/* Copyright (C) 2015 by Ivan Safrin 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 "PolyRenderer.h" #include "PolyCoreServices.h" #include "PolyCore.h" #include "PolyTexture.h" using namespace Polycode; GPUDrawBuffer::GPUDrawBuffer() { } GPUDrawBuffer::~GPUDrawBuffer() { } GraphicsInterface::GraphicsInterface() { } RenderThread::RenderThread() : interface(NULL) { options.filteringMode = Renderer::TEX_FILTERING_LINEAR; options.anisotropy = 0; options.createMipmaps = true; rendererShaderBinding = new ShaderBinding(); projectionMatrixParam = rendererShaderBinding->addParam(ProgramParam::PARAM_MATRIX, "projectionMatrix"); modelMatrixParam = rendererShaderBinding->addParam(ProgramParam::PARAM_MATRIX, "modelMatrix"); viewMatrixParam = rendererShaderBinding->addParam(ProgramParam::PARAM_MATRIX, "viewMatrix"); jobQueueMutex = Services()->getCore()->createMutex(); } void RenderThread::runThread() { while(threadRunning) { Services()->getCore()->lockMutex(jobQueueMutex); if(jobQueue.size() > 0) { RendererThreadJob nextJob = jobQueue.front(); jobQueue.pop(); processJob(nextJob); } Services()->getCore()->unlockMutex(jobQueueMutex); } } ShaderBinding *RenderThread::getShaderBinding() { return rendererShaderBinding; } void RenderThread::processDrawBuffer(GPUDrawBuffer *buffer) { ++currentDebugFrameInfo.buffersProcessed; interface->setViewport(buffer->viewport.x, buffer->viewport.y, buffer->viewport.w, buffer->viewport.h); interface->clearBuffers(buffer->clearColor, buffer->clearColorBuffer, buffer->clearDepthBuffer, true); projectionMatrixParam->setMatrix4(buffer->projectionMatrix); viewMatrixParam->setMatrix4(buffer->viewMatrix); for(int i=0; i < buffer->drawCalls.size(); i++) { interface->setBlendingMode(buffer->drawCalls[i].options.blendingMode); interface->enableDepthTest(buffer->drawCalls[i].options.depthTest); interface->enableDepthWrite(buffer->drawCalls[i].options.depthWrite); modelMatrixParam->setMatrix4(buffer->drawCalls[i].modelMatrix); if(buffer->drawCalls[i].material) { ShaderBinding *localShaderBinding = buffer->drawCalls[i].shaderBinding; for(int s=0; s < buffer->drawCalls[i].material->getNumShaders(); s++) { ++currentDebugFrameInfo.drawCallsProcessed; interface->beginDrawCall(); Shader *shader = buffer->drawCalls[i].material->getShader(s); interface->useShader(shader); ShaderBinding *materialShaderBinding = buffer->drawCalls[i].material->getShaderBinding(s); // set shader uniforms for(int p=0; p < rendererShaderBinding->getNumLocalParams(); p++) { LocalShaderParam *localParam = rendererShaderBinding->getLocalParam(p); if(localParam) { if(!localParam->param) { localParam->param = shader->getParamPointer(localParam->name); } if(localParam->param) { interface->setParamInShader(shader, localParam->param, localParam); } } } for(int p=0; p < materialShaderBinding->getNumLocalParams(); p++) { LocalShaderParam *localParam = materialShaderBinding->getLocalParam(p); if(localParam) { if(!localParam->param) { localParam->param = shader->getParamPointer(localParam->name); } if(localParam->param) { interface->setParamInShader(shader, localParam->param, localParam); } } } for(int p=0; p < localShaderBinding->getNumLocalParams(); p++) { LocalShaderParam *localParam = localShaderBinding->getLocalParam(p); if(localParam) { if(!localParam->param) { localParam->param = shader->getParamPointer(localParam->name); } if(localParam->param) { interface->setParamInShader(shader, localParam->param, localParam); } } } for(int a=0; a < localShaderBinding->getNumAttributeBindings(); a++) { AttributeBinding *attributeBinding = localShaderBinding->getAttributeBinding(a); if(attributeBinding) { if(attributeBinding->enabled) { if(!attributeBinding->attribute) { attributeBinding->attribute = shader->getAttribPointer(attributeBinding->name); } if(attributeBinding->attribute) { interface->setAttributeInShader(shader, attributeBinding->attribute, attributeBinding); } else { attributeBinding->enabled = false; } } } } if(buffer->drawCalls[i].indexed) { interface->drawIndices(buffer->drawCalls[i].mode, buffer->drawCalls[i].indexArray); } else { interface->drawArrays(buffer->drawCalls[i].mode, buffer->drawCalls[i].numVertices); } for(int a=0; a < shader->expectedAttributes.size(); a++) { ProgramAttribute attribute = shader->expectedAttributes[a]; interface->disableAttribute(shader, attribute); } } } } } void RenderThread::processJob(const RendererThreadJob &job) { switch(job.jobType) { case JOB_REQUEST_CONTEXT_CHANGE: { VideoModeChangeInfo *modeInfo = (VideoModeChangeInfo*) job.data; core->handleVideoModeChange(modeInfo); delete modeInfo; } break; case JOB_CREATE_TEXTURE: { Texture *texture = (Texture*) job.data; interface->createTexture(texture, options.filteringMode, options.anisotropy, options.createMipmaps); } break; case JOB_PROCESS_DRAW_BUFFER: { GPUDrawBuffer *buffer = (GPUDrawBuffer*) job.data; processDrawBuffer(buffer); delete buffer; } break; case JOB_BEGIN_FRAME: { currentDebugFrameInfo.buffersProcessed = 0; currentDebugFrameInfo.drawCallsProcessed = 0; currentDebugFrameInfo.timeTaken = 0; frameStart = Services()->getCore()->getTicks(); } break; case JOB_END_FRAME: { core->flushRenderContext(); currentDebugFrameInfo.timeTaken = Services()->getCore()->getTicks() - frameStart; lastFrameDebugInfo = currentDebugFrameInfo; } break; case JOB_CREATE_PROGRAM: { ShaderProgram *program = (ShaderProgram*) job.data; interface->createProgram(program); } break; case JOB_CREATE_SHADER: { Shader *shader = (Shader*) job.data; interface->createShader(shader); } break; case JOB_CREATE_VERTEX_BUFFERS: { Mesh *mesh = (Mesh*) job.data; interface->createVertexBuffer(&mesh->vertexPositionArray); interface->createVertexBuffer(&mesh->vertexTexCoordArray); if(mesh->indexedMesh) { interface->createIndexBuffer(&mesh->indexArray); } } break; } } RenderThreadDebugInfo RenderThread::getFrameInfo() { RenderThreadDebugInfo info; Services()->getCore()->lockMutex(jobQueueMutex); info = lastFrameDebugInfo; Services()->getCore()->unlockMutex(jobQueueMutex); return info; } void RenderThread::enqueueJob(int jobType, void *data) { Services()->getCore()->lockMutex(jobQueueMutex); RendererThreadJob job; job.jobType = jobType; job.data = data; jobQueue.push(job); Services()->getCore()->unlockMutex(jobQueueMutex); } void RenderThread::setGraphicsInterface(Core *core, GraphicsInterface *interface) { this->interface = interface; this->core = core; } Renderer::Renderer() { renderThread = new RenderThread(); Services()->getCore()->createThread(renderThread); cpuBufferIndex = 0; gpuBufferIndex = 1; } Renderer::~Renderer() { } void Renderer::setGraphicsInterface(Core *core, GraphicsInterface *interface) { renderThread->setGraphicsInterface(core, interface); } RenderThread *Renderer::getRenderThread() { return renderThread; } void Renderer::setBackingResolutionScale(Number xScale, Number yScale) { backingResolutionScaleX = xScale; backingResolutionScaleY = yScale; } Number Renderer::getBackingResolutionScaleX() { return backingResolutionScaleX; } Number Renderer::getBackingResolutionScaleY() { return backingResolutionScaleY; } Number Renderer::getAnisotropyAmount() { return anisotropy; } void Renderer::setAnisotropyAmount(Number amount) { anisotropy = amount; } Cubemap *Renderer::createCubemap(Texture *t0, Texture *t1, Texture *t2, Texture *t3, Texture *t4, Texture *t5) { return NULL; } void Renderer::processDrawBuffer(GPUDrawBuffer *buffer) { renderThread->enqueueJob(RenderThread::JOB_PROCESS_DRAW_BUFFER, buffer); } void Renderer::beginFrame() { renderThread->enqueueJob(RenderThread::JOB_BEGIN_FRAME, NULL); } void Renderer::endFrame() { renderThread->enqueueJob(RenderThread::JOB_END_FRAME, NULL); } Texture *Renderer::createTexture(unsigned int width, unsigned int height, char *textureData, bool clamp, bool createMipmaps, int type) { Texture *texture = new Texture(width, height, textureData, clamp, createMipmaps, type); renderThread->enqueueJob(RenderThread::JOB_CREATE_TEXTURE, (void*)texture); return texture; } Shader *Renderer::createShader(ShaderProgram *vertexProgram, ShaderProgram *fragmentProgram) { Shader *shader = new Shader(); shader->vertexProgram = vertexProgram; shader->fragmentProgram = fragmentProgram; renderThread->enqueueJob(RenderThread::JOB_CREATE_SHADER, (void*)shader); return shader; } ShaderProgram *Renderer::createProgram(const String &fileName) { ShaderProgram *program = new ShaderProgram(fileName); OSFileEntry fileEntry(program->getResourcePath(), OSFileEntry::TYPE_FILE); if(fileEntry.extension == "vert" ) { program->type = ShaderProgram::TYPE_VERT; } else { program->type = ShaderProgram::TYPE_FRAG; } renderThread->enqueueJob(RenderThread::JOB_CREATE_PROGRAM, (void*)program); return program; } void Renderer::createVertexBuffers(Mesh *mesh) { renderThread->enqueueJob(RenderThread::JOB_CREATE_VERTEX_BUFFERS, (void*) mesh); } void Renderer::destroyTexture(Texture *texture) { } void createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height, bool floatingPointBuffer) { }