ddnet/src/engine/client/graphics_threaded.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <base/detect.h>
#include <base/math.h>
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#include <base/tl/threading.h>
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#if defined(CONF_FAMILY_UNIX)
#include <pthread.h>
#endif
#include <base/system.h>
#include <engine/external/pnglite/pnglite.h>
#include <engine/shared/config.h>
#include <engine/graphics.h>
#include <engine/storage.h>
#include <engine/keys.h>
#include <engine/console.h>
#include <math.h> // cosf, sinf
#include "graphics_threaded.h"
static CVideoMode g_aFakeModes[] = {
{320,240,8,8,8}, {400,300,8,8,8}, {640,480,8,8,8},
{720,400,8,8,8}, {768,576,8,8,8}, {800,600,8,8,8},
{1024,600,8,8,8}, {1024,768,8,8,8}, {1152,864,8,8,8},
{1280,768,8,8,8}, {1280,800,8,8,8}, {1280,960,8,8,8},
{1280,1024,8,8,8}, {1368,768,8,8,8}, {1400,1050,8,8,8},
{1440,900,8,8,8}, {1440,1050,8,8,8}, {1600,1000,8,8,8},
{1600,1200,8,8,8}, {1680,1050,8,8,8}, {1792,1344,8,8,8},
{1800,1440,8,8,8}, {1856,1392,8,8,8}, {1920,1080,8,8,8},
{1920,1200,8,8,8}, {1920,1440,8,8,8}, {1920,2400,8,8,8},
{2048,1536,8,8,8},
{320,240,5,6,5}, {400,300,5,6,5}, {640,480,5,6,5},
{720,400,5,6,5}, {768,576,5,6,5}, {800,600,5,6,5},
{1024,600,5,6,5}, {1024,768,5,6,5}, {1152,864,5,6,5},
{1280,768,5,6,5}, {1280,800,5,6,5}, {1280,960,5,6,5},
{1280,1024,5,6,5}, {1368,768,5,6,5}, {1400,1050,5,6,5},
{1440,900,5,6,5}, {1440,1050,5,6,5}, {1600,1000,5,6,5},
{1600,1200,5,6,5}, {1680,1050,5,6,5}, {1792,1344,5,6,5},
{1800,1440,5,6,5}, {1856,1392,5,6,5}, {1920,1080,5,6,5},
{1920,1200,5,6,5}, {1920,1440,5,6,5}, {1920,2400,5,6,5},
{2048,1536,5,6,5}
};
void CGraphics_Threaded::FlushVertices()
{
if(m_NumVertices == 0)
return;
int NumVerts = m_NumVertices;
m_NumVertices = 0;
CCommandBuffer::SCommand_Render Cmd;
Cmd.m_State = m_State;
if(m_Drawing == DRAWING_QUADS)
{
if(g_Config.m_GfxQuadAsTriangle && !m_UseOpenGL3_3)
{
Cmd.m_PrimType = CCommandBuffer::PRIMTYPE_TRIANGLES;
Cmd.m_PrimCount = NumVerts/3;
}
else
{
Cmd.m_PrimType = CCommandBuffer::PRIMTYPE_QUADS;
Cmd.m_PrimCount = NumVerts/4;
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}
}
else if(m_Drawing == DRAWING_LINES)
{
Cmd.m_PrimType = CCommandBuffer::PRIMTYPE_LINES;
Cmd.m_PrimCount = NumVerts/2;
}
else
return;
Cmd.m_pVertices = (CCommandBuffer::SVertex *)m_pCommandBuffer->AllocData(sizeof(CCommandBuffer::SVertex)*NumVerts);
if(Cmd.m_pVertices == 0x0)
{
// kick command buffer and try again
KickCommandBuffer();
Cmd.m_pVertices = (CCommandBuffer::SVertex *)m_pCommandBuffer->AllocData(sizeof(CCommandBuffer::SVertex)*NumVerts);
if(Cmd.m_pVertices == 0x0)
{
dbg_msg("graphics", "failed to allocate data for vertices");
return;
}
}
// check if we have enough free memory in the commandbuffer
if(!m_pCommandBuffer->AddCommand(Cmd))
{
// kick command buffer and try again
KickCommandBuffer();
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Cmd.m_pVertices = (CCommandBuffer::SVertex *)m_pCommandBuffer->AllocData(sizeof(CCommandBuffer::SVertex)*NumVerts);
if(Cmd.m_pVertices == 0x0)
{
dbg_msg("graphics", "failed to allocate data for vertices");
return;
}
if(!m_pCommandBuffer->AddCommand(Cmd))
{
dbg_msg("graphics", "failed to allocate memory for render command");
return;
}
}
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mem_copy(Cmd.m_pVertices, m_aVertices, sizeof(CCommandBuffer::SVertex)*NumVerts);
}
void CGraphics_Threaded::AddVertices(int Count)
{
m_NumVertices += Count;
if((m_NumVertices + Count) >= MAX_VERTICES)
FlushVertices();
}
void CGraphics_Threaded::Rotate(const CCommandBuffer::SPoint &rCenter, CCommandBuffer::SVertex *pPoints, int NumPoints)
{
float c = cosf(m_Rotation);
float s = sinf(m_Rotation);
float x, y;
int i;
for(i = 0; i < NumPoints; i++)
{
x = pPoints[i].m_Pos.x - rCenter.x;
y = pPoints[i].m_Pos.y - rCenter.y;
pPoints[i].m_Pos.x = x * c - y * s + rCenter.x;
pPoints[i].m_Pos.y = x * s + y * c + rCenter.y;
}
}
CGraphics_Threaded::CGraphics_Threaded()
{
m_State.m_ScreenTL.x = 0;
m_State.m_ScreenTL.y = 0;
m_State.m_ScreenBR.x = 0;
m_State.m_ScreenBR.y = 0;
m_State.m_ClipEnable = false;
m_State.m_ClipX = 0;
m_State.m_ClipY = 0;
m_State.m_ClipW = 0;
m_State.m_ClipH = 0;
m_State.m_Texture = -1;
m_State.m_BlendMode = CCommandBuffer::BLEND_NONE;
m_State.m_WrapMode = CCommandBuffer::WRAP_REPEAT;
m_CurrentCommandBuffer = 0;
m_pCommandBuffer = 0x0;
m_apCommandBuffers[0] = 0x0;
m_apCommandBuffers[1] = 0x0;
m_NumVertices = 0;
m_ScreenWidth = -1;
m_ScreenHeight = -1;
m_Rotation = 0;
m_Drawing = 0;
m_InvalidTexture = 0;
m_TextureMemoryUsage = 0;
m_RenderEnable = true;
m_DoScreenshot = false;
}
void CGraphics_Threaded::ClipEnable(int x, int y, int w, int h)
{
if(x < 0)
w += x;
if(y < 0)
h += y;
x = clamp(x, 0, ScreenWidth());
y = clamp(y, 0, ScreenHeight());
w = clamp(w, 0, ScreenWidth()-x);
h = clamp(h, 0, ScreenHeight()-y);
m_State.m_ClipEnable = true;
m_State.m_ClipX = x;
m_State.m_ClipY = ScreenHeight()-(y+h);
m_State.m_ClipW = w;
m_State.m_ClipH = h;
}
void CGraphics_Threaded::ClipDisable()
{
m_State.m_ClipEnable = false;
}
void CGraphics_Threaded::BlendNone()
{
m_State.m_BlendMode = CCommandBuffer::BLEND_NONE;
}
void CGraphics_Threaded::BlendNormal()
{
m_State.m_BlendMode = CCommandBuffer::BLEND_ALPHA;
}
void CGraphics_Threaded::BlendAdditive()
{
m_State.m_BlendMode = CCommandBuffer::BLEND_ADDITIVE;
}
void CGraphics_Threaded::WrapNormal()
{
m_State.m_WrapMode = CCommandBuffer::WRAP_REPEAT;
}
void CGraphics_Threaded::WrapClamp()
{
m_State.m_WrapMode = CCommandBuffer::WRAP_CLAMP;
}
int CGraphics_Threaded::MemoryUsage() const
{
return m_pBackend->MemoryUsage();
}
void CGraphics_Threaded::MapScreen(float TopLeftX, float TopLeftY, float BottomRightX, float BottomRightY)
{
m_State.m_ScreenTL.x = TopLeftX;
m_State.m_ScreenTL.y = TopLeftY;
m_State.m_ScreenBR.x = BottomRightX;
m_State.m_ScreenBR.y = BottomRightY;
}
void CGraphics_Threaded::GetScreen(float *pTopLeftX, float *pTopLeftY, float *pBottomRightX, float *pBottomRightY)
{
*pTopLeftX = m_State.m_ScreenTL.x;
*pTopLeftY = m_State.m_ScreenTL.y;
*pBottomRightX = m_State.m_ScreenBR.x;
*pBottomRightY = m_State.m_ScreenBR.y;
}
void CGraphics_Threaded::LinesBegin()
{
dbg_assert(m_Drawing == 0, "called Graphics()->LinesBegin twice");
m_Drawing = DRAWING_LINES;
SetColor(1,1,1,1);
}
void CGraphics_Threaded::LinesEnd()
{
dbg_assert(m_Drawing == DRAWING_LINES, "called Graphics()->LinesEnd without begin");
FlushVertices();
m_Drawing = 0;
}
void CGraphics_Threaded::LinesDraw(const CLineItem *pArray, int Num)
{
dbg_assert(m_Drawing == DRAWING_LINES, "called Graphics()->LinesDraw without begin");
for(int i = 0; i < Num; ++i)
{
m_aVertices[m_NumVertices + 2*i].m_Pos.x = pArray[i].m_X0;
m_aVertices[m_NumVertices + 2*i].m_Pos.y = pArray[i].m_Y0;
m_aVertices[m_NumVertices + 2*i].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 2*i].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 2*i + 1].m_Pos.x = pArray[i].m_X1;
m_aVertices[m_NumVertices + 2*i + 1].m_Pos.y = pArray[i].m_Y1;
m_aVertices[m_NumVertices + 2*i + 1].m_Tex = m_aTexture[1];
m_aVertices[m_NumVertices + 2*i + 1].m_Color = m_aColor[1];
}
AddVertices(2*Num);
}
int CGraphics_Threaded::UnloadTexture(int Index)
{
if(Index == m_InvalidTexture)
return 0;
if(Index < 0)
return 0;
CCommandBuffer::SCommand_Texture_Destroy Cmd;
Cmd.m_Slot = Index;
m_pCommandBuffer->AddCommand(Cmd);
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m_aTextureIndices[Index] = m_FirstFreeTexture;
m_FirstFreeTexture = Index;
return 0;
}
static int ImageFormatToTexFormat(int Format)
{
if(Format == CImageInfo::FORMAT_RGB) return CCommandBuffer::TEXFORMAT_RGB;
if(Format == CImageInfo::FORMAT_RGBA) return CCommandBuffer::TEXFORMAT_RGBA;
if(Format == CImageInfo::FORMAT_ALPHA) return CCommandBuffer::TEXFORMAT_ALPHA;
return CCommandBuffer::TEXFORMAT_RGBA;
}
static int ImageFormatToPixelSize(int Format)
{
switch(Format)
{
case CImageInfo::FORMAT_RGB: return 3;
case CImageInfo::FORMAT_ALPHA: return 1;
default: return 4;
}
}
int CGraphics_Threaded::LoadTextureRawSub(int TextureID, int x, int y, int Width, int Height, int Format, const void *pData)
{
CCommandBuffer::SCommand_Texture_Update Cmd;
Cmd.m_Slot = TextureID;
Cmd.m_X = x;
Cmd.m_Y = y;
Cmd.m_Width = Width;
Cmd.m_Height = Height;
Cmd.m_Format = ImageFormatToTexFormat(Format);
// calculate memory usage
int MemSize = Width*Height*ImageFormatToPixelSize(Format);
// copy texture data
void *pTmpData = mem_alloc(MemSize, sizeof(void*));
mem_copy(pTmpData, pData, MemSize);
Cmd.m_pData = pTmpData;
//
m_pCommandBuffer->AddCommand(Cmd);
KickCommandBuffer();
return 0;
}
int CGraphics_Threaded::LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags)
{
// don't waste memory on texture if we are stress testing
#ifdef CONF_DEBUG
if(g_Config.m_DbgStress)
return m_InvalidTexture;
#endif
// grab texture
int Tex = m_FirstFreeTexture;
m_FirstFreeTexture = m_aTextureIndices[Tex];
m_aTextureIndices[Tex] = -1;
CCommandBuffer::SCommand_Texture_Create Cmd;
Cmd.m_Slot = Tex;
Cmd.m_Width = Width;
Cmd.m_Height = Height;
Cmd.m_PixelSize = ImageFormatToPixelSize(Format);
Cmd.m_Format = ImageFormatToTexFormat(Format);
Cmd.m_StoreFormat = ImageFormatToTexFormat(StoreFormat);
// flags
Cmd.m_Flags = 0;
if(Flags&IGraphics::TEXLOAD_NOMIPMAPS)
Cmd.m_Flags |= CCommandBuffer::TEXFLAG_NOMIPMAPS;
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if(g_Config.m_GfxTextureCompression)
Cmd.m_Flags |= CCommandBuffer::TEXFLAG_COMPRESSED;
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if(g_Config.m_GfxTextureQuality || Flags&TEXLOAD_NORESAMPLE)
Cmd.m_Flags |= CCommandBuffer::TEXFLAG_QUALITY;
// copy texture data
int MemSize = Width*Height*Cmd.m_PixelSize;
void *pTmpData = mem_alloc(MemSize, sizeof(void*));
mem_copy(pTmpData, pData, MemSize);
Cmd.m_pData = pTmpData;
//
m_pCommandBuffer->AddCommand(Cmd);
return Tex;
}
// simple uncompressed RGBA loaders
int CGraphics_Threaded::LoadTexture(const char *pFilename, int StorageType, int StoreFormat, int Flags)
{
int l = str_length(pFilename);
int ID;
CImageInfo Img;
if(l < 3)
return -1;
if(LoadPNG(&Img, pFilename, StorageType))
{
if (StoreFormat == CImageInfo::FORMAT_AUTO)
StoreFormat = Img.m_Format;
ID = LoadTextureRaw(Img.m_Width, Img.m_Height, Img.m_Format, Img.m_pData, StoreFormat, Flags);
mem_free(Img.m_pData);
if(ID != m_InvalidTexture && g_Config.m_Debug)
dbg_msg("graphics/texture", "loaded %s", pFilename);
return ID;
}
return m_InvalidTexture;
}
int CGraphics_Threaded::LoadPNG(CImageInfo *pImg, const char *pFilename, int StorageType)
{
char aCompleteFilename[512];
unsigned char *pBuffer;
png_t Png; // ignore_convention
// open file for reading
png_init(0,0); // ignore_convention
IOHANDLE File = m_pStorage->OpenFile(pFilename, IOFLAG_READ, StorageType, aCompleteFilename, sizeof(aCompleteFilename));
if(File)
io_close(File);
else
{
dbg_msg("game/png", "failed to open file. filename='%s'", pFilename);
return 0;
}
int Error = png_open_file(&Png, aCompleteFilename); // ignore_convention
if(Error != PNG_NO_ERROR)
{
dbg_msg("game/png", "failed to open file. filename='%s'", aCompleteFilename);
if(Error != PNG_FILE_ERROR)
png_close_file(&Png); // ignore_convention
return 0;
}
if(Png.depth != 8 || (Png.color_type != PNG_TRUECOLOR && Png.color_type != PNG_TRUECOLOR_ALPHA)) // ignore_convention
{
dbg_msg("game/png", "invalid format. filename='%s'", aCompleteFilename);
png_close_file(&Png); // ignore_convention
return 0;
}
pBuffer = (unsigned char *)mem_alloc(Png.width * Png.height * Png.bpp, 1); // ignore_convention
png_get_data(&Png, pBuffer); // ignore_convention
png_close_file(&Png); // ignore_convention
pImg->m_Width = Png.width; // ignore_convention
pImg->m_Height = Png.height; // ignore_convention
if(Png.color_type == PNG_TRUECOLOR) // ignore_convention
pImg->m_Format = CImageInfo::FORMAT_RGB;
else if(Png.color_type == PNG_TRUECOLOR_ALPHA) // ignore_convention
pImg->m_Format = CImageInfo::FORMAT_RGBA;
pImg->m_pData = pBuffer;
return 1;
}
void CGraphics_Threaded::KickCommandBuffer()
{
m_pBackend->RunBuffer(m_pCommandBuffer);
// swap buffer
m_CurrentCommandBuffer ^= 1;
m_pCommandBuffer = m_apCommandBuffers[m_CurrentCommandBuffer];
m_pCommandBuffer->Reset();
}
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void CGraphics_Threaded::ScreenshotDirect()
{
// add swap command
CImageInfo Image;
mem_zero(&Image, sizeof(Image));
CCommandBuffer::SCommand_Screenshot Cmd;
Cmd.m_pImage = &Image;
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m_pCommandBuffer->AddCommand(Cmd);
// kick the buffer and wait for the result
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KickCommandBuffer();
WaitForIdle();
if(Image.m_pData)
{
// find filename
char aWholePath[1024];
png_t Png; // ignore_convention
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IOHANDLE File = m_pStorage->OpenFile(m_aScreenshotName, IOFLAG_WRITE, IStorage::TYPE_SAVE, aWholePath, sizeof(aWholePath));
if(File)
io_close(File);
// save png
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "saved screenshot to '%s'", aWholePath);
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m_pConsole->Print(IConsole::OUTPUT_LEVEL_STANDARD, "client", aBuf);
png_open_file_write(&Png, aWholePath); // ignore_convention
png_set_data(&Png, Image.m_Width, Image.m_Height, 8, PNG_TRUECOLOR, (unsigned char *)Image.m_pData); // ignore_convention
png_close_file(&Png); // ignore_convention
mem_free(Image.m_pData);
}
}
void CGraphics_Threaded::TextureSet(int TextureID)
{
dbg_assert(m_Drawing == 0, "called Graphics()->TextureSet within begin");
m_State.m_Texture = TextureID;
}
void CGraphics_Threaded::Clear(float r, float g, float b)
{
CCommandBuffer::SCommand_Clear Cmd;
Cmd.m_Color.r = r;
Cmd.m_Color.g = g;
Cmd.m_Color.b = b;
Cmd.m_Color.a = 0;
m_pCommandBuffer->AddCommand(Cmd);
}
void CGraphics_Threaded::QuadsBegin()
{
dbg_assert(m_Drawing == 0, "called Graphics()->QuadsBegin twice");
m_Drawing = DRAWING_QUADS;
QuadsSetSubset(0,0,1,1);
QuadsSetRotation(0);
SetColor(1,1,1,1);
}
void CGraphics_Threaded::QuadsEnd()
{
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsEnd without begin");
FlushVertices();
m_Drawing = 0;
}
void CGraphics_Threaded::QuadsSetRotation(float Angle)
{
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsSetRotation without begin");
m_Rotation = Angle;
}
void CGraphics_Threaded::SetColorVertex(const CColorVertex *pArray, int Num)
{
dbg_assert(m_Drawing != 0, "called Graphics()->SetColorVertex without begin");
for(int i = 0; i < Num; ++i)
{
m_aColor[pArray[i].m_Index].r = pArray[i].m_R;
m_aColor[pArray[i].m_Index].g = pArray[i].m_G;
m_aColor[pArray[i].m_Index].b = pArray[i].m_B;
m_aColor[pArray[i].m_Index].a = pArray[i].m_A;
}
}
void CGraphics_Threaded::SetColor(float r, float g, float b, float a)
{
dbg_assert(m_Drawing != 0, "called Graphics()->SetColor without begin");
CColorVertex Array[4] = {
CColorVertex(0, r, g, b, a),
CColorVertex(1, r, g, b, a),
CColorVertex(2, r, g, b, a),
CColorVertex(3, r, g, b, a)};
SetColorVertex(Array, 4);
}
void CGraphics_Threaded::QuadsSetSubset(float TlU, float TlV, float BrU, float BrV)
{
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsSetSubset without begin");
m_aTexture[0].u = TlU; m_aTexture[1].u = BrU;
m_aTexture[0].v = TlV; m_aTexture[1].v = TlV;
m_aTexture[3].u = TlU; m_aTexture[2].u = BrU;
m_aTexture[3].v = BrV; m_aTexture[2].v = BrV;
}
void CGraphics_Threaded::QuadsSetSubsetFree(
float x0, float y0, float x1, float y1,
float x2, float y2, float x3, float y3)
{
m_aTexture[0].u = x0; m_aTexture[0].v = y0;
m_aTexture[1].u = x1; m_aTexture[1].v = y1;
m_aTexture[2].u = x2; m_aTexture[2].v = y2;
m_aTexture[3].u = x3; m_aTexture[3].v = y3;
}
void CGraphics_Threaded::QuadsDraw(CQuadItem *pArray, int Num)
{
for(int i = 0; i < Num; ++i)
{
pArray[i].m_X -= pArray[i].m_Width/2;
pArray[i].m_Y -= pArray[i].m_Height/2;
}
QuadsDrawTL(pArray, Num);
}
void CGraphics_Threaded::QuadsDrawTL(const CQuadItem *pArray, int Num)
{
CCommandBuffer::SPoint Center;
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsDrawTL without begin");
if(g_Config.m_GfxQuadAsTriangle && !m_UseOpenGL3_3)
{
for(int i = 0; i < Num; ++i)
{
// first triangle
m_aVertices[m_NumVertices + 6*i].m_Pos.x = pArray[i].m_X;
m_aVertices[m_NumVertices + 6*i].m_Pos.y = pArray[i].m_Y;
m_aVertices[m_NumVertices + 6*i].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 6*i].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 6*i + 1].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
m_aVertices[m_NumVertices + 6*i + 1].m_Pos.y = pArray[i].m_Y;
m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[2];
m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[2];
// second triangle
m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X;
m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y;
m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
m_aVertices[m_NumVertices + 6*i + 4].m_Tex = m_aTexture[2];
m_aVertices[m_NumVertices + 6*i + 4].m_Color = m_aColor[2];
m_aVertices[m_NumVertices + 6*i + 5].m_Pos.x = pArray[i].m_X;
m_aVertices[m_NumVertices + 6*i + 5].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
m_aVertices[m_NumVertices + 6*i + 5].m_Tex = m_aTexture[3];
m_aVertices[m_NumVertices + 6*i + 5].m_Color = m_aColor[3];
if(m_Rotation != 0)
{
Center.x = pArray[i].m_X + pArray[i].m_Width/2;
Center.y = pArray[i].m_Y + pArray[i].m_Height/2;
Rotate(Center, &m_aVertices[m_NumVertices + 6*i], 6);
}
}
AddVertices(3*2*Num);
}
else
{
for(int i = 0; i < Num; ++i)
{
m_aVertices[m_NumVertices + 4*i].m_Pos.x = pArray[i].m_X;
m_aVertices[m_NumVertices + 4*i].m_Pos.y = pArray[i].m_Y;
m_aVertices[m_NumVertices + 4*i].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 4*i].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 4*i + 1].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
m_aVertices[m_NumVertices + 4*i + 1].m_Pos.y = pArray[i].m_Y;
m_aVertices[m_NumVertices + 4*i + 1].m_Tex = m_aTexture[1];
m_aVertices[m_NumVertices + 4*i + 1].m_Color = m_aColor[1];
m_aVertices[m_NumVertices + 4*i + 2].m_Pos.x = pArray[i].m_X + pArray[i].m_Width;
m_aVertices[m_NumVertices + 4*i + 2].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
m_aVertices[m_NumVertices + 4*i + 2].m_Tex = m_aTexture[2];
m_aVertices[m_NumVertices + 4*i + 2].m_Color = m_aColor[2];
m_aVertices[m_NumVertices + 4*i + 3].m_Pos.x = pArray[i].m_X;
m_aVertices[m_NumVertices + 4*i + 3].m_Pos.y = pArray[i].m_Y + pArray[i].m_Height;
m_aVertices[m_NumVertices + 4*i + 3].m_Tex = m_aTexture[3];
m_aVertices[m_NumVertices + 4*i + 3].m_Color = m_aColor[3];
if(m_Rotation != 0)
{
Center.x = pArray[i].m_X + pArray[i].m_Width/2;
Center.y = pArray[i].m_Y + pArray[i].m_Height/2;
Rotate(Center, &m_aVertices[m_NumVertices + 4*i], 4);
}
}
AddVertices(4*Num);
}
}
void CGraphics_Threaded::QuadsDrawFreeform(const CFreeformItem *pArray, int Num)
{
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsDrawFreeform without begin");
if(g_Config.m_GfxQuadAsTriangle && !m_UseOpenGL3_3)
{
for(int i = 0; i < Num; ++i)
{
m_aVertices[m_NumVertices + 6*i].m_Pos.x = pArray[i].m_X0;
m_aVertices[m_NumVertices + 6*i].m_Pos.y = pArray[i].m_Y0;
m_aVertices[m_NumVertices + 6*i].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 6*i].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 6*i + 1].m_Pos.x = pArray[i].m_X1;
m_aVertices[m_NumVertices + 6*i + 1].m_Pos.y = pArray[i].m_Y1;
m_aVertices[m_NumVertices + 6*i + 1].m_Tex = m_aTexture[1];
m_aVertices[m_NumVertices + 6*i + 1].m_Color = m_aColor[1];
m_aVertices[m_NumVertices + 6*i + 2].m_Pos.x = pArray[i].m_X3;
m_aVertices[m_NumVertices + 6*i + 2].m_Pos.y = pArray[i].m_Y3;
m_aVertices[m_NumVertices + 6*i + 2].m_Tex = m_aTexture[3];
m_aVertices[m_NumVertices + 6*i + 2].m_Color = m_aColor[3];
m_aVertices[m_NumVertices + 6*i + 3].m_Pos.x = pArray[i].m_X0;
m_aVertices[m_NumVertices + 6*i + 3].m_Pos.y = pArray[i].m_Y0;
m_aVertices[m_NumVertices + 6*i + 3].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 6*i + 3].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 6*i + 4].m_Pos.x = pArray[i].m_X3;
m_aVertices[m_NumVertices + 6*i + 4].m_Pos.y = pArray[i].m_Y3;
m_aVertices[m_NumVertices + 6*i + 4].m_Tex = m_aTexture[3];
m_aVertices[m_NumVertices + 6*i + 4].m_Color = m_aColor[3];
m_aVertices[m_NumVertices + 6*i + 5].m_Pos.x = pArray[i].m_X2;
m_aVertices[m_NumVertices + 6*i + 5].m_Pos.y = pArray[i].m_Y2;
m_aVertices[m_NumVertices + 6*i + 5].m_Tex = m_aTexture[2];
m_aVertices[m_NumVertices + 6*i + 5].m_Color = m_aColor[2];
}
AddVertices(3*2*Num);
}
else
{
for(int i = 0; i < Num; ++i)
{
m_aVertices[m_NumVertices + 4*i].m_Pos.x = pArray[i].m_X0;
m_aVertices[m_NumVertices + 4*i].m_Pos.y = pArray[i].m_Y0;
m_aVertices[m_NumVertices + 4*i].m_Tex = m_aTexture[0];
m_aVertices[m_NumVertices + 4*i].m_Color = m_aColor[0];
m_aVertices[m_NumVertices + 4*i + 1].m_Pos.x = pArray[i].m_X1;
m_aVertices[m_NumVertices + 4*i + 1].m_Pos.y = pArray[i].m_Y1;
m_aVertices[m_NumVertices + 4*i + 1].m_Tex = m_aTexture[1];
m_aVertices[m_NumVertices + 4*i + 1].m_Color = m_aColor[1];
m_aVertices[m_NumVertices + 4*i + 2].m_Pos.x = pArray[i].m_X3;
m_aVertices[m_NumVertices + 4*i + 2].m_Pos.y = pArray[i].m_Y3;
m_aVertices[m_NumVertices + 4*i + 2].m_Tex = m_aTexture[3];
m_aVertices[m_NumVertices + 4*i + 2].m_Color = m_aColor[3];
m_aVertices[m_NumVertices + 4*i + 3].m_Pos.x = pArray[i].m_X2;
m_aVertices[m_NumVertices + 4*i + 3].m_Pos.y = pArray[i].m_Y2;
m_aVertices[m_NumVertices + 4*i + 3].m_Tex = m_aTexture[2];
m_aVertices[m_NumVertices + 4*i + 3].m_Color = m_aColor[2];
}
AddVertices(4*Num);
}
}
void CGraphics_Threaded::QuadsText(float x, float y, float Size, const char *pText)
{
float StartX = x;
while(*pText)
{
char c = *pText;
pText++;
if(c == '\n')
{
x = StartX;
y += Size;
}
else
{
QuadsSetSubset(
(c%16)/16.0f,
(c/16)/16.0f,
(c%16)/16.0f+1.0f/16.0f,
(c/16)/16.0f+1.0f/16.0f);
CQuadItem QuadItem(x, y, Size, Size);
QuadsDrawTL(&QuadItem, 1);
x += Size/2;
}
}
}
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void mem_copy_special(void* pDest, void* pSource, size_t Size, size_t Count, size_t Steps)
{
size_t CurStep = 0;
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for(size_t i = 0; i < Count; ++i)
{
mem_copy(((char*)pDest) + CurStep + i * Size, ((char*)pSource) + i * Size, Size);
CurStep += Steps;
}
}
void CGraphics_Threaded::DrawVisualObject(int VisualObjectIDX, float* pColor, char** pOffsets, unsigned int* IndicedVertexDrawNum, size_t NumIndicesOffet)
{
if(NumIndicesOffet == 0) return;
//add the VertexArrays and draw
CCommandBuffer::SCommand_RenderVertexArray Cmd;
Cmd.m_State = m_State;
Cmd.m_IndicesDrawNum = NumIndicesOffet;
Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
Cmd.m_ZoomScreenRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
Cmd.m_pIndicesOffsets = (CCommandBuffer::SIndicesArray *)m_pCommandBuffer->AllocData(sizeof(CCommandBuffer::SIndicesArray)*NumIndicesOffet);
if(Cmd.m_pIndicesOffsets == 0x0)
{
// kick command buffer and try again
KickCommandBuffer();
Cmd.m_pIndicesOffsets = (CCommandBuffer::SIndicesArray *)m_pCommandBuffer->AllocData(sizeof(CCommandBuffer::SIndicesArray)*NumIndicesOffet);
if(Cmd.m_pIndicesOffsets == 0x0)
{
dbg_msg("graphics", "failed to allocate data for vertices");
return;
}
}
// check if we have enough free memory in the commandbuffer
if(!m_pCommandBuffer->AddCommand(Cmd))
{
// kick command buffer and try again
KickCommandBuffer();
Cmd.m_pIndicesOffsets = (CCommandBuffer::SIndicesArray *)m_pCommandBuffer->AllocData(sizeof(CCommandBuffer::SIndicesArray)*NumIndicesOffet);
if(Cmd.m_pIndicesOffsets == 0x0)
{
dbg_msg("graphics", "failed to allocate data for vertices");
return;
}
if(!m_pCommandBuffer->AddCommand(Cmd))
{
dbg_msg("graphics", "failed to allocate memory for render command");
return;
}
}
mem_copy_special(Cmd.m_pIndicesOffsets, pOffsets, sizeof(char*), NumIndicesOffet, sizeof(unsigned int));
mem_copy_special(((char*)Cmd.m_pIndicesOffsets) + sizeof(char*), IndicedVertexDrawNum, sizeof(unsigned int), NumIndicesOffet, sizeof(char*));
//todo max indices group check!!
}
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void CGraphics_Threaded::DrawBorderTile(int VisualObjectIDX, float* pColor, char* pOffset, float* Offset, float* Dir, int JumpIndex, unsigned int DrawNum)
{
//draw a border tile alot of times
CCommandBuffer::SCommand_RenderBorderTile Cmd;
Cmd.m_State = m_State;
Cmd.m_DrawNum = DrawNum;
Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
Cmd.m_ZoomScreenRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
Cmd.m_pIndicesOffset = pOffset;
Cmd.m_JumpIndex = JumpIndex;
Cmd.m_Offset[0] = Offset[0];
Cmd.m_Offset[1] = Offset[1];
Cmd.m_Dir[0] = Dir[0];
Cmd.m_Dir[1] = Dir[1];
// check if we have enough free memory in the commandbuffer
if(!m_pCommandBuffer->AddCommand(Cmd))
{
// kick command buffer and try again
KickCommandBuffer();
if(!m_pCommandBuffer->AddCommand(Cmd))
{
dbg_msg("graphics", "failed to allocate memory for render command");
return;
}
}
}
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void CGraphics_Threaded::DrawBorderTileLine(int VisualObjectIDX, float* pColor, char* pOffset, float* Dir, unsigned int IndexDrawNum, unsigned int RedrawNum)
{
if(IndexDrawNum == 0 || RedrawNum == 0) return;
//draw a border tile alot of times
CCommandBuffer::SCommand_RenderBorderTileLine Cmd;
Cmd.m_State = m_State;
Cmd.m_IndexDrawNum = IndexDrawNum;
Cmd.m_DrawNum = RedrawNum;
Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
Cmd.m_ZoomScreenRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
Cmd.m_pIndicesOffset = pOffset;
Cmd.m_Dir[0] = Dir[0];
Cmd.m_Dir[1] = Dir[1];
// check if we have enough free memory in the commandbuffer
if(!m_pCommandBuffer->AddCommand(Cmd))
{
// kick command buffer and try again
KickCommandBuffer();
if(!m_pCommandBuffer->AddCommand(Cmd))
{
dbg_msg("graphics", "failed to allocate memory for render command");
return;
}
}
}
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void CGraphics_Threaded::DestroyVisual(int VisualObjectIDX)
{
if (VisualObjectIDX == -1) return;
CCommandBuffer::SCommand_DestroyVisual Cmd;
Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
// check if we have enough free memory in the commandbuffer
if(!m_pCommandBuffer->AddCommand(Cmd))
{
// kick command buffer and try again
KickCommandBuffer();
if(!m_pCommandBuffer->AddCommand(Cmd))
{
dbg_msg("graphics", "failed to allocate memory for destroy all visuals command");
return;
}
}
//also clear the vert array index
m_VertexArrayIndices[VisualObjectIDX] = m_FirstFreeVertexArrayIndex;
m_FirstFreeVertexArrayIndex = VisualObjectIDX;
}
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int CGraphics_Threaded::CreateVisualObjects(float* pVertices, unsigned char* pTexCoords, int NumTiles, unsigned int* pIndices, unsigned int NumIndices)
{
if(!pVertices || !pIndices) return -1;
//first create an index
int index = -1;
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if(m_FirstFreeVertexArrayIndex == -1)
{
index = m_VertexArrayIndices.size();
m_VertexArrayIndices.push_back(index);
} else {
index = m_FirstFreeVertexArrayIndex;
m_FirstFreeVertexArrayIndex = m_VertexArrayIndices[index];
m_VertexArrayIndices[index] = index;
}
//upload the vertex buffer first
//the size of the cmd data buffer is 2MB -- we create 4 vertices of each 2 floats plus 2 shorts(2*unsigned char each) if TexCoordinates are used
char AddTexture = (pTexCoords == NULL ? 0 : 1);
int AddTextureSize = (pTexCoords == NULL ? 0 : (sizeof(unsigned char) * 2 * 2 * 4));
int MaxTileNumUpload = (1024*1024*2) / (sizeof(float) * 4 * 2 + AddTextureSize);
int RealTileNum = NumTiles;
if(NumTiles > MaxTileNumUpload) RealTileNum = MaxTileNumUpload;
CCommandBuffer::SCommand_CreateVertexBufferObject Cmd;
Cmd.m_IsTextured = pTexCoords != NULL;
Cmd.m_VisualObjectIDX = index;
int NumVerts = (Cmd.m_NumVertices = RealTileNum * 4 * 2); //number of vertices to upload -- same value for texcoords(if used)
Cmd.m_Elements = m_pCommandBuffer->AllocData(RealTileNum * (sizeof(float) * 4 * 2 + AddTextureSize));
if(Cmd.m_Elements == 0x0)
{
// kick command buffer and try again
KickCommandBuffer();
Cmd.m_Elements = m_pCommandBuffer->AllocData(RealTileNum * (sizeof(float) * 4 * 2 + AddTextureSize));
if(Cmd.m_Elements == 0x0)
{
dbg_msg("graphics", "failed to allocate data for vertices");
return -1;
}
}
// check if we have enough free memory in the commandbuffer
if(!m_pCommandBuffer->AddCommand(Cmd))
{
// kick command buffer and try again
KickCommandBuffer();
Cmd.m_Elements = m_pCommandBuffer->AllocData(RealTileNum * (sizeof(float) * 4 * 2 + AddTextureSize));
if(Cmd.m_Elements == 0x0)
{
dbg_msg("graphics", "failed to allocate data for vertices");
return -1;
}
if(!m_pCommandBuffer->AddCommand(Cmd))
{
dbg_msg("graphics", "failed to allocate memory for create vertex buffer command");
return -1;
}
}
mem_copy_special(Cmd.m_Elements, pVertices, sizeof(float) * 2, RealTileNum * 4, (AddTexture) * sizeof(unsigned char) * 2 * 2);
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if(pTexCoords)
{
mem_copy_special(((char*)Cmd.m_Elements) + sizeof(float) * 2, pTexCoords, sizeof(unsigned char) * 2 * 2, RealTileNum * 4, (AddTexture) * sizeof(float) * 2);
}
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if(NumTiles > MaxTileNumUpload)
{
pVertices += NumVerts;
if(pTexCoords) pTexCoords += NumVerts*2;
AppendAllVertices(pVertices, pTexCoords, NumTiles - MaxTileNumUpload, index);
}
//now upload the index buffer
unsigned int MaxIndices = (1024*1024*2) / (sizeof(unsigned int));
unsigned int RealNumIndices = NumIndices;
if(NumIndices > MaxIndices) RealNumIndices = MaxIndices;
CCommandBuffer::SCommand_CreateIndexBufferObject CmdIndex;
CmdIndex.m_VisualObjectIDX = index;
unsigned int NumIndicesUploaded = (CmdIndex.m_NumIndices = RealNumIndices); //number of indices to upload
CmdIndex.m_Indices = (unsigned int*)m_pCommandBuffer->AllocData(RealNumIndices * (sizeof(unsigned int)));
if(CmdIndex.m_Indices == 0x0)
{
// kick command buffer and try again
KickCommandBuffer();
CmdIndex.m_Indices = (unsigned int*)m_pCommandBuffer->AllocData(RealNumIndices * (sizeof(unsigned int)));
if(CmdIndex.m_Indices == 0x0)
{
dbg_msg("graphics", "failed to allocate data for indices");
return -1;
}
}
// check if we have enough free memory in the commandbuffer
if(!m_pCommandBuffer->AddCommand(CmdIndex))
{
// kick command buffer and try again
KickCommandBuffer();
CmdIndex.m_Indices = (unsigned int*)m_pCommandBuffer->AllocData(RealNumIndices * (sizeof(unsigned int)));
if(CmdIndex.m_Indices == 0x0)
{
dbg_msg("graphics", "failed to allocate data for indices");
return -1;
}
if(!m_pCommandBuffer->AddCommand(CmdIndex))
{
dbg_msg("graphics", "failed to allocate memory for create index buffer command");
return -1;
}
}
mem_copy(CmdIndex.m_Indices, pIndices, RealNumIndices * (sizeof(unsigned int)));
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if(NumIndices > RealNumIndices)
{
pIndices += NumIndicesUploaded;
AppendAllIndices(pIndices, NumIndices - RealNumIndices, index);
}
CCommandBuffer::SCommand_CreateVertexArrayObject VertArrayCmd;
VertArrayCmd.m_VisualObjectIDX = index;
// check if we have enough free memory in the commandbuffer
if(!m_pCommandBuffer->AddCommand(VertArrayCmd))
{
// kick command buffer and try again
KickCommandBuffer();
if(!m_pCommandBuffer->AddCommand(VertArrayCmd))
{
dbg_msg("graphics", "failed to allocate memory for create vertex array command");
return -1;
}
}
//make sure we uploaded everything
KickCommandBuffer();
return index;
}
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void CGraphics_Threaded::AppendAllVertices(float* pVertices, unsigned char* pTexCoords, int NumTiles, int VisualObjectIDX)
{
//the size of the cmd data buffer is 2MB -- we create 4 vertices of each 2 floats plus 2 shorts(2*unsigned char each) if TexCoordinates are used
char AddTexture = (pTexCoords == NULL ? 0 : 1);
int AddTextureSize = (pTexCoords == NULL ? 0 : (sizeof(unsigned char) * 2 * 2 * 4));
int MaxTileNumUpload = (1024*1024*2) / (sizeof(float) * 4 * 2 + AddTextureSize);
int RealTileNum = NumTiles;
if(NumTiles > MaxTileNumUpload) RealTileNum = MaxTileNumUpload;
CCommandBuffer::SCommand_AppendVertexBufferObject Cmd;
int NumVerts = (Cmd.m_NumVertices = RealTileNum * 4 * 2); //number of vertices to upload -- same value for texcoords(if used)
Cmd.m_VisualObjectIDX = VisualObjectIDX;
Cmd.m_Elements = m_pCommandBuffer->AllocData(RealTileNum * (sizeof(float) * 4 * 2 + AddTextureSize));
if(Cmd.m_Elements == 0x0)
{
// kick command buffer and try again
KickCommandBuffer();
Cmd.m_Elements = m_pCommandBuffer->AllocData(RealTileNum * (sizeof(float) * 4 * 2 + AddTextureSize));
if(Cmd.m_Elements == 0x0)
{
dbg_msg("graphics", "failed to allocate data for vertices");
return;
}
}
// check if we have enough free memory in the commandbuffer
if(!m_pCommandBuffer->AddCommand(Cmd))
{
// kick command buffer and try again
KickCommandBuffer();
Cmd.m_Elements = m_pCommandBuffer->AllocData(RealTileNum * (sizeof(float) * 4 * 2 + AddTextureSize));
if(Cmd.m_Elements == 0x0)
{
dbg_msg("graphics", "failed to allocate data for vertices");
return;
}
if(!m_pCommandBuffer->AddCommand(Cmd))
{
dbg_msg("graphics", "failed to allocate memory for create vertex buffer command");
return;
}
}
mem_copy_special(Cmd.m_Elements, pVertices, sizeof(float) * 2, RealTileNum * 4, (AddTexture) * sizeof(unsigned char) * 2 * 2);
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if(pTexCoords)
{
mem_copy_special(((char*)Cmd.m_Elements) + sizeof(float) * 2, pTexCoords, sizeof(unsigned char) * 2 * 2, RealTileNum * 4, (AddTexture) * sizeof(float) * 2);
}
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if(NumTiles > RealTileNum)
{
pVertices += NumVerts;
if(pTexCoords) pTexCoords += NumVerts*2;
AppendAllVertices(pVertices, pTexCoords, NumTiles - RealTileNum, VisualObjectIDX);
}
}
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void CGraphics_Threaded::AppendAllIndices(unsigned int* pIndices, unsigned int NumIndices, int VisualObjectIDX)
{
if(NumIndices == 0) return;
unsigned int MaxIndices = (1024*1024*2) / (sizeof(unsigned int));
unsigned int RealNumIndices = NumIndices;
if(NumIndices > MaxIndices) RealNumIndices = MaxIndices;
CCommandBuffer::SCommand_AppendIndexBufferObject CmdIndex;
CmdIndex.m_VisualObjectIDX = VisualObjectIDX;
unsigned int NumIndicesUploaded = (CmdIndex.m_NumIndices = RealNumIndices); //number of indices to upload
CmdIndex.m_Indices = (unsigned int*)m_pCommandBuffer->AllocData(RealNumIndices * (sizeof(unsigned int)));
if (CmdIndex.m_Indices == 0x0)
{
// kick command buffer and try again
KickCommandBuffer();
CmdIndex.m_Indices = (unsigned int*)m_pCommandBuffer->AllocData(RealNumIndices * (sizeof(unsigned int)));
if (CmdIndex.m_Indices == 0x0)
{
dbg_msg("graphics", "failed to allocate data for indices");
return;
}
}
// check if we have enough free memory in the commandbuffer
if (!m_pCommandBuffer->AddCommand(CmdIndex))
{
// kick command buffer and try again
KickCommandBuffer();
CmdIndex.m_Indices = (unsigned int*)m_pCommandBuffer->AllocData(RealNumIndices * (sizeof(unsigned int)));
if (CmdIndex.m_Indices == 0x0)
{
dbg_msg("graphics", "failed to allocate data for indices");
return;
}
if (!m_pCommandBuffer->AddCommand(CmdIndex))
{
dbg_msg("graphics", "failed to allocate memory for create index buffer command");
return;
}
}
mem_copy(CmdIndex.m_Indices, pIndices, RealNumIndices * (sizeof(unsigned int)));
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if(NumIndices > RealNumIndices)
{
pIndices += NumIndicesUploaded;
AppendAllIndices(pIndices, NumIndices - RealNumIndices, VisualObjectIDX);
}
}
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int CGraphics_Threaded::IssueInit()
{
int Flags = 0;
if(g_Config.m_GfxBorderless) Flags |= IGraphicsBackend::INITFLAG_BORDERLESS;
if(g_Config.m_GfxFullscreen) Flags |= IGraphicsBackend::INITFLAG_FULLSCREEN;
if(g_Config.m_GfxVsync) Flags |= IGraphicsBackend::INITFLAG_VSYNC;
if(g_Config.m_GfxResizable) Flags |= IGraphicsBackend::INITFLAG_RESIZABLE;
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int r = m_pBackend->Init("DDNet Client", &g_Config.m_GfxScreen, &g_Config.m_GfxScreenWidth, &g_Config.m_GfxScreenHeight, g_Config.m_GfxFsaaSamples, Flags, &m_DesktopScreenWidth, &m_DesktopScreenHeight);
m_UseOpenGL3_3 = m_pBackend->IsOpenGL3_3();
return r;
2011-12-31 13:00:49 +00:00
}
int CGraphics_Threaded::InitWindow()
{
if(IssueInit() == 0)
return 0;
// try disabling fsaa
while(g_Config.m_GfxFsaaSamples)
{
g_Config.m_GfxFsaaSamples--;
if(g_Config.m_GfxFsaaSamples)
dbg_msg("gfx", "lowering FSAA to %d and trying again", g_Config.m_GfxFsaaSamples);
else
dbg_msg("gfx", "disabling FSAA and trying again");
if(IssueInit() == 0)
return 0;
}
// try lowering the resolution
if(g_Config.m_GfxScreenWidth != 640 || g_Config.m_GfxScreenHeight != 480)
{
dbg_msg("gfx", "setting resolution to 640x480 and trying again");
g_Config.m_GfxScreenWidth = 640;
g_Config.m_GfxScreenHeight = 480;
if(IssueInit() == 0)
return 0;
}
dbg_msg("gfx", "out of ideas. failed to init graphics");
return -1;
}
int CGraphics_Threaded::Init()
{
// fetch pointers
m_pStorage = Kernel()->RequestInterface<IStorage>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
// init textures
m_FirstFreeTexture = 0;
for(int i = 0; i < MAX_TEXTURES-1; i++)
m_aTextureIndices[i] = i+1;
m_aTextureIndices[MAX_TEXTURES-1] = -1;
m_FirstFreeVertexArrayIndex = -1;
m_pBackend = CreateGraphicsBackend();
if(InitWindow() != 0)
return -1;
2016-04-30 20:55:21 +00:00
// fetch final resolution
m_ScreenWidth = g_Config.m_GfxScreenWidth;
m_ScreenHeight = g_Config.m_GfxScreenHeight;
// create command buffers
for(int i = 0; i < NUM_CMDBUFFERS; i++)
m_apCommandBuffers[i] = new CCommandBuffer(256*1024, 2*1024*1024);
m_pCommandBuffer = m_apCommandBuffers[0];
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// create null texture, will get id=0
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static const unsigned char s_aNullTextureData[] = {
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0xff,0x00,0x00,0xff, 0xff,0x00,0x00,0xff, 0x00,0xff,0x00,0xff, 0x00,0xff,0x00,0xff,
0xff,0x00,0x00,0xff, 0xff,0x00,0x00,0xff, 0x00,0xff,0x00,0xff, 0x00,0xff,0x00,0xff,
0x00,0x00,0xff,0xff, 0x00,0x00,0xff,0xff, 0xff,0xff,0x00,0xff, 0xff,0xff,0x00,0xff,
0x00,0x00,0xff,0xff, 0x00,0x00,0xff,0xff, 0xff,0xff,0x00,0xff, 0xff,0xff,0x00,0xff,
};
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m_InvalidTexture = LoadTextureRaw(4,4,CImageInfo::FORMAT_RGBA,s_aNullTextureData,CImageInfo::FORMAT_RGBA,TEXLOAD_NORESAMPLE);
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return 0;
}
void CGraphics_Threaded::Shutdown()
{
// shutdown the backend
m_pBackend->Shutdown();
delete m_pBackend;
m_pBackend = 0x0;
// delete the command buffers
for(int i = 0; i < NUM_CMDBUFFERS; i++)
delete m_apCommandBuffers[i];
}
int CGraphics_Threaded::GetNumScreens() const
{
return m_pBackend->GetNumScreens();
}
void CGraphics_Threaded::Minimize()
{
m_pBackend->Minimize();
}
void CGraphics_Threaded::Maximize()
{
// TODO: SDL
m_pBackend->Maximize();
}
bool CGraphics_Threaded::Fullscreen(bool State)
{
return m_pBackend->Fullscreen(State);
}
void CGraphics_Threaded::SetWindowBordered(bool State)
{
m_pBackend->SetWindowBordered(State);
}
bool CGraphics_Threaded::SetWindowScreen(int Index)
{
return m_pBackend->SetWindowScreen(Index);
}
void CGraphics_Threaded::Resize(int w, int h)
{
if(m_ScreenWidth == w && m_ScreenHeight == h)
return;
if(h > 4*w/5)
h = 4*w/5;
if(w > 21*h/9)
w = 21*h/9;
m_ScreenWidth = w;
m_ScreenHeight = h;
CCommandBuffer::SCommand_Resize Cmd;
Cmd.m_Width = w;
Cmd.m_Height = h;
m_pCommandBuffer->AddCommand(Cmd);
// kick the command buffer
KickCommandBuffer();
WaitForIdle();
}
int CGraphics_Threaded::GetWindowScreen()
{
return m_pBackend->GetWindowScreen();
}
int CGraphics_Threaded::WindowActive()
{
return m_pBackend->WindowActive();
}
int CGraphics_Threaded::WindowOpen()
{
return m_pBackend->WindowOpen();
}
void CGraphics_Threaded::SetWindowGrab(bool Grab)
{
return m_pBackend->SetWindowGrab(Grab);
}
void CGraphics_Threaded::NotifyWindow()
{
return m_pBackend->NotifyWindow();
}
void CGraphics_Threaded::TakeScreenshot(const char *pFilename)
{
// TODO: screenshot support
char aDate[20];
str_timestamp(aDate, sizeof(aDate));
str_format(m_aScreenshotName, sizeof(m_aScreenshotName), "screenshots/%s_%s.png", pFilename?pFilename:"screenshot", aDate);
m_DoScreenshot = true;
}
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void CGraphics_Threaded::TakeCustomScreenshot(const char *pFilename)
{
str_copy(m_aScreenshotName, pFilename, sizeof(m_aScreenshotName));
m_DoScreenshot = true;
}
void CGraphics_Threaded::Swap()
{
// TODO: screenshot support
if(m_DoScreenshot)
{
if(WindowActive())
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ScreenshotDirect();
m_DoScreenshot = false;
}
// add swap command
CCommandBuffer::SCommand_Swap Cmd;
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Cmd.m_Finish = g_Config.m_GfxFinish;
m_pCommandBuffer->AddCommand(Cmd);
// kick the command buffer
KickCommandBuffer();
}
bool CGraphics_Threaded::SetVSync(bool State)
{
if(!m_pCommandBuffer)
return true;
// add vsnc command
bool RetOk = false;
CCommandBuffer::SCommand_VSync Cmd;
Cmd.m_VSync = State ? 1 : 0;
Cmd.m_pRetOk = &RetOk;
m_pCommandBuffer->AddCommand(Cmd);
// kick the command buffer
KickCommandBuffer();
WaitForIdle();
return RetOk;
}
// syncronization
void CGraphics_Threaded::InsertSignal(semaphore *pSemaphore)
{
CCommandBuffer::SCommand_Signal Cmd;
Cmd.m_pSemaphore = pSemaphore;
m_pCommandBuffer->AddCommand(Cmd);
}
bool CGraphics_Threaded::IsIdle()
{
return m_pBackend->IsIdle();
}
void CGraphics_Threaded::WaitForIdle()
{
m_pBackend->WaitForIdle();
}
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int CGraphics_Threaded::GetVideoModes(CVideoMode *pModes, int MaxModes, int Screen)
{
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if(g_Config.m_GfxDisplayAllModes)
{
int Count = sizeof(g_aFakeModes)/sizeof(CVideoMode);
mem_copy(pModes, g_aFakeModes, sizeof(g_aFakeModes));
if(MaxModes < Count)
Count = MaxModes;
return Count;
}
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// add videomodes command
CImageInfo Image;
mem_zero(&Image, sizeof(Image));
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int NumModes = 0;
CCommandBuffer::SCommand_VideoModes Cmd;
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Cmd.m_pModes = pModes;
Cmd.m_MaxModes = MaxModes;
Cmd.m_pNumModes = &NumModes;
Cmd.m_Screen = Screen;
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m_pCommandBuffer->AddCommand(Cmd);
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// kick the buffer and wait for the result and return it
KickCommandBuffer();
WaitForIdle();
return NumModes;
}
extern IEngineGraphics *CreateEngineGraphicsThreaded() { return new CGraphics_Threaded(); }