BillboardSet::RegisterObject(context); ParticleEffect::RegisterObject(context); ParticleEmitter::RegisterObject(context); RibbonTrail::RegisterObject(context); CustomGeometry::RegisterObject(context); DecalSet::RegisterObject(context); Terrain::RegisterObject(context); TerrainPatch::RegisterObject(context); DebugRenderer::RegisterObject(context); Octree::RegisterObject(context); Zone::RegisterObject(context); // ATOMIC BEGIN Text3DFont::RegisterObject(context); Text3DText::RegisterObject(context); Text3D::RegisterObject(context); // ATOMIC END } // ATOMIC BEGIN int Graphics::GetCurrentMonitor() { return SDL_GetWindowDisplayIndex((SDL_Window*) this->GetSDLWindow()); } int Graphics::GetNumMonitors() { return SDL_GetNumVideoDisplays(); } bool Graphics::GetMaximized() { if (!window_) return false; return SDL_GetWindowFlags(window_) & SDL_WINDOW_MAXIMIZED; } IntVector2 Graphics::GetMonitorResolution(int monitorId) const { SDL_DisplayMode mode; SDL_GetDesktopDisplayMode(monitorId, &mode); return IntVector2(mode.w, mode.h); } void Graphics::RaiseWindow() { if (window_) SDL_RaiseWindow(window_); } // ATOMIC END }