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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"
- #include "polycode/core/PolyLogger.h"
- #if PLATFORM == PLATFORM_ANDROID
- #include <unistd.h>
- #endif
- using namespace Polycode;
- RenderFrame::~RenderFrame() {
- while(jobQueue.size() > 0) {
- RendererThreadJob frameJob = jobQueue.front();
- if(frameJob.jobType == RenderThread::JOB_PROCESS_DRAW_BUFFER) {
- GPUDrawBuffer *buffer = (GPUDrawBuffer*) frameJob.data;
- delete buffer;
- }
- jobQueue.pop();
- }
- }
- GraphicsInterface::GraphicsInterface() {
- }
- RenderThread::RenderThread() : graphicsInterface(NULL) {
-
- jobQueueMutex = Services()->getCore()->createMutex();
- renderMutex = Services()->getCore()->createMutex();
- }
- void RenderThread::initGlobals() {
- rendererShaderBinding = new ShaderBinding();
-
- projectionMatrixParam = rendererShaderBinding->addParam(ProgramParam::PARAM_MATRIX, "projectionMatrix");
- modelMatrixParam = rendererShaderBinding->addParam(ProgramParam::PARAM_MATRIX, "modelMatrix");
- viewMatrixParam = rendererShaderBinding->addParam(ProgramParam::PARAM_MATRIX, "viewMatrix");
-
- for(int i=0; i < RENDERER_MAX_LIGHTS; i++) {
- lights[i].position = rendererShaderBinding->addParam(ProgramParam::PARAM_VECTOR3, "lights["+String::IntToString(i)+"].position");
- lights[i].direction = rendererShaderBinding->addParam(ProgramParam::PARAM_VECTOR3, "lights["+String::IntToString(i)+"].direction");
- lights[i].specular = rendererShaderBinding->addParam(ProgramParam::PARAM_COLOR, "lights["+String::IntToString(i)+"].specular");
- lights[i].diffuse = rendererShaderBinding->addParam(ProgramParam::PARAM_COLOR, "lights["+String::IntToString(i)+"].diffuse");
- lights[i].spotExponent = rendererShaderBinding->addParam(ProgramParam::PARAM_NUMBER, "lights["+String::IntToString(i)+"].spotExponent");
- lights[i].spotCosCutoff = rendererShaderBinding->addParam(ProgramParam::PARAM_NUMBER, "lights["+String::IntToString(i)+"].spotCosCutoff");
- lights[i].constantAttenuation = rendererShaderBinding->addParam(ProgramParam::PARAM_NUMBER, "lights["+String::IntToString(i)+"].constantAttenuation");
- lights[i].linearAttenuation = rendererShaderBinding->addParam(ProgramParam::PARAM_NUMBER, "lights["+String::IntToString(i)+"].linearAttenuation");
- lights[i].quadraticAttenuation = rendererShaderBinding->addParam(ProgramParam::PARAM_NUMBER, "lights["+String::IntToString(i)+"].quadraticAttenuation");
- lights[i].shadowEnabled = rendererShaderBinding->addParam(ProgramParam::PARAM_NUMBER, "lights["+String::IntToString(i)+"].shadowEnabled");
-
- }
-
- for(int i=0; i < RENDERER_MAX_LIGHT_SHADOWS; i++) {
- lightShadows[i].shadowMatrix = rendererShaderBinding->addParam(ProgramParam::PARAM_MATRIX, "lightsShadows["+String::IntToString(i)+"].shadowMatrix");
- lightShadows[i].shadowBuffer = rendererShaderBinding->addParam(ProgramParam::PARAM_TEXTURE, "lightsShadows["+String::IntToString(i)+"].shadowBuffer");
- lightShadows[i].shadowBuffer->setTexture(NULL);
-
- }
- }
- void RenderThread::updateRenderThread() {
- jobQueueMutex->lock();
-
- while (jobQueue.size() > 0) {
- RendererThreadJob nextJob = jobQueue.front();
- jobQueue.pop();
- #if PLATFORM == PLATFORM_ANDROID
- if (!core->isWindowInitialized() && nextJob.jobType != JOB_REQUEST_CONTEXT_CHANGE) {
- jobQueue.push(nextJob);
- for (int i = 0; i < jobQueue.size() - 1; i++) {
- RendererThreadJob fJob = jobQueue.front();
- if (fJob.jobType != JOB_REQUEST_CONTEXT_CHANGE) {
- jobQueue.push(fJob);
- } else {
- processJob(fJob);
- i--;
- }
- jobQueue.pop();
- }
- break;
- } else {
- #endif
- processJob(nextJob);
- #if PLATFORM == PLATFORM_ANDROID
- }
- #endif
- }
- RenderFrame *nextFrame = NULL;
- if (frameQueue.size() > 0) {
- nextFrame = frameQueue.front();
- frameQueue.pop();
- }
- jobQueueMutex->unlock();
- if (nextFrame) {
- while (nextFrame->jobQueue.size() > 0) {
- #if PLATFORM == PLATFORM_ANDROID
- if(!core->isWindowInitialized()){
- break;
- }
- #endif
- RendererThreadJob frameJob = nextFrame->jobQueue.front();
- nextFrame->jobQueue.pop();
- processJob(frameJob);
- }
- delete nextFrame;
- }
-
- for(int i=0; i < framesToDelete.size(); i++) {
- delete framesToDelete[i];
- }
- framesToDelete.clear();
- }
- void RenderThread::runThread() {
- initGlobals();
-
- while(threadRunning) {
- updateRenderThread();
- }
- }
- ShaderBinding *RenderThread::getShaderBinding() {
- return rendererShaderBinding;
- }
- void RenderThread::processDrawBufferLights(GPUDrawBuffer *buffer) {
- int lightShadowIndex = 0;
-
- for(int i=0; i <RENDERER_MAX_LIGHTS; i++) {
- if(i < buffer->lights.size()) {
- lights[i].diffuse->setColor(buffer->lights[i].diffuseColor * buffer->lights[i].intensity);
- lights[i].specular->setColor(buffer->lights[i].specularColor * buffer->lights[i].intensity);
-
- lights[i].position->setVector3(buffer->lights[i].position);
- lights[i].direction->setVector3(buffer->lights[i].direction);
- lights[i].spotExponent->setNumber(buffer->lights[i].spotlightExponent);
- if(buffer->lights[i].type == 0) {
- lights[i].spotCosCutoff->setNumber(180.0);
- } else {
- lights[i].spotCosCutoff->setNumber(cos((buffer->lights[i].spotlightCutoff) * TORADIANS));
- }
-
- lights[i].constantAttenuation->setNumber(buffer->lights[i].constantAttenuation);
- lights[i].linearAttenuation->setNumber(buffer->lights[i].linearAttenuation);
- lights[i].quadraticAttenuation->setNumber(buffer->lights[i].quadraticAttenuation);
-
-
- if(buffer->lights[i].shadowsEnabled) {
- lightShadows[lightShadowIndex].shadowMatrix->setMatrix4(buffer->lights[i].lightViewMatrix);
- lightShadows[lightShadowIndex].shadowBuffer->data = (void*) &*buffer->lights[i].shadowMapTexture;
-
- lights[i].shadowEnabled->setNumber(1.0);
-
- if(lightShadowIndex < RENDERER_MAX_LIGHT_SHADOWS-1) {
- lightShadowIndex++;
- }
- } else {
- lights[i].shadowEnabled->setNumber(0.0);
- }
- } else {
- lights[i].diffuse->setColor(Color(0.0, 0.0, 0.0, 0.0));
- lights[i].specular->setColor(Color(0.0, 0.0, 0.0, 0.0));
- lights[i].spotCosCutoff->setNumber(180.0);
- lights[i].shadowEnabled->setNumber(0.0);
- lights[i].constantAttenuation->setNumber(1.0);
- lights[i].linearAttenuation->setNumber(1.0);
- lights[i].quadraticAttenuation->setNumber(1.0);
-
- }
- }
- }
- void RenderThread::clearFrameQueue() {
- jobQueueMutex->lock();
- while(frameQueue.size()) {
- frameQueue.pop();
- }
- jobQueueMutex->unlock();
- }
- void RenderThread::processDrawBuffer(GPUDrawBuffer *buffer) {
-
- ++currentDebugFrameInfo.buffersProcessed;
-
- if(buffer->targetFramebuffer) {
- graphicsInterface->bindRenderBuffer(&*buffer->targetFramebuffer);
- }
-
- graphicsInterface->setViewport(buffer->viewport.x, buffer->viewport.y, buffer->viewport.w, buffer->viewport.h);
- graphicsInterface->clearBuffers(buffer->clearColor, buffer->clearColorBuffer, buffer->clearDepthBuffer, true);
-
- projectionMatrixParam->setMatrix4(buffer->projectionMatrix);
- viewMatrixParam->setMatrix4(buffer->viewMatrix);
- processDrawBufferLights(buffer);
-
- for(int i=0; i < buffer->drawCalls.size(); i++) {
-
- if(!buffer->drawCalls[i].submesh) {
- continue;
- }
-
- if(buffer->drawCalls[i].options.enableScissor) {
- graphicsInterface->enableScissor(true);
- Polycode::Rectangle scissorBox = buffer->drawCalls[i].options.scissorBox;
-
- scissorBox.x *= buffer->backingResolutionScale.x;
- scissorBox.w *= buffer->backingResolutionScale.x;
- scissorBox.h *= buffer->backingResolutionScale.y;
- scissorBox.y = ((buffer->viewport.h-(scissorBox.y*buffer->backingResolutionScale.y)))-scissorBox.h;
-
- graphicsInterface->setScissorBox(scissorBox);
- } else {
- graphicsInterface->enableScissor(false);
- }
-
- graphicsInterface->enableDepthTest(buffer->drawCalls[i].options.depthTest);
- graphicsInterface->enableDepthWrite(buffer->drawCalls[i].options.depthWrite);
- graphicsInterface->enableBackfaceCulling(buffer->drawCalls[i].options.backfaceCull);
- graphicsInterface->setLineSize(buffer->drawCalls[i].options.linePointSize);
-
- modelMatrixParam->setMatrix4(buffer->drawCalls[i].modelMatrix);
-
- Material *material = &*buffer->drawCalls[i].material;
- if(buffer->globalMaterial && !buffer->drawCalls[i].options.forceMaterial) {
- material = &*buffer->globalMaterial;
- }
-
- if(material) {
-
- if(buffer->drawCalls[i].options.blendingMode == Renderer::BLEND_MODE_MATERIAL || buffer->globalMaterial) {
- graphicsInterface->setBlendingMode(material->blendingMode);
- } else {
- graphicsInterface->setBlendingMode(buffer->drawCalls[i].options.blendingMode);
- }
-
-
- for(int s=0; s < buffer->drawCalls[i].shaderPasses.size(); s++) {
-
- ++currentDebugFrameInfo.drawCallsProcessed;
- graphicsInterface->beginDrawCall();
-
- ShaderPass shaderPass;
- shaderPass = buffer->drawCalls[i].shaderPasses[s];
-
- std::shared_ptr<ShaderBinding> localShaderBinding = buffer->drawCalls[i].shaderPasses[s].shaderBinding;
- std::shared_ptr<ShaderBinding> materialShaderBinding = shaderPass.materialShaderBinding;
-
-
- if(buffer->globalMaterial && !buffer->drawCalls[i].options.forceMaterial) {
- if(s < buffer->globalMaterial->getNumShaderPasses()) {
- shaderPass = buffer->globalMaterial->getShaderPass(s);
- localShaderBinding = shaderPass.shaderBinding;
- }
- }
-
- if(!shaderPass.shader || !localShaderBinding) {
- continue;
- }
-
-
- if(shaderPass.shader) {
- if(!shaderPass.shader->platformData) {
- graphicsInterface->createShader(&*shaderPass.shader);
- // set renderer global params
- for(int p=0; p < rendererShaderBinding->getNumLocalParams(); p++) {
- LocalShaderParam *localParam = &*rendererShaderBinding->getLocalParam(p);
- if(localParam) {
- ProgramParam *paramPtr = shaderPass.shader->getParamPointer(localParam->name);
- if(paramPtr) {
- paramPtr->globalParam = localParam;
- }
- }
- }
- shaderPass.shader->reloadResource();
- }
- }
-
- graphicsInterface->useShader(&*shaderPass.shader);
- graphicsInterface->setWireframeMode(shaderPass.wireframe);
- // set global params
- for(int p=0; p < shaderPass.shader->expectedParams.size(); p++) {
- if(shaderPass.shader->expectedParams[p].globalParam) {
- graphicsInterface->setParamInShader(&*shaderPass.shader, &shaderPass.shader->expectedParams[p], shaderPass.shader->expectedParams[p].globalParam);
- }
- }
-
-
- if(materialShaderBinding && materialShaderBinding != localShaderBinding) {
- materialShaderBinding->accessMutex->lock();
- }
- if(materialShaderBinding) {
- for(int p=0; p < materialShaderBinding->getNumLocalParams(); p++) {
- std::shared_ptr<LocalShaderParam> localParam = materialShaderBinding->getLocalParam(p);
- if(localParam) {
- if(!localParam->param) {
- localParam->param = shaderPass.shader->getParamPointer(localParam->name);
- }
- if(localParam->param) {
- graphicsInterface->setParamInShader(&*shaderPass.shader, localParam->param, &*localParam);
- Color c = localParam->getColor();
-
- }
- }
- }
- }
- if(materialShaderBinding && materialShaderBinding != localShaderBinding) {
- materialShaderBinding->accessMutex->unlock();
- }
-
- localShaderBinding->accessMutex->lock();
- for(int p=0; p < localShaderBinding->getNumLocalParams(); p++) {
- std::shared_ptr<LocalShaderParam> localParam = localShaderBinding->getLocalParam(p);
- if(localParam) {
- if(!localParam->param) {
- localParam->param = shaderPass.shader->getParamPointer(localParam->name);
- }
- if(localParam->param) {
- graphicsInterface->setParamInShader(&*shaderPass.shader, localParam->param, &*localParam);
- }
- }
- }
- localShaderBinding->accessMutex->unlock();
-
- if(buffer->drawCalls[i].submesh->dataChanged) {
- graphicsInterface->createSubmeshBuffers(&*buffer->drawCalls[i].submesh);
- buffer->drawCalls[i].submesh->dataChanged = false;
- }
- graphicsInterface->drawSubmeshBuffers(&*buffer->drawCalls[i].submesh, &*shaderPass.shader);
- graphicsInterface->endDrawCall();
- }
- }
- }
-
- if(buffer->targetFramebuffer) {
- graphicsInterface->bindRenderBuffer(NULL);
- }
-
- }
- void RenderThread::lockRenderMutex() {
- Services()->getCore()->lockMutex(renderMutex);
- }
- void RenderThread::unlockRenderMutex() {
- Services()->getCore()->unlockMutex(renderMutex);
- }
- void RenderThread::processJob(const RendererThreadJob &job) {
- lockRenderMutex();
- switch(job.jobType) {
- case JOB_REQUEST_CONTEXT_CHANGE:
- {
- VideoModeChangeInfo *modeInfo = (VideoModeChangeInfo*) job.data;
- core->handleVideoModeChange(modeInfo);
- delete modeInfo;
- }
- break;
- case JOB_DESTROY_TEXTURE:
- {
- graphicsInterface->destroyTextureData(job.data);
- }
- break;
- case JOB_DESTROY_RENDER_BUFFER:
- {
- graphicsInterface->destroyRenderBufferData(job.data);
- }
- break;
- case JOB_DESTROY_SHADER:
- {
- graphicsInterface->destroyShaderData(job.data);
- }
- break;
- case JOB_DESTROY_PROGRAM:
- {
- graphicsInterface->destroyProgramData(job.data);
- }
- 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();
- core->prepareRenderContext();
- }
- break;
- case JOB_END_FRAME:
- {
- core->flushRenderContext();
- currentDebugFrameInfo.timeTaken = Services()->getCore()->getTicks() - frameStart;
- lastFrameDebugInfo = currentDebugFrameInfo;
- }
- break;
- case JOB_SET_TEXTURE_PARAM:
- {
- LocalShaderParam *param = (LocalShaderParam*) job.data;
- Texture *texture = (Texture*) job.data2;
- param->data = (void*) texture;
- }
- break;
- case JOB_DESTROY_SUBMESH_BUFFER:
- {
- graphicsInterface->destroySubmeshBufferData(job.data);
- }
- break;
-
- }
- unlockRenderMutex();
- }
- RenderThreadDebugInfo RenderThread::getFrameInfo() {
- RenderThreadDebugInfo info;
- Services()->getCore()->lockMutex(jobQueueMutex);
- info = lastFrameDebugInfo;
- Services()->getCore()->unlockMutex(jobQueueMutex);
- return info;
- }
- void RenderThread::enqueueFrame(RenderFrame *frame) {
- Services()->getCore()->lockMutex(jobQueueMutex);
- frameQueue.push(frame);
- while(frameQueue.size() > MAX_QUEUED_FRAMES) {
- RenderFrame *nextFrame = frameQueue.front();
- framesToDelete.push_back(nextFrame);
- frameQueue.pop();
- }
- Services()->getCore()->unlockMutex(jobQueueMutex);
- }
- void RenderThread::enqueueJob(int jobType, void *data, void *data2) {
- Services()->getCore()->lockMutex(jobQueueMutex);
- RendererThreadJob job;
- job.jobType = jobType;
- job.data = data;
- job.data2 = data2;
- jobQueue.push(job);
- Services()->getCore()->unlockMutex(jobQueueMutex);
- }
- void RenderThread::setGraphicsInterface(Core *core, GraphicsInterface *graphicsInterface) {
- this->graphicsInterface = graphicsInterface;
- this->core = core;
- }
- Renderer::Renderer(RenderThread *customThread) :
- backingResolutionScaleX(1.0),
- backingResolutionScaleY(1.0),
- cpuBufferIndex(0),
- gpuBufferIndex(1),
- currentFrame(NULL) {
-
- if(!customThread) {
- renderThread = new RenderThread();
- Services()->getCore()->createThread(renderThread);
- } else {
- renderThread = customThread;
- }
- }
- Renderer::~Renderer() {
-
- }
- void Renderer::setGraphicsInterface(Core *core, GraphicsInterface *graphicsInterface) {
- renderThread->setGraphicsInterface(core, graphicsInterface);
- }
- 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;
- }
- void Renderer::processDrawBuffer(GPUDrawBuffer *buffer) {
- buffer->backingResolutionScale.x = backingResolutionScaleX;
- buffer->backingResolutionScale.y = backingResolutionScaleY;
- enqueueFrameJob(RenderThread::JOB_PROCESS_DRAW_BUFFER, buffer);
- }
- void Renderer::enqueueFrameJob(int jobType, void *data) {
- RendererThreadJob job;
- job.jobType = jobType;
- job.data = data;
- currentFrame->jobQueue.push(job);
- }
- void Renderer::beginFrame() {
- currentFrame = new RenderFrame();
- enqueueFrameJob(RenderThread::JOB_BEGIN_FRAME, NULL);
- }
- void Renderer::endFrame() {
- enqueueFrameJob(RenderThread::JOB_END_FRAME, NULL);
- renderThread->enqueueFrame(currentFrame);
- currentFrame = NULL;
- }
- void Renderer::destroyRenderBufferPlatformData(void *platformData) {
- renderThread->enqueueJob(RenderThread::JOB_DESTROY_RENDER_BUFFER, platformData);
- }
- void Renderer::destroyTexturePlatformData(void *platformData) {
- renderThread->enqueueJob(RenderThread::JOB_DESTROY_TEXTURE, platformData);
- }
- void Renderer::destroyProgramPlatformData(void *platformData) {
- renderThread->enqueueJob(RenderThread::JOB_DESTROY_PROGRAM, platformData);
- }
- void Renderer::setTextureParam(LocalShaderParam *param, Texture *texture) {
- renderThread->enqueueJob(RenderThread::JOB_SET_TEXTURE_PARAM, (void*)param, (void*)texture);
- }
- void Renderer::destroyShaderPlatformData(void *platformData) {
- renderThread->enqueueJob(RenderThread::JOB_DESTROY_SHADER, platformData);
- }
- void Renderer::destroySubmeshPlatformData(void *platformData) {
- renderThread->enqueueJob(RenderThread::JOB_DESTROY_SUBMESH_BUFFER, platformData);
- }
- 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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