ddnet/src/engine/client/graphics_threaded.h

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#pragma once
#include <engine/graphics.h>
class CCommandBuffer
{
class CBuffer
{
unsigned char *m_pData;
unsigned m_Size;
unsigned m_Used;
public:
CBuffer(unsigned BufferSize)
{
m_Size = BufferSize;
m_pData = new unsigned char[m_Size];
m_Used = 0;
}
~CBuffer()
{
delete [] m_pData;
m_pData = 0x0;
m_Used = 0;
m_Size = 0;
}
void Reset()
{
m_Used = 0;
}
void *Alloc(unsigned Requested)
{
if(Requested + m_Used > m_Size)
return 0;
void *pPtr = &m_pData[m_Used];
m_Used += Requested;
return pPtr;
}
unsigned char *DataPtr() { return m_pData; }
unsigned DataSize() { return m_Size; }
unsigned DataUsed() { return m_Used; }
};
public:
CBuffer m_CmdBuffer;
CBuffer m_DataBuffer;
enum
{
MAX_TEXTURES=1024*4,
};
enum
{
// commadn groups
CMDGROUP_CORE = 0, // commands that everyone has to implement
CMDGROUP_PLATFORM = 10000, // commands specific to a platform
//
CMD_NOP = CMDGROUP_CORE,
//
CMD_RUNBUFFER,
// syncronization
CMD_SIGNAL,
// texture commands
CMD_TEXTURE_CREATE,
CMD_TEXTURE_DESTROY,
CMD_TEXTURE_UPDATE,
// rendering
CMD_CLEAR,
CMD_RENDER,
// swap
CMD_SWAP,
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// misc
CMD_SCREENSHOT,
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CMD_VIDEOMODES,
};
enum
{
TEXFORMAT_INVALID = 0,
TEXFORMAT_RGB,
TEXFORMAT_RGBA,
TEXFORMAT_ALPHA,
TEXFLAG_NOMIPMAPS = 1,
};
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enum
{
INITFLAG_FULLSCREEN = 1,
INITFLAG_VSYNC = 2,
INITFLAG_RESIZABLE = 4,
};
enum
{
//
PRIMTYPE_INVALID = 0,
PRIMTYPE_LINES,
PRIMTYPE_QUADS,
};
enum
{
BLEND_NONE = 0,
BLEND_ALPHA,
BLEND_ADDITIVE,
};
enum
{
WRAP_REPEAT = 0,
WRAP_CLAMP,
};
struct SPoint { float x, y, z; };
struct STexCoord { float u, v; };
struct SColor { float r, g, b, a; };
struct SVertex
{
SPoint m_Pos;
STexCoord m_Tex;
SColor m_Color;
};
struct SCommand
{
public:
SCommand(unsigned Cmd) : m_Cmd(Cmd), m_Size(0) {}
unsigned m_Cmd;
unsigned m_Size;
};
struct SState
{
int m_BlendMode;
int m_WrapMode;
int m_Texture;
SPoint m_ScreenTL;
SPoint m_ScreenBR;
// clip
bool m_ClipEnable;
int m_ClipX;
int m_ClipY;
int m_ClipW;
int m_ClipH;
};
struct SCommand_Clear : public SCommand
{
SCommand_Clear() : SCommand(CMD_CLEAR) {}
SColor m_Color;
};
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struct SCommand_Signal : public SCommand
{
SCommand_Signal() : SCommand(CMD_SIGNAL) {}
semaphore *m_pSemaphore;
};
struct SCommand_RunBuffer : public SCommand
{
SCommand_RunBuffer() : SCommand(CMD_RUNBUFFER) {}
CCommandBuffer *m_pOtherBuffer;
};
struct SCommand_Render : public SCommand
{
SCommand_Render() : SCommand(CMD_RENDER) {}
SState m_State;
unsigned m_PrimType;
unsigned m_PrimCount;
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SVertex *m_pVertices; // you should use the command buffer data to allocate vertices for this command
};
struct SCommand_Screenshot : public SCommand
{
SCommand_Screenshot() : SCommand(CMD_SCREENSHOT) {}
CImageInfo *m_pImage; // processor will fill this out, the one who adds this command must free the data as well
};
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struct SCommand_VideoModes : public SCommand
{
SCommand_VideoModes() : SCommand(CMD_VIDEOMODES) {}
CVideoMode *m_pModes; // processor will fill this in
int m_MaxModes; // maximum of modes the processor can write to the m_pModes
int *m_pNumModes; // processor will write to this pointer
};
struct SCommand_Swap : public SCommand
{
SCommand_Swap() : SCommand(CMD_SWAP) {}
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int m_Finish;
};
struct SCommand_Texture_Create : public SCommand
{
SCommand_Texture_Create() : SCommand(CMD_TEXTURE_CREATE) {}
// texture information
int m_Slot;
int m_Width;
int m_Height;
int m_Format;
int m_StoreFormat;
int m_Flags;
void *m_pData; // will be freed by the command processor
};
struct SCommand_Texture_Update : public SCommand
{
SCommand_Texture_Update() : SCommand(CMD_TEXTURE_UPDATE) {}
// texture information
int m_Slot;
int m_X;
int m_Y;
int m_Width;
int m_Height;
int m_Format;
void *m_pData; // will be freed by the command processor
};
struct SCommand_Texture_Destroy : public SCommand
{
SCommand_Texture_Destroy() : SCommand(CMD_TEXTURE_DESTROY) {}
// texture information
int m_Slot;
};
//
CCommandBuffer(unsigned CmdBufferSize, unsigned DataBufferSize)
: m_CmdBuffer(CmdBufferSize), m_DataBuffer(DataBufferSize)
{
}
void *AllocData(unsigned WantedSize)
{
return m_DataBuffer.Alloc(WantedSize);
}
template<class T>
bool AddCommand(const T &Command)
{
// make sure that we don't do something stupid like ->AddCommand(&Cmd);
(void)static_cast<const SCommand *>(&Command);
// allocate and copy the command into the buffer
SCommand *pCmd = (SCommand *)m_CmdBuffer.Alloc(sizeof(Command));
if(!pCmd)
return false;
mem_copy(pCmd, &Command, sizeof(Command));
pCmd->m_Size = sizeof(Command);
return true;
}
SCommand *GetCommand(unsigned *pIndex)
{
if(*pIndex >= m_CmdBuffer.DataUsed())
return NULL;
SCommand *pCommand = (SCommand *)&m_CmdBuffer.DataPtr()[*pIndex];
*pIndex += pCommand->m_Size;
return pCommand;
}
void Reset()
{
m_CmdBuffer.Reset();
m_DataBuffer.Reset();
}
};
// interface for the graphics backend
// all these functions are called on the main thread
class IGraphicsBackend
{
public:
enum
{
INITFLAG_FULLSCREEN = 1,
INITFLAG_VSYNC = 2,
INITFLAG_RESIZABLE = 4,
};
virtual int Init(const char *pName, int Width, int Height, int FsaaSamples, int Flags) = 0;
virtual int Shutdown() = 0;
virtual void Minimize() = 0;
virtual void Maximize() = 0;
virtual int WindowActive() = 0;
virtual int WindowOpen() = 0;
virtual void RunBuffer(CCommandBuffer *pBuffer) = 0;
virtual bool IsIdle() const = 0;
virtual void WaitForIdle() = 0;
};
class CGraphics_Threaded : public IEngineGraphics
{
enum
{
NUM_CMDBUFFERS = 2,
MAX_VERTICES = 32*1024,
MAX_TEXTURES = 1024*4,
DRAWING_QUADS=1,
DRAWING_LINES=2
};
CCommandBuffer::SState m_State;
IGraphicsBackend *m_pBackend;
CCommandBuffer *m_apCommandBuffers[NUM_CMDBUFFERS];
CCommandBuffer *m_pCommandBuffer;
unsigned m_CurrentCommandBuffer;
//
class IStorage *m_pStorage;
class IConsole *m_pConsole;
CCommandBuffer::SVertex m_aVertices[MAX_VERTICES];
int m_NumVertices;
CCommandBuffer::SColor m_aColor[4];
CCommandBuffer::STexCoord m_aTexture[4];
bool m_RenderEnable;
float m_Rotation;
int m_Drawing;
bool m_DoScreenshot;
char m_aScreenshotName[128];
int m_InvalidTexture;
struct CTexture
{
int m_State;
int m_MemSize;
int m_Flags;
int m_Next;
};
CTexture m_aTextures[MAX_TEXTURES];
int m_FirstFreeTexture;
int m_TextureMemoryUsage;
void FlushVertices();
void AddVertices(int Count);
void Rotate4(const CCommandBuffer::SPoint &rCenter, CCommandBuffer::SVertex *pPoints);
static unsigned char Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp);
static unsigned char *Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData);
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void KickCommandBuffer();
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int IssueInit();
int InitWindow();
public:
CGraphics_Threaded();
virtual void ClipEnable(int x, int y, int w, int h);
virtual void ClipDisable();
virtual void BlendNone();
virtual void BlendNormal();
virtual void BlendAdditive();
virtual void WrapNormal();
virtual void WrapClamp();
virtual int MemoryUsage() const;
virtual void MapScreen(float TopLeftX, float TopLeftY, float BottomRightX, float BottomRightY);
virtual void GetScreen(float *pTopLeftX, float *pTopLeftY, float *pBottomRightX, float *pBottomRightY);
virtual void LinesBegin();
virtual void LinesEnd();
virtual void LinesDraw(const CLineItem *pArray, int Num);
virtual int UnloadTexture(int Index);
virtual int LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags);
virtual int LoadTextureRawSub(int TextureID, int x, int y, int Width, int Height, int Format, const void *pData);
// simple uncompressed RGBA loaders
virtual int LoadTexture(const char *pFilename, int StorageType, int StoreFormat, int Flags);
virtual int LoadPNG(CImageInfo *pImg, const char *pFilename, int StorageType);
void ScreenshotDirect(const char *pFilename);
virtual void TextureSet(int TextureID);
virtual void Clear(float r, float g, float b);
virtual void QuadsBegin();
virtual void QuadsEnd();
virtual void QuadsSetRotation(float Angle);
virtual void SetColorVertex(const CColorVertex *pArray, int Num);
virtual void SetColor(float r, float g, float b, float a);
virtual void QuadsSetSubset(float TlU, float TlV, float BrU, float BrV);
virtual void QuadsSetSubsetFree(
float x0, float y0, float x1, float y1,
float x2, float y2, float x3, float y3);
virtual void QuadsDraw(CQuadItem *pArray, int Num);
virtual void QuadsDrawTL(const CQuadItem *pArray, int Num);
virtual void QuadsDrawFreeform(const CFreeformItem *pArray, int Num);
virtual void QuadsText(float x, float y, float Size, float r, float g, float b, float a, const char *pText);
virtual void Minimize();
virtual void Maximize();
virtual int WindowActive();
virtual int WindowOpen();
virtual int Init();
virtual void Shutdown();
virtual void TakeScreenshot(const char *pFilename);
virtual void Swap();
virtual int GetVideoModes(CVideoMode *pModes, int MaxModes);
// syncronization
virtual void InsertSignal(semaphore *pSemaphore);
virtual bool IsIdle();
virtual void WaitForIdle();
};
extern IGraphicsBackend *CreateGraphicsBackend();