obs/OBSApi/GraphicsSystem.cpp
Richard Stanway 905041058f Use absolute paths for opening files where possible
Works around various 3rd party nasties that change the working directory and don't set it back properly.
2014-08-19 01:16:09 +02:00

364 lines
8.8 KiB
C++

/********************************************************************************
Copyright (C) 2012 Hugh Bailey <obs.jim@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
********************************************************************************/
#include "OBSApi.h"
#pragma warning(disable: 4530)
#define MANUAL_BUFFER_SIZE 64
GraphicsSystem *GS = NULL;
GraphicsSystem::GraphicsSystem()
: curMatrix(0)
{
MatrixStack << Matrix().SetIdentity();
}
GraphicsSystem::~GraphicsSystem()
{
}
void GraphicsSystem::Init()
{
}
Shader* GraphicsSystem::CreateVertexShaderFromFile(CTSTR lpFileName)
{
XFile ShaderFile;
String fullPathFilename;
if ((lpFileName[0] != '.' && lpFileName[0] != '/' && lpFileName[0] != '\\') && !(lpFileName[0] && lpFileName[1] == ':'))
fullPathFilename << API->GetAppPath() << L"\\" << lpFileName;
else
fullPathFilename << lpFileName;
if (!ShaderFile.Open(fullPathFilename, XFILE_READ | XFILE_SHARED, XFILE_OPENEXISTING))
CrashError(TEXT("CreateVertexShaderFromFile: Couldn't open %s: %d"), lpFileName, GetLastError());
String strShader;
ShaderFile.ReadFileToString(strShader);
if (strShader.IsEmpty())
CrashError(TEXT("CreateVertexShaderFromFile: Couldn't read %s: %d"), lpFileName, GetLastError());
return CreateVertexShader(strShader, lpFileName);
}
Shader* GraphicsSystem::CreatePixelShaderFromFile(CTSTR lpFileName)
{
XFile ShaderFile;
String fullPathFilename;
if ((lpFileName[0] != '.' && lpFileName[0] != '/' && lpFileName[0] != '\\') && !(lpFileName[0] && lpFileName[1] == ':'))
fullPathFilename << API->GetAppPath() << L"\\" << lpFileName;
else
fullPathFilename << lpFileName;
if (!ShaderFile.Open(fullPathFilename, XFILE_READ | XFILE_SHARED, XFILE_OPENEXISTING))
CrashError(TEXT("CreatePixelShaderFromFile: Couldn't open %s: %d"), lpFileName, GetLastError());
String strShader;
ShaderFile.ReadFileToString(strShader);
if (strShader.IsEmpty())
CrashError(TEXT("CreatePixelShaderFromFile: Couldn't read %s: %d"), lpFileName, GetLastError());
return CreatePixelShader(strShader, lpFileName);
}
template class BASE_EXPORT FutureShader<CreateVertexShaderFromBlob>;
template class BASE_EXPORT FutureShader<CreatePixelShaderFromBlob>;
FuturePixelShader GraphicsSystem::CreatePixelShaderFromFileAsync(CTSTR fileName)
{
using namespace std;
using Context = FutureShaderContainer::FutureShaderContext;
String fullPathFilename;
if ((fileName[0] != '.' && fileName[0] != '/' && fileName[0] != '\\') && !(fileName[0] && fileName[1] == ':'))
fullPathFilename << API->GetAppPath() << L"\\" << fileName;
else
fullPathFilename << fileName;
wstring const fn = fullPathFilename.Array();
auto &cs = futureShaders.contexts;
ScopedLock m(futureShaders.lock);
bool initialized = cs.find(fn) != end(cs);
Context &c = cs[fn];
if (!initialized)
{
c.readyEvent.reset(CreateEvent(nullptr, true, false, nullptr));
c.fileName = fn;
c.thread.reset(OSCreateThread(static_cast<XTHREAD>([](void *arg) -> DWORD
{
Context &c = *(Context*)arg;
XFile ShaderFile;
if (!ShaderFile.Open(c.fileName.c_str(), XFILE_READ | XFILE_SHARED, XFILE_OPENEXISTING))
return 1;
String strShader;
ShaderFile.ReadFileToString(strShader);
c.fileData = strShader.Array();
GS->CreatePixelShaderBlob(c.shaderData, strShader.Array(), c.fileName.c_str());
SetEvent(c.readyEvent.get());
return 0;
}), &c));
}
if (c.thread && WaitForSingleObject(c.readyEvent.get(), 0) == WAIT_OBJECT_0)
c.thread.reset();
return FuturePixelShader(c.readyEvent.get(), c.shaderData, c.fileData, c.fileName);
}
void GraphicsSystem::DrawSprite(Texture *texture, DWORD color, float x, float y, float x2, float y2)
{
assert(texture);
DrawSpriteEx(texture, color, x, y, x2, y2, 0.0f, 0.0f, 1.0f, 1.0f);
}
/////////////////////////////////
//manual rendering functions
void GraphicsSystem::StartVertexBuffer()
{
bNormalSet = FALSE;
bColorSet = FALSE;
TexCoordSetList.Clear();
vbd = new VBData;
dwCurPointVert = 0;
dwCurTexVert = 0;
dwCurColorVert = 0;
dwCurNormVert = 0;
}
VertexBuffer *GraphicsSystem::SaveVertexBuffer()
{
if(vbd->VertList.Num())
{
VertexBuffer *buffer;
buffer = CreateVertexBuffer(vbd);
vbd = NULL;
return buffer;
}
else
{
delete vbd;
vbd = NULL;
return NULL;
}
}
void GraphicsSystem::Vertex(float x, float y, float z)
{
Vect v(x, y, z);
Vertex(v);
}
void GraphicsSystem::Vertex(const Vect &v)
{
if(!bNormalSet && vbd->NormalList.Num())
Normal(vbd->NormalList[vbd->NormalList.Num()-1]);
bNormalSet = 0;
/////////////////
if(!bColorSet && vbd->ColorList.Num())
Color(vbd->ColorList[vbd->ColorList.Num()-1]);
bColorSet = 0;
/////////////////
for(DWORD i=0; i<TexCoordSetList.Num(); i++)
{
if(!TexCoordSetList[i] && vbd->UVList[i].Num())
{
List<UVCoord> &UVList = vbd->UVList[i];
TexCoord(UVCoord(UVList[UVList.Num()-1]), i);
}
TexCoordSetList.Clear(i);
}
vbd->VertList << v;
++dwCurPointVert;
}
void GraphicsSystem::Normal(float x, float y, float z)
{
Vect v(x, y, z);
Normal(v);
}
void GraphicsSystem::Normal(const Vect &v)
{
vbd->NormalList << v;
++dwCurNormVert;
bNormalSet = TRUE;
}
void GraphicsSystem::Color(DWORD dwRGBA)
{
vbd->ColorList << dwRGBA;
++dwCurColorVert;
bColorSet = TRUE;
}
void GraphicsSystem::Color(const Color4 &v)
{
Color(Vect4_to_RGBA(v));
}
void GraphicsSystem::TexCoord(float u, float v, int idTexture)
{
UVCoord uv(u, v);
TexCoord(uv, idTexture);
}
void GraphicsSystem::TexCoord(const UVCoord &uv, int idTexture)
{
if(vbd->UVList.Num() < (DWORD)(idTexture+1))
{
vbd->UVList.SetSize(idTexture+1);
TexCoordSetList.SetSize(idTexture+1);
}
vbd->UVList[idTexture] << uv;
++dwCurTexVert;
TexCoordSetList.Set(idTexture);
}
/*========================================
Matrix Stack functions
=========================================*/
inline void GraphicsSystem::MatrixPush()
{
MatrixStack << Matrix(MatrixStack[curMatrix]);
++curMatrix;
}
inline void GraphicsSystem::MatrixPop()
{
MatrixStack.Remove(curMatrix);
--curMatrix;
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixSet(const Matrix &m)
{
MatrixStack[curMatrix] = m;
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixMultiply(const Matrix &m)
{
MatrixStack[curMatrix] *= m;
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixRotate(float x, float y, float z, float a)
{
MatrixStack[curMatrix] *= Quat(AxisAngle(x, y, z, a));
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixRotate(const AxisAngle &aa)
{
MatrixStack[curMatrix] *= Quat(aa);
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixRotate(const Quat &q)
{
MatrixStack[curMatrix] *= q;
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixTranslate(float x, float y)
{
MatrixStack[curMatrix] *= Vect(x, y, 0.0f);
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixTranslate(const Vect2 &pos)
{
MatrixStack[curMatrix] *= Vect(pos);
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixScale(const Vect2 &scale)
{
MatrixStack[curMatrix].Scale(scale.x, scale.y, 1.0f);
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixScale(float x, float y)
{
MatrixStack[curMatrix].Scale(x, y, 1.0f);
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixTranspose()
{
MatrixStack[curMatrix].Transpose();
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixIdentity()
{
MatrixStack[curMatrix].SetIdentity();
ResetViewMatrix();
}
inline void GraphicsSystem::MatrixGet(Vect &v, Quat &q)
{
q.CreateFromMatrix(MatrixStack[curMatrix]);
v = MatrixStack[curMatrix].T;
}
inline void GraphicsSystem::MatrixGet(Matrix &m)
{
m = MatrixStack[curMatrix];
}