Merge pull request #912 from matricks/threadedflip

Threadedflip
This commit is contained in:
oy 2012-01-03 15:40:30 -08:00
commit 7328098f8d
22 changed files with 2386 additions and 111 deletions

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@ -505,6 +505,21 @@ void lock_release(LOCK lock)
#endif
}
#if defined(CONF_FAMILY_UNIX)
void semaphore_init(SEMAPHORE *sem) { sem_init(sem, 0, 0); }
void semaphore_wait(SEMAPHORE *sem) { sem_wait(sem); }
void semaphore_signal(SEMAPHORE *sem) { sem_post(sem); }
void semaphore_destroy(SEMAPHORE *sem) { sem_destroy(sem); }
#elif defined(CONF_FAMILY_WINDOWS)
void semaphore_init(SEMAPHORE *sem) { (HANDLE)(*sem) = CreateSemaphore(0, 0, 10000, 0); }
void semaphore_wait(SEMAPHORE *sem) { WaitForSingleObject((HANDLE)*sem, 0L); }
void semaphore_signal(SEMAPHORE *sem) { ReleaseSemaphore((HANDLE)*sem, 1, NULL); }
void semaphore_destroy(SEMAPHORE *sem) { CloseHandle((HANDLE)*sem); }
#else
#error not implemented on this platform
#endif
/* ----- time ----- */
int64 time_get()
{

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@ -400,6 +400,23 @@ int lock_try(LOCK lock);
void lock_wait(LOCK lock);
void lock_release(LOCK lock);
/* Group: Semaphores */
#if defined(CONF_FAMILY_UNIX)
#include <semaphore.h>
typedef sem_t SEMAPHORE;
#elif defined(CONF_FAMILY_WINDOWS)
typedef void* SEMAPHORE;
#else
#error missing sempahore implementation
#endif
void semaphore_init(SEMAPHORE *sem);
void semaphore_wait(SEMAPHORE *sem);
void semaphore_signal(SEMAPHORE *sem);
void semaphore_destroy(SEMAPHORE *sem);
/* Group: Timer */
#ifdef __GNUC__
/* if compiled with -pedantic-errors it will complain about long

106
src/base/tl/threading.h Normal file
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@ -0,0 +1,106 @@
#pragma once
#include "../system.h"
/*
atomic_inc - should return the value after increment
atomic_dec - should return the value after decrement
atomic_compswap - should return the value before the eventual swap
*/
#if defined(__GNUC__)
inline unsigned atomic_inc(volatile unsigned *pValue)
{
return __sync_fetch_and_add(pValue, 1);
}
inline unsigned atomic_dec(volatile unsigned *pValue)
{
return __sync_fetch_and_add(pValue, -1);
}
inline unsigned atomic_compswap(volatile unsigned *pValue, unsigned comperand, unsigned value)
{
return __sync_val_compare_and_swap(pValue, comperand, value);
}
inline void sync_barrier()
{
__sync_synchronize();
}
#elif defined(_MSC_VER)
#include <intrin.h>
inline unsigned atomic_inc(volatile unsigned *pValue)
{
return _InterlockedIncrement((volatile long *)pValue);
}
inline unsigned atomic_dec(volatile unsigned *pValue)
{
return _InterlockedDecrement((volatile long *)pValue);
}
inline unsigned atomic_compswap(volatile unsigned *pValue, unsigned comperand, unsigned value)
{
return _InterlockedCompareExchange((volatile long *)pValue, (long)value, (long)comperand);
}
inline void sync_barrier()
{
_ReadWriteBarrier();
}
#else
#error missing atomic implementation for this compiler
#endif
class semaphore
{
SEMAPHORE sem;
public:
semaphore() { semaphore_init(&sem); }
~semaphore() { semaphore_destroy(&sem); }
void wait() { semaphore_wait(&sem); }
void signal() { semaphore_signal(&sem); }
};
class lock
{
friend class scope_lock;
LOCK var;
void take() { lock_wait(var); }
void release() { lock_release(var); }
public:
lock()
{
var = lock_create();
}
~lock()
{
lock_destroy(var);
}
};
class scope_lock
{
lock *var;
public:
scope_lock(lock *l)
{
var = l;
var->take();
}
~scope_lock()
{
var->release();
}
};

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@ -23,7 +23,7 @@ protected:
float m_PredIntraTick;
float m_LocalTime;
float m_FrameTime;
float m_RenderFrameTime;
int m_GameTickSpeed;
public:
@ -68,7 +68,7 @@ public:
inline int GameTickSpeed() const { return m_GameTickSpeed; }
// other time access
inline float FrameTime() const { return m_FrameTime; }
inline float RenderFrameTime() const { return m_RenderFrameTime; }
inline float LocalTime() const { return m_LocalTime; }
// actions

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@ -0,0 +1,495 @@
#include "SDL.h"
#include "SDL_opengl.h"
#include "graphics_threaded.h"
#include "backend_sdl.h"
// ------------ CGraphicsBackend_Threaded
void CGraphicsBackend_Threaded::ThreadFunc(void *pUser)
{
CGraphicsBackend_Threaded *pThis = (CGraphicsBackend_Threaded *)pUser;
while(!pThis->m_Shutdown)
{
pThis->m_Activity.wait();
if(pThis->m_pBuffer)
{
pThis->m_pProcessor->RunBuffer(pThis->m_pBuffer);
sync_barrier();
pThis->m_pBuffer = 0x0;
pThis->m_BufferDone.signal();
}
}
}
CGraphicsBackend_Threaded::CGraphicsBackend_Threaded()
{
m_pBuffer = 0x0;
m_pProcessor = 0x0;
m_pThread = 0x0;
}
void CGraphicsBackend_Threaded::StartProcessor(ICommandProcessor *pProcessor)
{
m_Shutdown = false;
m_pProcessor = pProcessor;
m_pThread = thread_create(ThreadFunc, this);
m_BufferDone.signal();
}
void CGraphicsBackend_Threaded::StopProcessor()
{
m_Shutdown = true;
m_Activity.signal();
thread_wait(m_pThread);
thread_destroy(m_pThread);
}
void CGraphicsBackend_Threaded::RunBuffer(CCommandBuffer *pBuffer)
{
WaitForIdle();
m_pBuffer = pBuffer;
m_Activity.signal();
}
bool CGraphicsBackend_Threaded::IsIdle() const
{
return m_pBuffer == 0x0;
}
void CGraphicsBackend_Threaded::WaitForIdle()
{
while(m_pBuffer != 0x0)
m_BufferDone.wait();
}
// ------------ CCommandProcessorFragment_General
void CCommandProcessorFragment_General::Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand)
{
pCommand->m_pSemaphore->signal();
}
bool CCommandProcessorFragment_General::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandBuffer::CMD_NOP: break;
case CCommandBuffer::CMD_SIGNAL: Cmd_Signal(static_cast<const CCommandBuffer::SCommand_Signal *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessorFragment_OpenGL
int CCommandProcessorFragment_OpenGL::TexFormatToOpenGLFormat(int TexFormat)
{
if(TexFormat == CCommandBuffer::TEXFORMAT_RGB) return GL_RGB;
if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA) return GL_ALPHA;
if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA) return GL_RGBA;
return GL_RGBA;
}
void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &State)
{
// blend
switch(State.m_BlendMode)
{
case CCommandBuffer::BLEND_NONE:
glDisable(GL_BLEND);
break;
case CCommandBuffer::BLEND_ALPHA:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case CCommandBuffer::BLEND_ADDITIVE:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
default:
dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode);
};
// clip
if(State.m_ClipEnable)
{
glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH);
glEnable(GL_SCISSOR_TEST);
}
else
glDisable(GL_SCISSOR_TEST);
// texture
if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture]);
}
else
glDisable(GL_TEXTURE_2D);
// screen mapping
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(State.m_ScreenTL.x, State.m_ScreenBR.x, State.m_ScreenBR.y, State.m_ScreenTL.y, 1.0f, 10.f);
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
{
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot]);
glTexSubImage2D(GL_TEXTURE_2D, 0, pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height,
TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pCommand->m_pData);
mem_free(pCommand->m_pData);
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
{
glDeleteTextures(1, &m_aTextures[pCommand->m_Slot]);
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand)
{
int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
glGenTextures(1, &m_aTextures[pCommand->m_Slot]);
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot]);
if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_NOMIPMAPS)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, pCommand->m_Width, pCommand->m_Height, 0, Oglformat, GL_UNSIGNED_BYTE, pCommand->m_pData);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, pCommand->m_Width, pCommand->m_Height, Oglformat, GL_UNSIGNED_BYTE, pCommand->m_pData);
}
mem_free(pCommand->m_pData);
}
void CCommandProcessorFragment_OpenGL::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand)
{
glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CCommandProcessorFragment_OpenGL::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
{
SetState(pCommand->m_State);
glVertexPointer(3, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices);
glTexCoordPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*3);
glColorPointer(4, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*5);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
switch(pCommand->m_PrimType)
{
case CCommandBuffer::PRIMTYPE_QUADS:
glDrawArrays(GL_QUADS, 0, pCommand->m_PrimCount*4);
break;
case CCommandBuffer::PRIMTYPE_LINES:
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2);
break;
default:
dbg_msg("render", "unknown primtype %d\n", pCommand->m_Cmd);
};
}
void CCommandProcessorFragment_OpenGL::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand)
{
// fetch image data
GLint aViewport[4] = {0,0,0,0};
glGetIntegerv(GL_VIEWPORT, aViewport);
int w = aViewport[2];
int h = aViewport[3];
// we allocate one more row to use when we are flipping the texture
unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
unsigned char *pTempRow = pPixelData+w*h*3;
// fetch the pixels
GLint Alignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
// flip the pixel because opengl works from bottom left corner
for(int y = 0; y < h/2; y++)
{
mem_copy(pTempRow, pPixelData+y*w*3, w*3);
mem_copy(pPixelData+y*w*3, pPixelData+(h-y-1)*w*3, w*3);
mem_copy(pPixelData+(h-y-1)*w*3, pTempRow,w*3);
}
// fill in the information
pCommand->m_pImage->m_Width = w;
pCommand->m_pImage->m_Height = h;
pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB;
pCommand->m_pImage->m_pData = pPixelData;
}
CCommandProcessorFragment_OpenGL::CCommandProcessorFragment_OpenGL()
{
mem_zero(m_aTextures, sizeof(m_aTextures));
}
bool CCommandProcessorFragment_OpenGL::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast<const CCommandBuffer::SCommand_Texture_Create *>(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast<const CCommandBuffer::SCommand_Texture_Destroy *>(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast<const CCommandBuffer::SCommand_Texture_Update *>(pBaseCommand)); break;
case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast<const CCommandBuffer::SCommand_Clear *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast<const CCommandBuffer::SCommand_Render *>(pBaseCommand)); break;
case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast<const CCommandBuffer::SCommand_Screenshot *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessorFragment_SDL
void CCommandProcessorFragment_SDL::Cmd_Init(const SCommand_Init *pCommand)
{
m_GLContext = pCommand->m_Context;
GL_MakeCurrent(m_GLContext);
// set some default settings
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glAlphaFunc(GL_GREATER, 0);
glEnable(GL_ALPHA_TEST);
glDepthMask(0);
}
void CCommandProcessorFragment_SDL::Cmd_Shutdown(const SCommand_Shutdown *pCommand)
{
GL_ReleaseContext(m_GLContext);
}
void CCommandProcessorFragment_SDL::Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand)
{
GL_SwapBuffers(m_GLContext);
}
void CCommandProcessorFragment_SDL::Cmd_VideoModes(const CCommandBuffer::SCommand_VideoModes *pCommand)
{
// TODO: fix this code on osx or windows
SDL_Rect **ppModes = SDL_ListModes(NULL, SDL_OPENGL|SDL_GL_DOUBLEBUFFER|SDL_FULLSCREEN);
if(ppModes == NULL)
{
// no modes
*pCommand->m_pNumModes = 0;
}
else if(ppModes == (SDL_Rect**)-1)
{
// no modes
*pCommand->m_pNumModes = 0;
}
else
{
int NumModes = 0;
for(int i = 0; ppModes[i]; ++i)
{
if(NumModes == pCommand->m_MaxModes)
break;
pCommand->m_pModes[NumModes].m_Width = ppModes[i]->w;
pCommand->m_pModes[NumModes].m_Height = ppModes[i]->h;
pCommand->m_pModes[NumModes].m_Red = 8;
pCommand->m_pModes[NumModes].m_Green = 8;
pCommand->m_pModes[NumModes].m_Blue = 8;
NumModes++;
}
*pCommand->m_pNumModes = NumModes;
}
}
CCommandProcessorFragment_SDL::CCommandProcessorFragment_SDL()
{
}
bool CCommandProcessorFragment_SDL::RunCommand(const CCommandBuffer::SCommand *pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandBuffer::CMD_SWAP: Cmd_Swap(static_cast<const CCommandBuffer::SCommand_Swap *>(pBaseCommand)); break;
case CCommandBuffer::CMD_VIDEOMODES: Cmd_VideoModes(static_cast<const CCommandBuffer::SCommand_VideoModes *>(pBaseCommand)); break;
case CMD_INIT: Cmd_Init(static_cast<const SCommand_Init *>(pBaseCommand)); break;
case CMD_SHUTDOWN: Cmd_Shutdown(static_cast<const SCommand_Shutdown *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessor_SDL_OpenGL
void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer)
{
unsigned CmdIndex = 0;
while(1)
{
const CCommandBuffer::SCommand *pBaseCommand = pBuffer->GetCommand(&CmdIndex);
if(pBaseCommand == 0x0)
break;
if(m_OpenGL.RunCommand(pBaseCommand))
continue;
if(m_SDL.RunCommand(pBaseCommand))
continue;
if(m_General.RunCommand(pBaseCommand))
continue;
dbg_msg("graphics", "unknown command %d", pBaseCommand->m_Cmd);
}
}
// ------------ CGraphicsBackend_SDL_OpenGL
int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int Width, int Height, int FsaaSamples, int Flags)
{
if(!SDL_WasInit(SDL_INIT_VIDEO))
{
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
{
dbg_msg("gfx", "unable to init SDL video: %s", SDL_GetError());
return -1;
}
#ifdef CONF_FAMILY_WINDOWS
if(!getenv("SDL_VIDEO_WINDOW_POS") && !getenv("SDL_VIDEO_CENTERED")) // ignore_convention
putenv("SDL_VIDEO_WINDOW_POS=8,27"); // ignore_convention
#endif
}
const SDL_VideoInfo *pInfo = SDL_GetVideoInfo();
// set flags
int SdlFlags = SDL_OPENGL;
if(Flags&IGraphicsBackend::INITFLAG_RESIZABLE)
SdlFlags |= SDL_RESIZABLE;
if(pInfo->hw_available) // ignore_convention
SdlFlags |= SDL_HWSURFACE;
else
SdlFlags |= SDL_SWSURFACE;
if(pInfo->blit_hw) // ignore_convention
SdlFlags |= SDL_HWACCEL;
if(Flags&IGraphicsBackend::INITFLAG_FULLSCREEN)
SdlFlags |= SDL_FULLSCREEN;
// set gl attributes
if(FsaaSamples)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, FsaaSamples);
}
else
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, Flags&CCommandBuffer::INITFLAG_VSYNC ? 1 : 0);
// set caption
SDL_WM_SetCaption(pName, pName);
// create window
m_pScreenSurface = SDL_SetVideoMode(Width, Height, 0, SdlFlags);
if(!m_pScreenSurface)
{
dbg_msg("gfx", "unable to set video mode: %s", SDL_GetError());
//*pCommand->m_pResult = -1;
return -1;
}
SDL_ShowCursor(0);
// fetch gl contexts and release the context from this thread
m_GLContext = GL_GetCurrentContext();
GL_ReleaseContext(m_GLContext);
// start the command processor
m_pProcessor = new CCommandProcessor_SDL_OpenGL;
StartProcessor(m_pProcessor);
// issue a init command
CCommandBuffer CmdBuffer(1024, 512);
CCommandProcessorFragment_SDL::SCommand_Init Cmd;
Cmd.m_Context = m_GLContext;
CmdBuffer.AddCommand(Cmd);
RunBuffer(&CmdBuffer);
WaitForIdle();
// return
return 0;
}
int CGraphicsBackend_SDL_OpenGL::Shutdown()
{
// issue a shutdown command
CCommandBuffer CmdBuffer(1024, 512);
CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd;
CmdBuffer.AddCommand(Cmd);
RunBuffer(&CmdBuffer);
WaitForIdle();
// stop and delete the processor
StopProcessor();
delete m_pProcessor;
m_pProcessor = 0;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return 0;
}
void CGraphicsBackend_SDL_OpenGL::Minimize()
{
SDL_WM_IconifyWindow();
}
void CGraphicsBackend_SDL_OpenGL::Maximize()
{
// TODO: SDL
}
int CGraphicsBackend_SDL_OpenGL::WindowActive()
{
return SDL_GetAppState()&SDL_APPINPUTFOCUS;
}
int CGraphicsBackend_SDL_OpenGL::WindowOpen()
{
return SDL_GetAppState()&SDL_APPACTIVE;
}
IGraphicsBackend *CreateGraphicsBackend() { return new CGraphicsBackend_SDL_OpenGL; }

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@ -0,0 +1,199 @@
#include "SDL.h"
#include "SDL_opengl.h"
#include "graphics_threaded.h"
// platform dependent implementations for transfering render context from the main thread to the graphics thread
// TODO: when SDL 1.3 comes, this can be removed
#if defined(CONF_FAMILY_WINDOWS)
struct SGLContext
{
HDC m_hDC;
HGLRC m_hGLRC;
};
static SGLContext GL_GetCurrentContext()
{
SGLContext Context;
Context.m_hDC = wglGetCurrentDC();
Context.m_hGLRC = wglGetCurrentContext();
return Context;
}
static void GL_MakeCurrent(const SGLContext &Context) { wglMakeCurrent(Context.m_hDC, Context.m_hGLRC); }
static void GL_ReleaseContext(const SGLContext &Context) { wglMakeCurrent(AGL_NONE, NULL); }
static void GL_SwapBuffers(const SGLContext &Context) { SwapBuffers(Context.m_hDC); }
#elif defined(CONF_PLATFORM_MACOSX)
#warning Untested implementation. I have no Mac OS X machine to test on. Please test, verify, fix and then remove this warning
struct SGLContext
{
AGLDrawable m_Drawable;
AGLContext m_Context;
};
static SGLContext GL_GetCurrentContext()
{
SGLContext Context;
Context.m_Drawable = aglGetCurrentDrawable();
Context.m_Context = aglGetCurrentContext();
return Context;
}
static void GL_MakeCurrent(const SGLContext &Context) { aglMakeCurrent(Context.m_Drawable, Context.m_Context); }
static void GL_ReleaseContext(const SGLContext &Context) { aglMakeCurrent(Context.m_Drawable, NULL); }
static void GL_SwapBuffers(const SGLContext &Context) { aglSwapBuffers(Context.m_Drawable); }
#elif defined(CONF_FAMILY_UNIX)
#include <GL/glx.h>
struct SGLContext
{
Display *m_pDisplay;
GLXDrawable m_Drawable;
GLXContext m_Context;
};
static SGLContext GL_GetCurrentContext()
{
SGLContext Context;
Context.m_pDisplay = glXGetCurrentDisplay();
Context.m_Drawable = glXGetCurrentDrawable();
Context.m_Context = glXGetCurrentContext();
return Context;
}
static void GL_MakeCurrent(const SGLContext &Context) { glXMakeCurrent(Context.m_pDisplay, Context.m_Drawable, Context.m_Context); }
static void GL_ReleaseContext(const SGLContext &Context) { glXMakeCurrent(Context.m_pDisplay, None, 0x0); }
static void GL_SwapBuffers(const SGLContext &Context) { glXSwapBuffers(Context.m_pDisplay, Context.m_Drawable); }
#else
#error missing implementation
#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();
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
{
GLuint m_aTextures[CCommandBuffer::MAX_TEXTURES];
static int TexFormatToOpenGLFormat(int TexFormat);
void SetState(const CCommandBuffer::SState &State);
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);
};
// takes care of sdl related commands
class CCommandProcessorFragment_SDL
{
// SDL stuff
SGLContext m_GLContext;
public:
enum
{
CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM,
CMD_SHUTDOWN,
};
struct SCommand_Init : public CCommandBuffer::SCommand
{
SCommand_Init() : SCommand(CMD_INIT) {}
SGLContext m_Context;
};
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_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
{
CCommandProcessorFragment_OpenGL m_OpenGL;
CCommandProcessorFragment_SDL m_SDL;
CCommandProcessorFragment_General m_General;
public:
virtual void RunBuffer(CCommandBuffer *pBuffer);
};
// graphics backend implemented with SDL and OpenGL
class CGraphicsBackend_SDL_OpenGL : public CGraphicsBackend_Threaded
{
SDL_Surface *m_pScreenSurface;
ICommandProcessor *m_pProcessor;
SGLContext m_GLContext;
public:
virtual int Init(const char *pName, int Width, int Height, int FsaaSamples, int Flags);
virtual int Shutdown();
virtual void Minimize();
virtual void Maximize();
virtual int WindowActive();
virtual int WindowOpen();
};

View file

@ -7,6 +7,7 @@
#include <base/math.h>
#include <base/system.h>
#include <base/tl/threading.h>
#include <engine/client.h>
#include <engine/config.h>
@ -48,6 +49,10 @@
#include <windows.h>
#endif
#include "SDL.h"
#ifdef main
#undef main
#endif
void CGraph::Init(float Min, float Max)
{
@ -243,10 +248,11 @@ CClient::CClient() : m_DemoPlayer(&m_SnapshotDelta), m_DemoRecorder(&m_SnapshotD
m_pMap = 0;
m_pConsole = 0;
m_FrameTime = 0.0001f;
m_FrameTimeLow = 1.0f;
m_FrameTimeHigh = 0.0f;
m_Frames = 0;
m_RenderFrameTime = 0.0001f;
m_RenderFrameTimeLow = 1.0f;
m_RenderFrameTimeHigh = 0.0f;
m_RenderFrames = 0;
m_LastRenderTime = time_get();
m_GameTickSpeed = SERVER_TICK_SPEED;
@ -681,13 +687,13 @@ void CClient::DebugRender()
udp = 8
total = 42
*/
FrameTimeAvg = FrameTimeAvg*0.9f + m_FrameTime*0.1f;
FrameTimeAvg = FrameTimeAvg*0.9f + m_RenderFrameTime*0.1f;
str_format(aBuffer, sizeof(aBuffer), "ticks: %8d %8d mem %dk %d gfxmem: %dk fps: %3d",
m_CurGameTick, m_PredTick,
mem_stats()->allocated/1024,
mem_stats()->total_allocations,
Graphics()->MemoryUsage()/1024,
(int)(1.0f/FrameTimeAvg));
(int)(1.0f/FrameTimeAvg + 0.5f));
Graphics()->QuadsText(2, 2, 16, 1,1,1,1, aBuffer);
@ -1679,7 +1685,7 @@ void CClient::InitInterfaces()
// fetch interfaces
m_pEngine = Kernel()->RequestInterface<IEngine>();
m_pEditor = Kernel()->RequestInterface<IEditor>();
m_pGraphics = Kernel()->RequestInterface<IEngineGraphics>();
//m_pGraphics = Kernel()->RequestInterface<IEngineGraphics>();
m_pSound = Kernel()->RequestInterface<IEngineSound>();
m_pGameClient = Kernel()->RequestInterface<IGameClient>();
m_pInput = Kernel()->RequestInterface<IEngineInput>();
@ -1694,15 +1700,40 @@ void CClient::InitInterfaces()
void CClient::Run()
{
int64 ReportTime = time_get();
int64 ReportInterval = time_freq()*1;
m_LocalStartTime = time_get();
m_SnapshotParts = 0;
// init SDL
{
if(SDL_Init(0) < 0)
{
dbg_msg("client", "unable to init SDL base: %s", SDL_GetError());
return;
}
atexit(SDL_Quit); // ignore_convention
}
// init graphics
if(m_pGraphics->Init() != 0)
return;
{
if(g_Config.m_GfxThreaded)
m_pGraphics = CreateEngineGraphicsThreaded();
else
m_pGraphics = CreateEngineGraphics();
bool RegisterFail = false;
RegisterFail = RegisterFail || !Kernel()->RegisterInterface(static_cast<IEngineGraphics*>(m_pGraphics)); // register graphics as both
RegisterFail = RegisterFail || !Kernel()->RegisterInterface(static_cast<IGraphics*>(m_pGraphics));
if(RegisterFail || m_pGraphics->Init() != 0)
{
dbg_msg("client", "couldn't init graphics");
return;
}
}
// init sound, allowed to fail
m_SoundInitFailed = Sound()->Init() != 0;
// open socket
{
@ -1726,16 +1757,15 @@ void CClient::Run()
MasterServer()->RefreshAddresses(m_NetClient.NetType());
// init the editor
m_pEditor->Init();
//m_pEditor->Init();
// init sound, allowed to fail
m_SoundInitFailed = Sound()->Init() != 0;
// load data
if(!LoadData())
return;
GameClient()->OnInit();
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "version %s", GameClient()->NetVersion());
m_pConsole->Print(IConsole::OUTPUT_LEVEL_STANDARD, "client", aBuf);
@ -1760,9 +1790,6 @@ void CClient::Run()
while (1)
{
int64 FrameStartTime = time_get();
m_Frames++;
//
VersionUpdate();
@ -1852,18 +1879,37 @@ void CClient::Run()
Update();
if(g_Config.m_DbgStress)
if(!g_Config.m_GfxAsyncRender || m_pGraphics->IsIdle())
{
if((m_Frames%10) == 0)
m_RenderFrames++;
// update frametime
int64 Now = time_get();
m_RenderFrameTime = (Now - m_LastRenderTime) / (float)time_freq();
if(m_RenderFrameTime < m_RenderFrameTimeLow)
m_RenderFrameTimeLow = m_RenderFrameTime;
if(m_RenderFrameTime > m_RenderFrameTimeHigh)
m_RenderFrameTimeHigh = m_RenderFrameTime;
m_FpsGraph.Add(1.0f/m_RenderFrameTime, 1,1,1);
m_LastRenderTime = Now;
if(g_Config.m_DbgStress)
{
if((m_RenderFrames%10) == 0)
{
Render();
m_pGraphics->Swap();
}
}
else
{
Render();
m_pGraphics->Swap();
}
}
else
{
Render();
m_pGraphics->Swap();
}
}
@ -1885,32 +1931,25 @@ void CClient::Run()
g_Config.m_DbgHitch = 0;
}
/*
if(ReportTime < time_get())
{
if(0 && g_Config.m_Debug)
{
dbg_msg("client/report", "fps=%.02f (%.02f %.02f) netstate=%d",
m_Frames/(float)(ReportInterval/time_freq()),
1.0f/m_FrameTimeHigh,
1.0f/m_FrameTimeLow,
1.0f/m_RenderFrameTimeHigh,
1.0f/m_RenderFrameTimeLow,
m_NetClient.State());
}
m_FrameTimeLow = 1;
m_FrameTimeHigh = 0;
m_Frames = 0;
m_RenderFrameTimeLow = 1;
m_RenderFrameTimeHigh = 0;
m_RenderFrames = 0;
ReportTime += ReportInterval;
}
// update frametime
m_FrameTime = (time_get()-FrameStartTime)/(float)time_freq();
if(m_FrameTime < m_FrameTimeLow)
m_FrameTimeLow = m_FrameTime;
if(m_FrameTime > m_FrameTimeHigh)
m_FrameTimeHigh = m_FrameTime;
}*/
// update local time
m_LocalTime = (time_get()-m_LocalStartTime)/(float)time_freq();
m_FpsGraph.Add(1.0f/m_FrameTime, 1,1,1);
}
GameClient()->OnShutdown();
@ -1918,6 +1957,11 @@ void CClient::Run()
m_pGraphics->Shutdown();
m_pSound->Shutdown();
// shutdown SDL
{
SDL_Quit();
}
}
@ -2216,7 +2260,6 @@ int main(int argc, const char **argv) // ignore_convention
IConsole *pConsole = CreateConsole(CFGFLAG_CLIENT);
IStorage *pStorage = CreateStorage("Teeworlds", argc, argv); // ignore_convention
IConfig *pConfig = CreateConfig();
IEngineGraphics *pEngineGraphics = CreateEngineGraphics();
IEngineSound *pEngineSound = CreateEngineSound();
IEngineInput *pEngineInput = CreateEngineInput();
IEngineTextRender *pEngineTextRender = CreateEngineTextRender();
@ -2230,9 +2273,6 @@ int main(int argc, const char **argv) // ignore_convention
RegisterFail = RegisterFail || !pKernel->RegisterInterface(pConsole);
RegisterFail = RegisterFail || !pKernel->RegisterInterface(pConfig);
RegisterFail = RegisterFail || !pKernel->RegisterInterface(static_cast<IEngineGraphics*>(pEngineGraphics)); // register graphics as both
RegisterFail = RegisterFail || !pKernel->RegisterInterface(static_cast<IGraphics*>(pEngineGraphics));
RegisterFail = RegisterFail || !pKernel->RegisterInterface(static_cast<IEngineSound*>(pEngineSound)); // register as both
RegisterFail = RegisterFail || !pKernel->RegisterInterface(static_cast<ISound*>(pEngineSound));

View file

@ -84,9 +84,12 @@ class CClient : public IClient, public CDemoPlayer::IListner
int64 m_LocalStartTime;
int m_DebugFont;
float m_FrameTimeLow;
float m_FrameTimeHigh;
int m_Frames;
int64 m_LastRenderTime;
float m_RenderFrameTimeLow;
float m_RenderFrameTimeHigh;
int m_RenderFrames;
NETADDR m_ServerAddress;
int m_WindowMustRefocus;
int m_SnapCrcErrors;
@ -172,6 +175,12 @@ class CClient : public IClient, public CDemoPlayer::IListner
class CHostLookup m_VersionServeraddr;
} m_VersionInfo;
semaphore m_GfxRenderSemaphore;
semaphore m_GfxStateSemaphore;
volatile int m_GfxState;
static void GraphicsThreadProxy(void *pThis) { ((CClient*)pThis)->GraphicsThread(); }
void GraphicsThread();
public:
IEngine *Engine() { return m_pEngine; }
IEngineGraphics *Graphics() { return m_pGraphics; }

View file

@ -270,6 +270,18 @@ int CGraphics_OpenGL::UnloadTexture(int Index)
return 0;
}
int CGraphics_OpenGL::LoadTextureRawSub(int TextureID, int x, int y, int Width, int Height, int Format, const void *pData)
{
int Oglformat = GL_RGBA;
if(Format == CImageInfo::FORMAT_RGB)
Oglformat = GL_RGB;
else if(Format == CImageInfo::FORMAT_ALPHA)
Oglformat = GL_ALPHA;
glBindTexture(GL_TEXTURE_2D, m_aTextures[TextureID].m_Tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pData);
return 0;
}
int CGraphics_OpenGL::LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags)
{
@ -336,9 +348,19 @@ int CGraphics_OpenGL::LoadTextureRaw(int Width, int Height, int Format, const vo
glGenTextures(1, &m_aTextures[Tex].m_Tex);
glBindTexture(GL_TEXTURE_2D, m_aTextures[Tex].m_Tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData);
if(Flags&TEXLOAD_NOMIPMAPS)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pData);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
// calculate memory usage
{
@ -685,7 +707,7 @@ void CGraphics_OpenGL::QuadsText(float x, float y, float Size, float r, float g,
QuadsEnd();
}
bool CGraphics_OpenGL::Init()
int CGraphics_OpenGL::Init()
{
m_pStorage = Kernel()->RequestInterface<IStorage>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
@ -721,7 +743,7 @@ bool CGraphics_OpenGL::Init()
m_InvalidTexture = LoadTextureRaw(4,4,CImageInfo::FORMAT_RGBA,aNullTextureData,CImageInfo::FORMAT_RGBA,TEXLOAD_NORESAMPLE);
return true;
return 0;
}
int CGraphics_SDL::TryInit()
@ -819,7 +841,7 @@ CGraphics_SDL::CGraphics_SDL()
m_pScreenSurface = 0;
}
bool CGraphics_SDL::Init()
int CGraphics_SDL::Init()
{
{
int Systems = SDL_INIT_VIDEO;
@ -833,7 +855,7 @@ bool CGraphics_SDL::Init()
if(SDL_Init(Systems) < 0)
{
dbg_msg("gfx", "unable to init SDL: %s", SDL_GetError());
return true;
return -1;
}
}
@ -845,14 +867,14 @@ bool CGraphics_SDL::Init()
#endif
if(InitWindow() != 0)
return true;
return -1;
SDL_ShowCursor(0);
CGraphics_OpenGL::Init();
MapScreen(0,0,g_Config.m_GfxScreenWidth, g_Config.m_GfxScreenHeight);
return false;
return 0;
}
void CGraphics_SDL::Shutdown()
@ -950,4 +972,19 @@ int CGraphics_SDL::GetVideoModes(CVideoMode *pModes, int MaxModes)
return NumModes;
}
// syncronization
void CGraphics_SDL::InsertSignal(semaphore *pSemaphore)
{
pSemaphore->signal();
}
bool CGraphics_SDL::IsIdle()
{
return true;
}
void CGraphics_SDL::WaitForIdle()
{
}
extern IEngineGraphics *CreateEngineGraphics() { return new CGraphics_SDL(); }

View file

@ -89,6 +89,7 @@ public:
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);
@ -117,7 +118,7 @@ public:
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 bool Init();
virtual int Init();
};
class CGraphics_SDL : public CGraphics_OpenGL
@ -129,7 +130,7 @@ class CGraphics_SDL : public CGraphics_OpenGL
public:
CGraphics_SDL();
virtual bool Init();
virtual int Init();
virtual void Shutdown();
virtual void Minimize();
@ -143,6 +144,10 @@ public:
virtual int GetVideoModes(CVideoMode *pModes, int MaxModes);
// syncronization
virtual void InsertSignal(semaphore *pSemaphore);
virtual bool IsIdle();
virtual void WaitForIdle();
};
#endif

View file

@ -0,0 +1,892 @@
/* (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>
#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)
{
Cmd.m_PrimType = CCommandBuffer::PRIMTYPE_QUADS;
Cmd.m_PrimCount = NumVerts/4;
}
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;
}
}
mem_copy(Cmd.m_pVertices, m_aVertices, sizeof(CCommandBuffer::SVertex)*NumVerts);
m_pCommandBuffer->AddCommand(Cmd);
}
void CGraphics_Threaded::AddVertices(int Count)
{
m_NumVertices += Count;
if((m_NumVertices + Count) >= MAX_VERTICES)
FlushVertices();
}
void CGraphics_Threaded::Rotate4(const CCommandBuffer::SPoint &rCenter, CCommandBuffer::SVertex *pPoints)
{
float c = cosf(m_Rotation);
float s = sinf(m_Rotation);
float x, y;
int i;
for(i = 0; i < 4; 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;
}
}
unsigned char CGraphics_Threaded::Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp)
{
int Value = 0;
for(int x = 0; x < ScaleW; x++)
for(int y = 0; y < ScaleH; y++)
Value += pData[((v+y)*w+(u+x))*Bpp+Offset];
return Value/(ScaleW*ScaleH);
}
unsigned char *CGraphics_Threaded::Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData)
{
unsigned char *pTmpData;
int ScaleW = Width/NewWidth;
int ScaleH = Height/NewHeight;
int Bpp = 3;
if(Format == CImageInfo::FORMAT_RGBA)
Bpp = 4;
pTmpData = (unsigned char *)mem_alloc(NewWidth*NewHeight*Bpp, 1);
int c = 0;
for(int y = 0; y < NewHeight; y++)
for(int x = 0; x < NewWidth; x++, c++)
{
pTmpData[c*Bpp] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 0, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+1] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 1, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+2] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 2, ScaleW, ScaleH, Bpp);
if(Bpp == 4)
pTmpData[c*Bpp+3] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 3, ScaleW, ScaleH, Bpp);
}
return pTmpData;
}
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_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;
}
int CGraphics_Threaded::MemoryUsage() const
{
return m_TextureMemoryUsage;
}
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);
m_aTextures[Index].m_Next = m_FirstFreeTexture;
m_TextureMemoryUsage -= m_aTextures[Index].m_MemSize;
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;
}
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 PixelSize = 4;
if(Format == CImageInfo::FORMAT_RGB)
PixelSize = 3;
else if(Format == CImageInfo::FORMAT_ALPHA)
PixelSize = 1;
int MemSize = Width*Height*PixelSize;
// copy texture data
void *pTmpData = mem_alloc(MemSize, sizeof(void*));
mem_copy(pTmpData, pData, MemSize);
Cmd.m_pData = pTmpData;
//
m_pCommandBuffer->AddCommand(Cmd);
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
if(g_Config.m_DbgStress)
return m_InvalidTexture;
// grab texture
int Tex = m_FirstFreeTexture;
m_FirstFreeTexture = m_aTextures[Tex].m_Next;
m_aTextures[Tex].m_Next = -1;
CCommandBuffer::SCommand_Texture_Create Cmd;
Cmd.m_Slot = Tex;
Cmd.m_Width = Width;
Cmd.m_Height = Height;
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;
// calculate memory usage
int PixelSize = 4;
if(Format == CImageInfo::FORMAT_RGB)
PixelSize = 3;
else if(Format == CImageInfo::FORMAT_ALPHA)
PixelSize = 1;
int MemSize = Width*Height*PixelSize;
// copy texture data
void *pTmpData = mem_alloc(MemSize, sizeof(void*));
mem_copy(pTmpData, pData, MemSize);
Cmd.m_pData = pTmpData;
//
m_pCommandBuffer->AddCommand(Cmd);
// calculate memory usage
int MemUsage = MemSize;
while(Width > 2 && Height > 2)
{
Width>>=1;
Height>>=1;
MemUsage += Width*Height*PixelSize;
}
m_TextureMemoryUsage += MemUsage;
//mem_free(pTmpData);
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();
}
void CGraphics_Threaded::ScreenshotDirect(const char *pFilename)
{
// add swap command
CImageInfo Image;
mem_zero(&Image, sizeof(Image));
CCommandBuffer::SCommand_Screenshot Cmd;
Cmd.m_pImage = &Image;
m_pCommandBuffer->AddCommand(Cmd);
// kick the buffer and wait for the result
KickCommandBuffer();
WaitForIdle();
if(Image.m_pData)
{
// find filename
char aWholePath[1024];
png_t Png; // ignore_convention
IOHANDLE File = m_pStorage->OpenFile(pFilename, 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);
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;
Center.z = 0;
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsDrawTL without begin");
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;
Rotate4(Center, &m_aVertices[m_NumVertices + 4*i]);
}
}
AddVertices(4*Num);
}
void CGraphics_Threaded::QuadsDrawFreeform(const CFreeformItem *pArray, int Num)
{
dbg_assert(m_Drawing == DRAWING_QUADS, "called Graphics()->QuadsDrawFreeform without begin");
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, float r, float g, float b, float a, const char *pText)
{
float StartX = x;
QuadsBegin();
SetColor(r,g,b,a);
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;
}
}
QuadsEnd();
}
int CGraphics_Threaded::IssueInit()
{
int Flags = 0;
if(g_Config.m_GfxFullscreen) Flags |= IGraphicsBackend::INITFLAG_FULLSCREEN;
if(g_Config.m_GfxVsync) Flags |= IGraphicsBackend::INITFLAG_VSYNC;
if(g_Config.m_DbgResizable) Flags |= IGraphicsBackend::INITFLAG_RESIZABLE;
return m_pBackend->Init("Teeworlds", g_Config.m_GfxScreenWidth, g_Config.m_GfxScreenHeight, g_Config.m_GfxFsaaSamples, Flags);
}
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>();
// Set all z to -5.0f
for(int i = 0; i < MAX_VERTICES; i++)
m_aVertices[i].m_Pos.z = -5.0f;
// init textures
m_FirstFreeTexture = 0;
for(int i = 0; i < MAX_TEXTURES; i++)
m_aTextures[i].m_Next = i+1;
m_aTextures[MAX_TEXTURES-1].m_Next = -1;
m_pBackend = CreateGraphicsBackend();
if(InitWindow() != 0)
return -1;
// fetch final resolusion
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(128*1024, 2*1024*1024);
m_pCommandBuffer = m_apCommandBuffers[0];
// create null texture, will get id=0
static const unsigned char aNullTextureData[] = {
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,
};
m_InvalidTexture = LoadTextureRaw(4,4,CImageInfo::FORMAT_RGBA,aNullTextureData,CImageInfo::FORMAT_RGBA,TEXLOAD_NORESAMPLE);
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];
}
void CGraphics_Threaded::Minimize()
{
m_pBackend->Minimize();
}
void CGraphics_Threaded::Maximize()
{
// TODO: SDL
m_pBackend->Maximize();
}
int CGraphics_Threaded::WindowActive()
{
return m_pBackend->WindowActive();
}
int CGraphics_Threaded::WindowOpen()
{
return m_pBackend->WindowOpen();
}
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;
}
void CGraphics_Threaded::Swap()
{
// TODO: screenshot support
if(m_DoScreenshot)
{
ScreenshotDirect(m_aScreenshotName);
m_DoScreenshot = false;
}
// add swap command
CCommandBuffer::SCommand_Swap Cmd;
m_pCommandBuffer->AddCommand(Cmd);
// kick the command buffer
KickCommandBuffer();
}
// 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();
}
int CGraphics_Threaded::GetVideoModes(CVideoMode *pModes, int MaxModes)
{
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;
}
// add videomodes command
CImageInfo Image;
mem_zero(&Image, sizeof(Image));
int NumModes = 0;
CCommandBuffer::SCommand_VideoModes Cmd;
Cmd.m_pModes = pModes;
Cmd.m_MaxModes = MaxModes;
Cmd.m_pNumModes = &NumModes;
m_pCommandBuffer->AddCommand(Cmd);
// kick the buffer and wait for the result and return it
KickCommandBuffer();
WaitForIdle();
return NumModes;
}
extern IEngineGraphics *CreateEngineGraphicsThreaded() { return new CGraphics_Threaded(); }

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@ -0,0 +1,443 @@
#pragma once
#include <base/tl/threading.h>
#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,
// misc
CMD_SCREENSHOT,
CMD_VIDEOMODES,
};
enum
{
TEXFORMAT_INVALID = 0,
TEXFORMAT_RGB,
TEXFORMAT_RGBA,
TEXFORMAT_ALPHA,
TEXFLAG_NOMIPMAPS = 1,
};
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,
};
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_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;
};
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;
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
};
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) {}
};
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);
void KickCommandBuffer();
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 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();

View file

@ -209,6 +209,12 @@ int CSound::Init()
if(!g_Config.m_SndEnable)
return 0;
if(SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
{
dbg_msg("gfx", "unable to init SDL audio: %s", SDL_GetError());
return -1;
}
m_MixingRate = g_Config.m_SndRate;
// Set 16-bit stereo audio at 22Khz
@ -256,6 +262,7 @@ int CSound::Update()
int CSound::Shutdown()
{
SDL_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
lock_destroy(m_SoundLock);
return 0;
}

View file

@ -9,21 +9,11 @@
#include <windows.h>
#endif
#ifdef CONF_PLATFORM_MACOSX
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
// ft2 texture
#include <ft2build.h>
#include FT_FREETYPE_H
// TODO: Refactor: clean this up
enum
{
MAX_CHARACTERS = 64,
@ -54,7 +44,7 @@ struct CFontSizeData
int m_FontSize;
FT_Face *m_pFace;
GLuint m_aTextures[2];
int m_aTextures[2];
int m_TextureWidth;
int m_TextureHeight;
@ -107,7 +97,7 @@ class CTextRender : public IEngineTextRender
float m_TextOutlineB;
float m_TextOutlineA;
int m_FontTextureFormat;
//int m_FontTextureFormat;
CFont *m_pDefaultFont;
@ -158,10 +148,18 @@ class CTextRender : public IEngineTextRender
void *pMem = mem_alloc(Width*Height, 1);
mem_zero(pMem, Width*Height);
if(pSizeData->m_aTextures[0] == 0)
glGenTextures(2, pSizeData->m_aTextures);
else
FontMemoryUsage -= pSizeData->m_TextureWidth*pSizeData->m_TextureHeight*2;
for(int i = 0; i < 2; i++)
{
if(pSizeData->m_aTextures[i] != 0)
{
Graphics()->UnloadTexture(pSizeData->m_aTextures[i]);
FontMemoryUsage -= pSizeData->m_TextureWidth*pSizeData->m_TextureHeight;
pSizeData->m_aTextures[i] = 0;
}
pSizeData->m_aTextures[i] = Graphics()->LoadTextureRaw(Width, Height, CImageInfo::FORMAT_ALPHA, pMem, CImageInfo::FORMAT_ALPHA, IGraphics::TEXLOAD_NOMIPMAPS);
FontMemoryUsage += Width*Height;
}
pSizeData->m_NumXChars = Xchars;
pSizeData->m_NumYChars = Ychars;
@ -169,15 +167,6 @@ class CTextRender : public IEngineTextRender
pSizeData->m_TextureHeight = Height;
pSizeData->m_CurrentCharacter = 0;
for(int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, pSizeData->m_aTextures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, m_FontTextureFormat, Width, Height, 0, m_FontTextureFormat, GL_UNSIGNED_BYTE, pMem);
FontMemoryUsage += Width*Height;
}
dbg_msg("", "pFont memory usage: %d", FontMemoryUsage);
mem_free(pMem);
@ -254,11 +243,16 @@ class CTextRender : public IEngineTextRender
int x = (SlotID%pSizeData->m_NumXChars) * (pSizeData->m_TextureWidth/pSizeData->m_NumXChars);
int y = (SlotID/pSizeData->m_NumXChars) * (pSizeData->m_TextureHeight/pSizeData->m_NumYChars);
Graphics()->LoadTextureRawSub(pSizeData->m_aTextures[Texnum], x, y,
pSizeData->m_TextureWidth/pSizeData->m_NumXChars,
pSizeData->m_TextureHeight/pSizeData->m_NumYChars,
CImageInfo::FORMAT_ALPHA, pData);
/*
glBindTexture(GL_TEXTURE_2D, pSizeData->m_aTextures[Texnum]);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
pSizeData->m_TextureWidth/pSizeData->m_NumXChars,
pSizeData->m_TextureHeight/pSizeData->m_NumYChars,
m_FontTextureFormat, GL_UNSIGNED_BYTE, pData);
m_FontTextureFormat, GL_UNSIGNED_BYTE, pData);*/
}
// 32k of data used for rendering glyphs
@ -456,7 +450,7 @@ public:
m_pDefaultFont = 0;
// GL_LUMINANCE can be good for debugging
m_FontTextureFormat = GL_ALPHA;
//m_FontTextureFormat = GL_ALPHA;
}
virtual void Init()
@ -621,11 +615,10 @@ public:
if(pCursor->m_Flags&TEXTFLAG_RENDER)
{
// TODO: Make this better
glEnable(GL_TEXTURE_2D);
if (i == 0)
glBindTexture(GL_TEXTURE_2D, pSizeData->m_aTextures[1]);
Graphics()->TextureSet(pSizeData->m_aTextures[1]);
else
glBindTexture(GL_TEXTURE_2D, pSizeData->m_aTextures[0]);
Graphics()->TextureSet(pSizeData->m_aTextures[0]);
Graphics()->QuadsBegin();
if (i == 0)

View file

@ -5,6 +5,8 @@
#include "kernel.h"
#include <base/tl/threading.h>
class CImageInfo
{
public:
@ -55,7 +57,8 @@ public:
*/
enum
{
TEXLOAD_NORESAMPLE=1,
TEXLOAD_NORESAMPLE = 1,
TEXLOAD_NOMIPMAPS = 2,
};
int ScreenWidth() const { return m_ScreenWidth; }
@ -80,6 +83,7 @@ public:
virtual int UnloadTexture(int Index) = 0;
virtual int LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags) = 0;
virtual int LoadTexture(const char *pFilename, int StorageType, int StoreFormat, int Flags) = 0;
virtual int LoadTextureRawSub(int TextureID, int x, int y, int Width, int Height, int Format, const void *pData) = 0;
virtual void TextureSet(int TextureID) = 0;
struct CLineItem
@ -131,13 +135,18 @@ public:
virtual int GetVideoModes(CVideoMode *pModes, int MaxModes) = 0;
virtual void Swap() = 0;
// syncronization
virtual void InsertSignal(semaphore *pSemaphore) = 0;
virtual bool IsIdle() = 0;
virtual void WaitForIdle() = 0;
};
class IEngineGraphics : public IGraphics
{
MACRO_INTERFACE("enginegraphics", 0)
public:
virtual bool Init() = 0;
virtual int Init() = 0;
virtual void Shutdown() = 0;
virtual void Minimize() = 0;
@ -149,5 +158,6 @@ public:
};
extern IEngineGraphics *CreateEngineGraphics();
extern IEngineGraphics *CreateEngineGraphicsThreaded();
#endif

View file

@ -70,6 +70,9 @@ MACRO_CONFIG_INT(GfxTextureQuality, gfx_texture_quality, 1, 0, 1, CFGFLAG_SAVE|C
MACRO_CONFIG_INT(GfxFsaaSamples, gfx_fsaa_samples, 0, 0, 16, CFGFLAG_SAVE|CFGFLAG_CLIENT, "FSAA Samples")
MACRO_CONFIG_INT(GfxRefreshRate, gfx_refresh_rate, 0, 0, 0, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Screen refresh rate")
MACRO_CONFIG_INT(GfxFinish, gfx_finish, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "")
MACRO_CONFIG_INT(GfxAsyncRender, gfx_asyncrender, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Do rendering async from the the update")
MACRO_CONFIG_INT(GfxThreaded, gfx_threaded, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Use the threaded graphics backend")
MACRO_CONFIG_INT(InpMousesens, inp_mousesens, 100, 5, 100000, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Mouse sensitivity")

View file

@ -38,7 +38,7 @@ void CDamageInd::Create(vec2 Pos, vec2 Dir)
if (i)
{
i->m_Pos = Pos;
i->m_Life = 0.75f;
i->m_StartTime = Client()->LocalTime();
i->m_Dir = Dir*-1;
i->m_StartAngle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi;
}
@ -46,19 +46,19 @@ void CDamageInd::Create(vec2 Pos, vec2 Dir)
void CDamageInd::OnRender()
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
Graphics()->QuadsBegin();
for(int i = 0; i < m_NumItems;)
{
vec2 Pos = mix(m_aItems[i].m_Pos+m_aItems[i].m_Dir*75.0f, m_aItems[i].m_Pos, clamp((m_aItems[i].m_Life-0.60f)/0.15f, 0.0f, 1.0f));
m_aItems[i].m_Life -= Client()->FrameTime();
if(m_aItems[i].m_Life < 0.0f)
float Life = 0.75f - (Client()->LocalTime() - m_aItems[i].m_StartTime);
if(Life < 0.0f)
DestroyI(&m_aItems[i]);
else
{
Graphics()->SetColor(1.0f,1.0f,1.0f, m_aItems[i].m_Life/0.1f);
Graphics()->QuadsSetRotation(m_aItems[i].m_StartAngle + m_aItems[i].m_Life * 2.0f);
vec2 Pos = mix(m_aItems[i].m_Pos+m_aItems[i].m_Dir*75.0f, m_aItems[i].m_Pos, clamp((Life-0.60f)/0.15f, 0.0f, 1.0f));
Graphics()->SetColor(1.0f,1.0f,1.0f, Life/0.1f);
Graphics()->QuadsSetRotation(m_aItems[i].m_StartAngle + Life * 2.0f);
RenderTools()->SelectSprite(SPRITE_STAR1);
RenderTools()->DrawSprite(Pos.x, Pos.y, 48.0f);
i++;
@ -66,3 +66,6 @@ void CDamageInd::OnRender()
}
Graphics()->QuadsEnd();
}

View file

@ -12,7 +12,7 @@ class CDamageInd : public CComponent
{
vec2 m_Pos;
vec2 m_Dir;
float m_Life;
float m_StartTime;
float m_StartAngle;
};

View file

@ -248,7 +248,7 @@ void CHud::RenderFps()
if(g_Config.m_ClShowfps)
{
// calculate avg. fps
float FPS = 1.0f / Client()->FrameTime();
float FPS = 1.0f / Client()->RenderFrameTime();
m_AverageFPS = (m_AverageFPS*(1.0f-(1.0f/m_AverageFPS))) + (FPS*(1.0f/m_AverageFPS));
char Buf[512];
str_format(Buf, sizeof(Buf), "%d", (int)m_AverageFPS);

View file

@ -22,7 +22,6 @@ void CItems::OnReset()
void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID)
{
// get positions
float Curvature = 0;
float Speed = 0;
@ -64,7 +63,6 @@ void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID)
if(pCurrent->m_Type == WEAPON_GRENADE)
{
m_pClient->m_pEffects->SmokeTrail(Pos, Vel*-1);
m_pClient->m_pFlow->Add(Pos, Vel*1000*Client()->FrameTime(), 10.0f);
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
@ -85,7 +83,6 @@ void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID)
else
{
m_pClient->m_pEffects->BulletTrail(Pos);
m_pClient->m_pFlow->Add(Pos, Vel*1000*Client()->FrameTime(), 10.0f);
if(length(Vel) > 0.00001f)
Graphics()->QuadsSetRotation(GetAngle(Vel));

View file

@ -627,6 +627,8 @@ int CMenus::RenderMenubar(CUIRect r)
void CMenus::RenderLoading()
{
// TODO: not supported right now due to separate render thread
static int64 LastLoadRender = 0;
float Percent = m_LoadCurrent++/(float)m_LoadTotal;

View file

@ -95,7 +95,6 @@ void CGameClient::OnConsoleInit()
{
m_pEngine = Kernel()->RequestInterface<IEngine>();
m_pClient = Kernel()->RequestInterface<IClient>();
m_pGraphics = Kernel()->RequestInterface<IGraphics>();
m_pTextRender = Kernel()->RequestInterface<ITextRender>();
m_pSound = Kernel()->RequestInterface<ISound>();
m_pInput = Kernel()->RequestInterface<IInput>();
@ -198,10 +197,6 @@ void CGameClient::OnConsoleInit()
Console()->Register("shuffle_teams", "", CFGFLAG_SERVER, 0, 0, "Shuffle the current teams");
// propagate pointers
m_UI.SetGraphics(Graphics(), TextRender());
m_RenderTools.m_pGraphics = Graphics();
m_RenderTools.m_pUI = UI();
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->m_pClient = this;
@ -225,6 +220,13 @@ void CGameClient::OnConsoleInit()
void CGameClient::OnInit()
{
m_pGraphics = Kernel()->RequestInterface<IGraphics>();
// propagate pointers
m_UI.SetGraphics(Graphics(), TextRender());
m_RenderTools.m_pGraphics = Graphics();
m_RenderTools.m_pUI = UI();
int64 Start = time_get();
// set the language