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