obs/OBSApi/GraphicsSystem.cpp

383 lines
8.5 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)
#include <map>
#include <memory>
#include <string>
using namespace std;
#define MANUAL_BUFFER_SIZE 64
GraphicsSystem *GS = NULL;
namespace
{
struct HandleCloser
{
void operator()(HANDLE h) { if (!h) return; CloseHandle(h); }
};
struct MutexCloser
{
void operator()(HANDLE h) { if (!h) return; OSLeaveMutex(h); OSCloseMutex(h); }
};
struct MutexLock
{
bool locked, unlock;
HANDLE h;
MutexLock(unique_ptr<void, MutexCloser> const &mutex, bool tryLock = false, bool autounlock = true) : locked(false), unlock(autounlock), h(mutex.get())
{
if (!h) return;
if (tryLock && !OSTryEnterMutex(h)) return;
if (!tryLock) OSEnterMutex(h);
locked = true;
}
~MutexLock() { if (locked && unlock) OSLeaveMutex(h); }
};
}
struct FutureShaderContainer
{
struct FutureShaderContext
{
Shader *sharedShader;
unique_ptr<Shader> shader;
unique_ptr<void, HandleCloser> readyEvent;
unique_ptr<void, HandleCloser> thread;
wstring fileName;
};
map<wstring, unique_ptr<FutureShaderContext>> contexts;
unique_ptr<void, MutexCloser> lock;
FutureShaderContainer() : lock(OSCreateMutex()) {}
};
GraphicsSystem::GraphicsSystem()
: curMatrix(0)
{
MatrixStack << Matrix().SetIdentity();
futureShaders = new FutureShaderContainer;
}
GraphicsSystem::~GraphicsSystem()
{
delete futureShaders;
}
void GraphicsSystem::Init()
{
}
Shader* GraphicsSystem::CreateVertexShaderFromFile(CTSTR lpFileName)
{
XFile ShaderFile;
if(!ShaderFile.Open(lpFileName, XFILE_READ|XFILE_SHARED, XFILE_OPENEXISTING))
return NULL;
String strShader;
ShaderFile.ReadFileToString(strShader);
return CreateVertexShader(strShader, lpFileName);
}
Shader* GraphicsSystem::CreatePixelShaderFromFile(CTSTR lpFileName)
{
XFile ShaderFile;
if(!ShaderFile.Open(lpFileName, XFILE_READ|XFILE_SHARED, XFILE_OPENEXISTING))
return NULL;
String strShader;
ShaderFile.ReadFileToString(strShader);
return CreatePixelShader(strShader, lpFileName);
}
DWORD STDCALL CreatePixelShaderThread(void *arg)
{
FutureShaderContainer::FutureShaderContext &c = *(FutureShaderContainer::FutureShaderContext*)arg;
c.shader.reset(GS->CreatePixelShaderFromFile(c.fileName.c_str()));
c.sharedShader = c.shader.get();
SetEvent(c.readyEvent.get());
return 0;
}
FutureShader GraphicsSystem::CreatePixelShaderFromFileAsync(CTSTR fileName)
{
wstring const fn = fileName;
auto &cs = futureShaders->contexts;
MutexLock m(futureShaders->lock);
bool initialized = cs.find(fn) != end(cs);
if (!initialized)
cs[fn].reset(new FutureShaderContainer::FutureShaderContext);
auto &c = *cs[fn];
if (!initialized)
{
c.readyEvent.reset(CreateEvent(nullptr, true, false, nullptr));
c.fileName = fn;
c.thread.reset(OSCreateThread(CreatePixelShaderThread, &c));
}
if (c.thread && WaitForSingleObject(c.readyEvent.get(), 0) == WAIT_OBJECT_0)
c.thread.reset();
if (c.thread)
return FutureShader(c.readyEvent.get(), &c.sharedShader);
return FutureShader(c.shader.get());
}
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];
}