#pragma once #include #include 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, MAX_VERTICES=32*1024, }; enum { // commadn groups CMDGROUP_CORE = 0, // commands that everyone has to implement CMDGROUP_PLATFORM_OPENGL = 10000, // commands specific to a platform CMDGROUP_PLATFORM_SDL = 20000, CMDGROUP_PLATFORM_OPENGL3_3 = 30000, // 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, //opengl 3.3 commands CMD_CREATE_VERTEX_ARRAY_OBJECT,//create vao CMD_CREATE_VERTEX_BUFFER_OBJECT,//create vbo CMD_APPEND_VERTEX_BUFFER_OBJECT,//append data to the vbo CMD_RENDER_IBO_VERTEX_ARRAY,//render a specific amount of the index buffer from a vao CMD_RENDER_BORDER_TILE,//render one tile multiple times CMD_RENDER_BORDER_TILE_LINE,//render an amount of tiles multiple times CMD_DESTROY_VISUAL,//destroy all objects used to display anything // swap CMD_SWAP, // misc CMD_VSYNC, CMD_SCREENSHOT, CMD_VIDEOMODES, CMD_RESIZE, }; enum { TEXFORMAT_INVALID = 0, TEXFORMAT_RGB, TEXFORMAT_RGBA, TEXFORMAT_ALPHA, TEXFLAG_NOMIPMAPS = 1, TEXFLAG_COMPRESSED = 2, TEXFLAG_QUALITY = 4, }; enum { // PRIMTYPE_INVALID = 0, PRIMTYPE_LINES, PRIMTYPE_QUADS, PRIMTYPE_TRIANGLES, }; enum { BLEND_NONE = 0, BLEND_ALPHA, BLEND_ADDITIVE, }; enum { WRAP_REPEAT = 0, WRAP_CLAMP, }; //fix all alignments in any struct -- e.g. don't align to 8 bytes at 64bit code #pragma pack(push, 1) struct SPoint { float x, y; }; struct STexCoord { float u, v; }; struct SColorf { float r, g, b, a; }; //use normalized color values struct SColor { unsigned char r, g, b, a; }; struct SVertexBase { SPoint m_Pos; STexCoord m_Tex; }; struct SVertexOld : public SVertexBase { SColorf m_Color; }; struct SVertex : public SVertexBase { 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) {} SColorf 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; SVertexBase *m_pVertices; // you should use the command buffer data to allocate vertices for this command }; struct SCommand_CreateVertexBufferObject : public SCommand { SCommand_CreateVertexBufferObject() : SCommand(CMD_CREATE_VERTEX_BUFFER_OBJECT) {} void* m_Elements; //vertices and optinally textureCoords bool m_IsTextured; int m_NumVertices; int m_VisualObjectIDX; }; struct SCommand_AppendVertexBufferObject : public SCommand { SCommand_AppendVertexBufferObject() : SCommand(CMD_APPEND_VERTEX_BUFFER_OBJECT) {} void* m_Elements; //vertices and optinally textureCoords int m_NumVertices; int m_VisualObjectIDX; }; struct SCommand_CreateVertexArrayObject : public SCommand { SCommand_CreateVertexArrayObject() : SCommand(CMD_CREATE_VERTEX_ARRAY_OBJECT) {} int m_VisualObjectIDX; unsigned int m_RequiredIndicesCount; }; struct SCommand_RenderVertexArray : public SCommand { SCommand_RenderVertexArray() : SCommand(CMD_RENDER_IBO_VERTEX_ARRAY) {} //even if clipping should be enabled, we will render all SState m_State; SColorf m_Color; //the color of the whole tilelayer -- already envelopped //the char offset of all indices that should be rendered, and the amount of renders char** m_pIndicesOffsets; unsigned int* m_pDrawCount; int m_IndicesDrawNum; int m_VisualObjectIDX; float m_ZoomScreenRatio; }; struct SCommand_RenderBorderTile : public SCommand { SCommand_RenderBorderTile() : SCommand(CMD_RENDER_BORDER_TILE) {} SState m_State; SColorf m_Color; //the color of the whole tilelayer -- already envelopped char *m_pIndicesOffset; // you should use the command buffer data to allocate vertices for this command unsigned int m_DrawNum; int m_VisualObjectIDX; float m_ZoomScreenRatio; float m_Offset[2]; float m_Dir[2]; int m_JumpIndex; }; struct SCommand_RenderBorderTileLine : public SCommand { SCommand_RenderBorderTileLine() : SCommand(CMD_RENDER_BORDER_TILE_LINE) {} SState m_State; SColorf m_Color; //the color of the whole tilelayer -- already envelopped char *m_pIndicesOffset; // you should use the command buffer data to allocate vertices for this command unsigned int m_IndexDrawNum; unsigned int m_DrawNum; int m_VisualObjectIDX; float m_ZoomScreenRatio; float m_Dir[2]; }; struct SCommand_DestroyVisual : public SCommand { SCommand_DestroyVisual() : SCommand(CMD_DESTROY_VISUAL) {} int m_VisualObjectIDX; }; 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 int m_Screen; }; struct SCommand_Swap : public SCommand { SCommand_Swap() : SCommand(CMD_SWAP) {} int m_Finish; }; struct SCommand_VSync : public SCommand { SCommand_VSync() : SCommand(CMD_VSYNC) {} int m_VSync; bool *m_pRetOk; }; struct SCommand_Resize : public SCommand { SCommand_Resize() : SCommand(CMD_RESIZE) {} int m_Width; int m_Height; }; 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_PixelSize; 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; }; #pragma pack(pop) // CCommandBuffer(unsigned CmdBufferSize, unsigned DataBufferSize) : m_CmdBuffer(CmdBufferSize), m_DataBuffer(DataBufferSize) { } void *AllocData(unsigned WantedSize) { return m_DataBuffer.Alloc(WantedSize); } template bool AddCommand(const T &Command) { // make sure that we don't do something stupid like ->AddCommand(&Cmd); (void)static_cast(&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, INITFLAG_BORDERLESS = 8, }; virtual ~IGraphicsBackend() {} virtual int Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight) = 0; virtual int Shutdown() = 0; virtual int MemoryUsage() const = 0; virtual int GetNumScreens() const = 0; virtual void Minimize() = 0; virtual void Maximize() = 0; virtual bool Fullscreen(bool State) = 0; virtual void SetWindowBordered(bool State) = 0; virtual bool SetWindowScreen(int Index) = 0; virtual int GetWindowScreen() = 0; virtual int WindowActive() = 0; virtual int WindowOpen() = 0; virtual void SetWindowGrab(bool Grab) = 0; virtual void NotifyWindow() = 0; virtual void RunBuffer(CCommandBuffer *pBuffer) = 0; virtual bool IsIdle() const = 0; virtual void WaitForIdle() = 0; virtual bool IsOpenGL3_3() { return false; } }; 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; bool m_UseOpenGL3_3; 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]; CCommandBuffer::SVertexOld m_aVerticesOld[MAX_VERTICES]; CCommandBuffer::SVertexBase* m_pVertices; int m_NumVertices; CCommandBuffer::SColorf m_aColorOld[4]; 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; int m_aTextureIndices[MAX_TEXTURES]; int m_FirstFreeTexture; int m_TextureMemoryUsage; std::vector m_VertexArrayIndices; int m_FirstFreeVertexArrayIndex; void FlushVertices(); void AddVertices(int Count); void Rotate(const CCommandBuffer::SPoint &rCenter, CCommandBuffer::SVertexBase *pPoints, int NumPoints); 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 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(); 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); void SetColor(CCommandBuffer::SVertexBase* pVertex, int ColorIndex); CCommandBuffer::SVertexBase* GetVertex(int Index); 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, const char *pText); virtual void DrawVisualObject(int VisualObjectIDX, float* pColor, char** pOffsets, unsigned int* IndicedVertexDrawNum, size_t NumIndicesOffet); virtual void DrawBorderTile(int VisualObjectIDX, float* pColor, char* pOffset, float* Offset, float* Dir, int JumpIndex, unsigned int DrawNum); virtual void DrawBorderTileLine(int VisualObjectIDX, float* pColor, char* pOffset, float* Dir, unsigned int IndexDrawNum, unsigned int RedrawNum); virtual void DestroyVisual(int VisualObjectIDX); virtual int CreateVisualObjects(float* pVertices, unsigned char* pTexCoords, int NumTiles, unsigned int NumIndicesRequired); virtual void AppendAllVertices(float* pVertices, unsigned char* pTexCoords, int NumTiles, int VisualObjectIDX); virtual int GetNumScreens() const; virtual void Minimize(); virtual void Maximize(); virtual bool Fullscreen(bool State); virtual void SetWindowBordered(bool State); virtual bool SetWindowScreen(int Index); virtual void Resize(int w, int h); virtual int GetWindowScreen(); virtual int WindowActive(); virtual int WindowOpen(); virtual void SetWindowGrab(bool Grab); virtual void NotifyWindow(); virtual int Init(); virtual void Shutdown(); virtual void TakeScreenshot(const char *pFilename); virtual void TakeCustomScreenshot(const char *pFilename); virtual void Swap(); virtual bool SetVSync(bool State); virtual int GetVideoModes(CVideoMode *pModes, int MaxModes, int Screen); virtual int GetDesktopScreenWidth() { return m_DesktopScreenWidth; } virtual int GetDesktopScreenHeight() { return m_DesktopScreenHeight; } // syncronization virtual void InsertSignal(semaphore *pSemaphore); virtual bool IsIdle(); virtual void WaitForIdle(); virtual bool IsBufferingEnabled() { return m_UseOpenGL3_3; } }; extern IGraphicsBackend *CreateGraphicsBackend();