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- /*
- 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 "polycode/core/PolyRenderer.h"
- #include "polycode/core/PolyCoreServices.h"
- #include "polycode/core/PolyCore.h"
- #include "polycode/core/PolyTexture.h"
- #include "polycode/core/PolyVector4.h"
- using namespace Polycode;
- GPUDrawBuffer::GPUDrawBuffer() {
-
- }
- GPUDrawBuffer::~GPUDrawBuffer() {
-
- }
- GraphicsInterface::GraphicsInterface() {
- }
- RenderThread::RenderThread() : interface(NULL) {
-
- 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;
-
- if(buffer->targetFramebuffer) {
- interface->bindFramebuffer(buffer->targetFramebuffer);
- }
-
- 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);
- interface->enableBackfaceCulling(buffer->drawCalls[i].options.backfaceCull);
- interface->setLineSize(buffer->drawCalls[i].options.linePointSize);
-
- 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) {
- // TODO: can't cache the param here, need a better system (move to material binding?)
-
- // 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) {
-
- if(attributeBinding->vertexData->data.size() / attributeBinding->vertexData->countPerVertex >= buffer->drawCalls[i].numVertices) {
- 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);
- }
-
- interface->endDrawCall();
- }
- }
- }
-
- if(buffer->targetFramebuffer) {
- interface->bindFramebuffer(NULL);
- }
-
- }
- 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);
- }
- 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, unsigned int filteringMode, unsigned int anisotropy, bool framebufferTexture) {
- Texture *texture = new Texture(width, height, textureData, clamp, createMipmaps, type, framebufferTexture);
- texture->filteringMode = filteringMode;
- texture->anisotropy = anisotropy;
- 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) {
-
- }
- Vector3 Renderer::project(const Vector3 &position, const Matrix4 &modelMatrix, const Matrix4 &projectionMatrix, const Polycode::Rectangle &viewport) {
-
- Vector4 in(position);
- Vector4 out = modelMatrix * in;
- in = projectionMatrix * out;
-
- if (in.w == 0.0) return Vector3();
-
- in.x /= in.w;
- in.y /= in.w;
- in.z /= in.w;
-
- in.x = in.x * 0.5 + 0.5;
- in.y = in.y * 0.5 + 0.5;
- in.z = in.z * 0.5 + 0.5;
-
- in.x = in.x * (viewport.w) + viewport.x;
- in.y = in.y * (viewport.h) + viewport.y;
-
- return Vector3(in.x, in.y, in.z);
- }
- Vector3 Renderer::unProject(const Vector3 &position, const Matrix4 &modelMatrix, const Matrix4 &projectionMatrix, const Polycode::Rectangle &viewport) {
- Matrix4 finalMatrix = modelMatrix * projectionMatrix;
- finalMatrix = finalMatrix.Inverse();
-
- Vector4 in(position);
-
- in.x = (in.x - viewport.x) / (viewport.w);
- in.y = (in.y - viewport.y) / (viewport.h);
-
- in.y = 1.0 - in.y;
-
- in.x = in.x * 2.0 - 1.0;
- in.y = in.y * 2.0 - 1.0;
- in.z = in.z * 2.0 - 1.0;
-
- Vector4 out = finalMatrix * in;
-
- if(out.w == 0.0) return Vector3();
-
- out.x /= out.w;
- out.y /= out.w;
- out.z /= out.w;
-
- return Vector3(out.x, out.y, out.z);
- }
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