ddnet/src/engine/client/graphics_threaded.h
Jupeyy 26bd800d63 calculate the LOD on CPU side and restrict mipmap levels for huge
textures to remove bad looking mipmap generations at high zoom levels
2017-10-09 18:58:44 +02:00

615 lines
14 KiB
C++

#pragma once
#include <engine/graphics.h>
#include <vector>
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;
int m_LOD;
};
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;
int m_LOD;
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;
int m_LOD;
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<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,
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<int> 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();