ddnet/src/engine/client/backend_sdl.h

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#include "SDL.h"
#include "graphics_threaded.h"
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# if defined(CONF_PLATFORM_MACOSX)
#include <objc/objc-runtime.h>
class CAutoreleasePool
{
private:
id m_Pool;
public:
CAutoreleasePool()
{
Class NSAutoreleasePoolClass = (Class) objc_getClass("NSAutoreleasePool");
m_Pool = class_createInstance(NSAutoreleasePoolClass, 0);
SEL selector = sel_registerName("init");
objc_msgSend(m_Pool, selector);
}
~CAutoreleasePool()
{
SEL selector = sel_registerName("drain");
objc_msgSend(m_Pool, selector);
}
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};
#endif
// basic threaded backend, abstract, missing init and shutdown functions
class CGraphicsBackend_Threaded : public IGraphicsBackend
{
public:
// constructed on the main thread, the rest of the functions is runned on the render thread
class ICommandProcessor
{
public:
virtual ~ICommandProcessor() {}
virtual void RunBuffer(CCommandBuffer *pBuffer) = 0;
};
CGraphicsBackend_Threaded();
virtual void RunBuffer(CCommandBuffer *pBuffer);
virtual bool IsIdle() const;
virtual void WaitForIdle();
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protected:
void StartProcessor(ICommandProcessor *pProcessor);
void StopProcessor();
private:
ICommandProcessor *m_pProcessor;
CCommandBuffer * volatile m_pBuffer;
volatile bool m_Shutdown;
semaphore m_Activity;
semaphore m_BufferDone;
void *m_pThread;
static void ThreadFunc(void *pUser);
};
// takes care of implementation independent operations
class CCommandProcessorFragment_General
{
void Cmd_Nop();
void Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand);
public:
bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand);
};
// takes care of opengl related rendering
class CCommandProcessorFragment_OpenGL
{
struct CTexture
{
GLuint m_Tex;
int m_MemSize;
};
CTexture m_aTextures[CCommandBuffer::MAX_TEXTURES];
volatile int *m_pTextureMemoryUsage;
public:
enum
{
CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM_OPENGL,
};
struct SCommand_Init : public CCommandBuffer::SCommand
{
SCommand_Init() : SCommand(CMD_INIT) {}
volatile int *m_pTextureMemoryUsage;
};
private:
static int TexFormatToOpenGLFormat(int TexFormat);
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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 void *Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData);
void SetState(const CCommandBuffer::SState &State);
void Cmd_Init(const SCommand_Init *pCommand);
void Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand);
void Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand);
void Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand);
void Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand);
void Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand);
void Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand);
public:
CCommandProcessorFragment_OpenGL();
bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand);
};
class CGLSLProgram;
class CGLSLTWProgram;
class CGLSLPrimitiveProgram;
class CGLSLQuadProgram;
class CGLSLTileProgram;
class CGLSLBorderTileProgram;
class CGLSLBorderTileLineProgram;
// takes care of opengl 3.2 related rendering
class CCommandProcessorFragment_OpenGL3_3
{
bool m_UseMultipleTextureUnits;
bool m_UsePreinitializedVertexBuffer;
struct CTexture
{
GLuint m_Tex;
GLuint m_Sampler;
int m_MemSize;
};
CTexture m_aTextures[CCommandBuffer::MAX_TEXTURES];
volatile int *m_pTextureMemoryUsage;
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CGLSLPrimitiveProgram* m_pPrimitiveProgram;
//CGLSLQuadProgram* m_QuadProgram;
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CGLSLTileProgram* m_pTileProgram;
CGLSLTileProgram* m_pTileProgramTextured;
CGLSLBorderTileProgram* m_pBorderTileProgram;
CGLSLBorderTileProgram* m_pBorderTileProgramTextured;
CGLSLBorderTileLineProgram* m_pBorderTileLineProgram;
CGLSLBorderTileLineProgram* m_pBorderTileLineProgramTextured;
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GLuint m_PrimitiveDrawVertexID;
GLuint m_PrimitiveDrawBufferID;
GLuint m_QuadDrawIndexBufferID;
unsigned int m_CurrentIndicesInBuffer;
GLint m_MaxTextureUnits;
int m_LastBlendMode; //avoid all possible opengl state changes
bool m_LastClipEnable;
struct STextureBound{
int m_TextureSlot;
int m_LastWrapMode;
};
std::vector<STextureBound> m_TextureSlotBoundToUnit; //the texture index generated by loadtextureraw is stored in an index calculated by max texture units
bool IsAndUpdateTextureSlotBound(int IDX, int Slot);
void DestroyTexture(int Slot);
void DestroyVisualObjects(int Index);
void AppendIndices(unsigned int NewIndicesCount);
struct SVisualObject{
SVisualObject() : m_VertArrayID(0), m_VertBufferID(0), m_NumElements(0), m_IsTextured(false) {}
GLuint m_VertArrayID;
GLuint m_VertBufferID;
int m_NumElements; //vertices and texture coordinates
bool m_IsTextured;
};
std::vector<SVisualObject> m_VisualObjects;
CCommandBuffer::SColorf m_ClearColor;
public:
enum
{
CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM_OPENGL3_3,
CMD_SHUTDOWN,
};
struct SCommand_Init : public CCommandBuffer::SCommand
{
SCommand_Init() : SCommand(CMD_INIT) {}
volatile int *m_pTextureMemoryUsage;
};
struct SCommand_Shutdown : public CCommandBuffer::SCommand
{
SCommand_Shutdown() : SCommand(CMD_SHUTDOWN) {}
};
private:
static int TexFormatToOpenGLFormat(int TexFormat);
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 void *Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData);
void SetState(const CCommandBuffer::SState &State, CGLSLTWProgram* pProgram);
void Cmd_Init(const SCommand_Init *pCommand);
void Cmd_Shutdown(const SCommand_Shutdown *pCommand);
void Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand);
void Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand);
void Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand);
void Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand);
void Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand);
void Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand);
void Cmd_CreateVertBuffer(const CCommandBuffer::SCommand_CreateVertexBufferObject *pCommand);
void Cmd_AppendVertBuffer(const CCommandBuffer::SCommand_AppendVertexBufferObject *pCommand);
void Cmd_CreateVertArray(const CCommandBuffer::SCommand_CreateVertexArrayObject *pCommand);
void Cmd_RenderVertexArray(const CCommandBuffer::SCommand_RenderVertexArray *pCommand);
void Cmd_DestroyVertexArray(const CCommandBuffer::SCommand_DestroyVisual *pCommand);
void Cmd_RenderBorderTile(const CCommandBuffer::SCommand_RenderBorderTile *pCommand);
void Cmd_RenderBorderTileLine(const CCommandBuffer::SCommand_RenderBorderTileLine *pCommand);
public:
CCommandProcessorFragment_OpenGL3_3();
bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand);
};
// takes care of sdl related commands
class CCommandProcessorFragment_SDL
{
// SDL stuff
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SDL_Window *m_pWindow;
SDL_GLContext m_GLContext;
public:
enum
{
CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM_SDL,
CMD_SHUTDOWN,
};
struct SCommand_Init : public CCommandBuffer::SCommand
{
SCommand_Init() : SCommand(CMD_INIT) {}
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SDL_Window *m_pWindow;
SDL_GLContext m_GLContext;
};
struct SCommand_Shutdown : public CCommandBuffer::SCommand
{
SCommand_Shutdown() : SCommand(CMD_SHUTDOWN) {}
};
private:
void Cmd_Init(const SCommand_Init *pCommand);
void Cmd_Shutdown(const SCommand_Shutdown *pCommand);
void Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand);
void Cmd_VSync(const CCommandBuffer::SCommand_VSync *pCommand);
void Cmd_Resize(const CCommandBuffer::SCommand_Resize *pCommand);
void Cmd_VideoModes(const CCommandBuffer::SCommand_VideoModes *pCommand);
public:
CCommandProcessorFragment_SDL();
bool RunCommand(const CCommandBuffer::SCommand *pBaseCommand);
};
// command processor impelementation, uses the fragments to combine into one processor
class CCommandProcessor_SDL_OpenGL : public CGraphicsBackend_Threaded::ICommandProcessor
{
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CCommandProcessorFragment_OpenGL m_OpenGL;
CCommandProcessorFragment_OpenGL3_3 m_OpenGL3_3;
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CCommandProcessorFragment_SDL m_SDL;
CCommandProcessorFragment_General m_General;
bool m_UseOpenGL3_3;
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public:
void UseOpenGL3_3(bool Use) { m_UseOpenGL3_3 = Use; }
virtual void RunBuffer(CCommandBuffer *pBuffer);
};
// graphics backend implemented with SDL and OpenGL
class CGraphicsBackend_SDL_OpenGL : public CGraphicsBackend_Threaded
{
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SDL_Window *m_pWindow;
SDL_GLContext m_GLContext;
ICommandProcessor *m_pProcessor;
volatile int m_TextureMemoryUsage;
int m_NumScreens;
bool m_UseOpenGL3_3;
public:
virtual int Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight);
virtual int Shutdown();
virtual int MemoryUsage() const;
virtual int GetNumScreens() const { return m_NumScreens; }
virtual void Minimize();
virtual void Maximize();
virtual bool Fullscreen(bool State);
virtual void SetWindowBordered(bool State); // on=true/off=false
virtual bool SetWindowScreen(int Index);
virtual int GetWindowScreen();
virtual int WindowActive();
virtual int WindowOpen();
virtual void SetWindowGrab(bool Grab);
virtual void NotifyWindow();
virtual bool IsOpenGL3_3() { return m_UseOpenGL3_3; }
};