/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "stdneb.h" #ifdef __OSX__ #include "../../profilesystem/ProfileSystem.h" #else #include "profilesystem/ProfileSystem.h" #endif #include "GraphicSystem.h" #include "rendersystem/RenderMessageProtocol.h" #include "Camera/RenderPipeline/RenderPipelineManager.h" #include "vis/vissystems/visquadtree.h" #include "base/RenderWindow.h" #include "Renderable/RenderObject.h" #include "Renderable/GraphicRenderer.h" #include "materialmaker/parser/GenesisShaderParser.h" #include "resource/resourcemanager.h" namespace Graphic { //__ImplementClass(ViewPortWindow,'VPWS',Core::RefCounted) #if USE_RENDER_THREAD __ImplementClass(GraphicSystem,'GRSY',Interface::InterfaceBase) #else __ImplementClass(GraphicSystem,'GRSY',Core::RefCounted); #endif __ImplementImageSingleton(GraphicSystem); using namespace Threading; using namespace Interface; using namespace Messaging; using namespace FrameSync; using namespace RenderBase; static const GPtr UnvalidCamera = NULL; static const GPtr UnvalidLight = NULL; static const GPtr ViewPortWindowNull = NULL; static const SizeT DefaultBlockSize = 1 << 23; static const SizeT AdditionBlockSize = 1 << 22; GraphicSystem::GraphicSystem() :m_nViewPort(0) ,m_ViewPortDirty(false) ,m_uiDrawCallBack(NULL) ,m_uiBeforeDrawCallBack(NULL) ,m_debugDrawCallBack(NULL) ,m_currentViewPortWindow(NULL) { __ConstructImageSingleton; m_graphicDisplay = RenderDisplay::Create(); m_RenderToTexturesManager = RenderToTextureManager::Create(); } GraphicSystem::~GraphicSystem() { m_graphicDisplay = 0; m_RenderToTexturesManager = 0; m_renderingCameraStack.Clear(); __DestructImageSingleton; } //------------------------------------------------------------------------ void GraphicSystem::OpenRenderSystem(WindHandle hWnd) { #if USE_RENDER_THREAD m_mainThreadId = Thread::GetMyThreadId(); // setup asynchronous graphics subsystem //m_renderSystem = RenderSystem::RenderSystem::Create(); m_renderThreadHandler = RenderBase::RenderSystemThreadHandler::Create(); #ifdef __WIN32__ m_renderThreadHandler->SetMainWindowHandle((WindHandle)hWnd); #endif //__WIN32__ m_frameSyncHandlerThread = FrameSyncHandlerThread::Create(); m_frameSyncHandlerThread->SetName("RenderSystem Thread"); m_frameSyncHandlerThread->SetCoreId(System::Cpu::RenderThreadCore); m_frameSyncHandlerThread->AttachHandler(m_renderThreadHandler.cast()); SetHandlerThread(m_frameSyncHandlerThread.cast()); m_batchMessage = BatchMessage::Create(); #else mRenderSystem = RenderBase::RenderSystem::Create(); #ifdef __WIN32__ mRenderSystem->SetMainWindowHandle(hWnd); #endif //mRenderSystem->SetMainWindowHandle(hWnd); //mRenderSystem->SetOnDeviceResetFunc(OnDeviceReset); //mRenderSystem->SetOnDeviceLostFunc(OnDeviceLost); #endif } //------------------------------------------------------------------------ void GraphicSystem::Open(WindHandle hWnd, int width, int height, RenderBase::PixelFormat::Code format) { OpenRenderSystem(hWnd); #if USE_RENDER_THREAD Super::Open(); #endif m_streamBufferPool = StreamBufferPool::Create(); m_streamBufferPool->Setup(DefaultBlockSize, AdditionBlockSize); _SetupDefaultObjects(); StartRenderSystem(width, height); _CreateDefaultViewPortWindow((WindHandle)hWnd , RenderBase::DisplayMode(0, 0, width, height, RenderBase::PixelFormat::X8R8G8B8)); //m_ViewPortLists[vp_default]->_SetDisplayMode(RenderBase::DisplayMode(0, 0, width, height, RenderBase::PixelFormat::X8R8G8B8)); } //------------------------------------------------------------------------ void GraphicSystem::StartRenderSystem(int width, int height) { #if USE_RENDER_THREAD GPtr srsmsg = StartRenderSystemMSG::Create(); SendWait(srsmsg.upcast()); #else mRenderSystem->Open(width, height); #endif } void GraphicSystem::_SetupDefaultObjects() { //empty } void GraphicSystem::OnUpateFrame() { PROFILER_RESETDEVICESTATS(); PROFILER_ADDDTICKBEGIN(drawTime); RenderAll(); Material::GetGlobalMaterialParams()->ResetTextureCache(); PROFILER_ADDDTICKEND(drawTime); } //-------------------------------------------------------------------------------- void GraphicSystem::SetCurrentTargetWindow(ViewPortWindow* target, RenderBase::RenderTarget::ClearFlag flag) { ViewPortWindow* tg = target; if (!tg) { tg = GetMainViewPortWindow(); } _SetCurrentTargetWindow(tg); SetRenderTarget(tg->GetBackBuffer(), 0, flag); } void GraphicSystem::_SetCurrentTargetWindow(ViewPortWindow* target) { n_assert(target != NULL); m_currentViewPortWindow = target; if (InvalidIndex == m_windowCache.FindIndex(target)) { m_windowCache.Append(target); } target->BeginRender(); } void GraphicSystem::_ClearWindowCache() { m_currentViewPortWindow = NULL; m_windowCache.Clear(false); } void GraphicSystem::_ApplyWindows() { Windows::Iterator it = m_windowCache.Begin(); Windows::Iterator end = m_windowCache.End(); while(it != end) { //SetRenderTarget((*it)->GetBackBuffer(), 0, RenderBase::RenderTarget::ClearNone); (*it)->ApplyWindow(); ++it; } m_currentViewPortWindow = NULL; } const Camera* GraphicSystem::GetRenderingCamera() { if ( m_renderingCameraStack.Size() > 0 ) { return m_renderingCameraStack.Peek(); } return NULL; } void GraphicSystem::_RenderCamera(Camera* camera) { m_renderingCameraStack.Push(camera); bool bEvent = camera->IsUseBeforeDrawEvent(); if (bEvent) { m_BeforeDrawEvent(camera); } camera->RenderBegin(); RenderPipelineManager::OnRenderPipeline(camera); camera->RenderEnd(); m_renderingCameraStack.Pop(); } void GraphicSystem::RenderCamera(Camera* camera) { bool noBegin = !mRenderSystem->IsBeginFrame(); if (noBegin) { mRenderSystem->BeginFrame(); } _RenderCamera(camera); if (noBegin) { mRenderSystem->EndFrame(); } } void GraphicSystem::RenderAll() { if (m_uiBeforeDrawCallBack) // [2012.3.27 zhongdaohuan] { m_uiBeforeDrawCallBack(); } _ClearWindowCache(); mRenderSystem->BeginFrame(); //m_cameraList里的camera是有序的,主窗口下的camera总是在后边。 for(IndexT i = m_RenderSceneLists.Size() - 1; i >= 0; i--) { RenderScene::CameraList::Iterator it = m_RenderSceneLists[i]->GetCameraList().Begin(); RenderScene::CameraList::Iterator end = m_RenderSceneLists[i]->GetCameraList().End(); while(it != end)//其他窗口渲染 { ViewPortWindow* vpw = (*it)->GetTargetWindow(); if (NULL == vpw) { vpw = GetMainViewPortWindow(); } if (vpw->GetNeedUpdate()) { _SetCurrentTargetWindow(vpw); _RenderCamera((*it)); } ++it; } } //if (NULL == m_currentViewPortWindow) //{ // SetCurrentTargetWindow(GetMainViewPortWindow()); // //SetRenderTarget(RenderBase::RenderTargetHandle()); //} if (m_uiDrawCallBack) { m_uiDrawCallBack(); } if ( m_debugDrawCallBack ) { m_debugDrawCallBack(); } mRenderSystem->EndFrame(); _ApplyWindows(); } //-------------------------------------------------------------------------------- void GraphicSystem::OnBeginFrame() { if (m_ViewPortDirty) { ViewPorts::Iterator it = m_ViewPortLists.Begin(); ViewPorts::Iterator end = m_ViewPortLists.End(); if ((*it)->_IsDirty()) { (*it)->_OnChangeSize(); const RenderBase::DisplayMode& mode = (*it)->GetDisplayMode(); mRenderSystem->ChangeSize(mode.GetWidth(), mode.GetHeight()); } ++it; while(it != end) { if ((*it)->_IsDirty()) { (*it)->_OnChangeSize(); } ++it; } m_ViewPortDirty = false; } } //-------------------------------------------------------------------------------- void GraphicSystem::OnEndFrame() { //int nIdx = m_nViewPort+1; //m_nViewPort = nIdx%m_ViewPortLists.Size(); } //------------------------------------------------------------------------ void GraphicSystem::CloseRenderSystem() { #if USE_RENDER_THREAD m_mainThreadId = 0; #else mRenderSystem->Close(); mRenderSystem = 0; #endif } void GraphicSystem::Close() { for(IndexT i = 0; i < m_RenderSceneLists.Size(); i++) { m_RenderSceneLists[i]->Destroy(); } if (m_ViewPortLists.Size()) { DestroyViewPortWindow(m_ViewPortLists[vp_default]); } //m_renderObjects.Clear(); m_RenderSceneLists.Clear(); m_ViewPortLists.Clear(); m_streamBufferPool->Destory(); m_streamBufferPool = NULL; Material::RemoveGlobalMaterialParams(); CloseRenderSystem(); #if USE_RENDER_THREAD Super::Close(); #endif } //------------------------------------------------------------------------ void GraphicSystem::SetViewPort(const Camera::ViewPort& vp) { #if USE_RENDER_THREAD GPtr svpmsg = RenderBase::SetViewPortMSG::Create(); svpmsg->SetX(vp.x); svpmsg->SetY(vp.y); svpmsg->SetWidth(vp.width); //svpmsg->SetHeight(vp.height); svpmsg->SetHeight(vp.height); svpmsg->SetMinZ(vp.minZ); svpmsg->SetMaxZ(vp.maxZ); SendWait(svpmsg.cast()); #else mRenderSystem->_SetViewPort(vp.x,vp.y,vp.width,vp.height,vp.minZ,vp.maxZ); #endif } void GraphicSystem::SetVertexShaderConstantVectorF(const int& reg, const float4* val, const int& vec4count) { #if USE_RENDER_THREAD GPtr svscmsg = RenderBase::SetVertexShaderConstantFMSG::Create(); svscmsg->SetReg(regIndex); svscmsg->SetValueRef(val); svscmsg->SetVec4count(vec4count); SendWait(svscmsg.cast()); #else mRenderSystem->SetVertexShaderConstantVectorF(reg, (float*)val, vec4count); #endif } void GraphicSystem::SetPixelShaderConstantVectorF(const int& reg, const float4* val, const int& vec4count) { #if USE_RENDER_THREAD GPtr spscmsg = RenderBase::SetPixelShaderConstantFMSG::Create(); spscmsg->SetReg(regIndex); spscmsg->SetValueRef(val); spscmsg->SetVec4count(vec4count); SendWait(spscmsg.cast()); #else mRenderSystem->SetPixelShaderConstantVectorF(reg, (float*)val, vec4count); #endif } void GraphicSystem::SetVertexShaderConstantFloat(const int& reg, const float& val) { #if USE_RENDER_THREAD GPtr svscmsg = RenderBase::SetVertexShaderConstantFMSG::Create(); svscmsg->SetReg(regIndex); svscmsg->SetValueRef(val); SendWait(svscmsg.cast()); #else mRenderSystem->SetVertexShaderConstantFloat(reg, (float*)&val); #endif } void GraphicSystem::SetPixelShaderConstantFloat(const int& reg, const float& val) { #if USE_RENDER_THREAD GPtr svscmsg = RenderBase::SetVertexShaderConstantFMSG::Create(); svscmsg->SetReg(regIndex); svscmsg->SetValueRef(val); SendWait(svscmsg.cast()); #else mRenderSystem->SetPixelShaderConstantFloat(reg, (float*)&val); #endif } void GraphicSystem::SetVertexShaderConstantMatrixF(const int& reg, const matrix44* val, const int& matrixCount) { #if USE_RENDER_THREAD GPtr svscmsg = RenderBase::SetVertexShaderConstantFMSG::Create(); svscmsg->SetReg(regIndex); svscmsg->SetValueRef(val); svscmsg->SetmatrixCount(matrixCount); SendWait(svscmsg.cast()); #else mRenderSystem->SetVertexShaderConstantMatrixF(reg, (float*)val, matrixCount); #endif } void GraphicSystem::SetPixelShaderConstantMatrixF(const int& reg, const matrix44* val, const int& matrixCount) { #if USE_RENDER_THREAD GPtr svscmsg = RenderBase::SetVertexShaderConstantFMSG::Create(); svscmsg->SetReg(regIndex); svscmsg->SetValueRef(val); svscmsg->SetmatrixCount(matrixCount); SendWait(svscmsg.cast()); #else mRenderSystem->SetPixelShaderConstantMatrixF(reg, (float*)val, matrixCount); #endif } GPUProgramHandle GraphicSystem::CreateShaderProgram(GPtr program) { #if USE_RENDER_THREAD GPtr createShaderProgramMSG = RenderBase::CreateShaderProgramMSG::Create(); createShaderProgramMSG->SetGPUProgram(program); SendWait(createShaderProgramMSG.cast()); n_assert(createShaderProgramMSG->Handled()) return createShaderProgramMSG->GetHandle(); #else return mRenderSystem->CreateShaderProgram(program); #endif } void GraphicSystem::SetShaderProgram(GPUProgramHandle handle) { #if USE_RENDER_THREAD GPtr ssmsg = RenderBase::SetGPUProgramMSG::Create(); ssmsg->SetHandle(handle); SendWait(ssmsg.cast()); #else mRenderSystem->_SetShaderProgram(handle); #endif } void GraphicSystem::RemoveShaderProgram(RenderBase::GPUProgramHandle handle) { //TODO } //RenderBase::PrimitiveGroup* GraphicSystem::GetPrimitiveGroup(const RenderBase::PrimitiveHandle& handle) const //{ // return mRenderSystem->GetPrimitiveGroup(handle); //} PrimitiveHandle GraphicSystem::CreatePrimitiveHandle(const RenderBase::VertexBufferData* vbd, const RenderBase::IndexBufferData* ibd /* = NULL */) { #if USE_RENDER_THREAD n_error("no suport."); return PrimitiveHandle(); #else return mRenderSystem->CreatePrimitiveHandle(vbd, ibd); #endif } PrimitiveHandle GraphicSystem::CreatePrimitiveHandle(const VertexBufferData2* vbd2, const IndexBufferData2* ibd2 /* = NULL */) { n_assert(NULL != vbd2); vbd2->_Bind(); const RenderBase::VertexBufferData* vbd = &vbd2->_GetVertexBufferData(); const RenderBase::IndexBufferData* ibd = NULL; if (ibd2) { ibd2->_Bind(); ibd = &ibd2->_GetIndexBufferData(); } #if USE_RENDER_THREAD n_error("no suport."); return PrimitiveHandle(); #else PrimitiveHandle handle = mRenderSystem->CreatePrimitiveHandle(vbd, ibd); //[zhongdaohuan] //在设计中,VertexBufferData2 (或IndexBufferData2或DynamicBuffer)同时只能有一个对象处于激活状态, //必须立即声明,立即使用。否则不保证正确性。所谓使用就是调用 //CreatePrimitiveHandle(const VertexBufferData2* vbd2, const IndexBufferData2* ibd2 /* = NULL */) //或UpdatePrimitiveHandle(RenderBase::PrimitiveHandle& handle, const DynamicBuffer* vertices, const DynamicBuffer* indices /* = NULL */) //所以下面的逻辑没有问题。 MemoryPool* pool = vbd2->_getBlock()._getPool(); if (pool) { pool->Clear(); vbd2->_reset(); } if (ibd2) { pool = ibd2->_getBlock()._getPool(); if (pool) { pool->Clear(); ibd2->_reset(); } } return handle; #endif } void GraphicSystem::ChangePrimitiveHandle(RenderBase::PrimitiveHandle& handle, const RenderBase::VertexBufferData* vbd, const RenderBase::IndexBufferData* ibd /* = NULL */) { #if USE_RENDER_THREAD n_error("no suport."); return PrimitiveHandle(); #else return mRenderSystem->ChangePrimitiveHandle(handle, vbd, ibd); #endif } void GraphicSystem::ChangePrimitiveHandle(RenderBase::PrimitiveHandle& handle, const VertexBufferData2* vbd2, const IndexBufferData2* ibd2 /* = NULL */) { n_assert(NULL != vbd2); vbd2->_Bind(); const RenderBase::VertexBufferData* vbd = &vbd2->_GetVertexBufferData(); const RenderBase::IndexBufferData* ibd = NULL; if (ibd2) { ibd2->_Bind(); ibd = &ibd2->_GetIndexBufferData(); } #if USE_RENDER_THREAD n_error("no suport."); return PrimitiveHandle(); #else mRenderSystem->ChangePrimitiveHandle(handle, vbd, ibd); //[zhongdaohuan] //在设计中,VertexBufferData2 (或IndexBufferData2或DynamicBuffer)同时只能有一个对象处于激活状态, //必须立即声明,立即使用。否则不保证正确性。所谓使用就是调用 //CreatePrimitiveHandle(const VertexBufferData2* vbd2, const IndexBufferData2* ibd2 /* = NULL */) //或UpdatePrimitiveHandle(RenderBase::PrimitiveHandle& handle, const DynamicBuffer* vertices, const DynamicBuffer* indices /* = NULL */) //所以下面的逻辑没有问题。 MemoryPool* pool = vbd2->_getBlock()._getPool(); if (pool) { pool->Clear(); vbd2->_reset(); } if (ibd2) { pool = ibd2->_getBlock()._getPool(); if (pool) { pool->Clear(); ibd2->_reset(); } } #endif } void GraphicSystem::UpdatePrimitiveHandle(RenderBase::PrimitiveHandle& handle, const DynamicBuffer* vertices, const DynamicBuffer* indices /* = NULL */) { #if USE_RENDER_THREAD n_error("[zhongdaohuan]"); return PrimitiveHandle(); #else n_assert(vertices); RenderBase::DataStream ds; ds.data = vertices->GetPtr(); ds.sizeInByte = vertices->_getBlock().size(); mRenderSystem->UpdateVertexBuffer(handle, ds); if (indices) { RenderBase::DataStream ds2; ds2.data = indices->GetPtr(); ds2.sizeInByte = indices->_getBlock().size(); mRenderSystem->UpdateIndexBuffer(handle, ds2); } //[zhongdaohuan] //在设计中,VertexBufferData2 (或IndexBufferData2或DynamicBuffer)同时只能有一个对象处于激活状态, //必须立即声明,立即使用。否则不保证正确性。所谓使用就是调用 //CreatePrimitiveHandle(const VertexBufferData2* vbd2, const IndexBufferData2* ibd2 /* = NULL */) //或UpdatePrimitiveHandle(RenderBase::PrimitiveHandle& handle, const DynamicBuffer* vertices, const DynamicBuffer* indices /* = NULL */) //所以下面的逻辑没有问题。 MemoryPool* pool = vertices->_getBlock()._getPool(); pool->Clear(); vertices->_reset(); if (indices) { pool = indices->_getBlock()._getPool(); pool->Clear(); indices->_reset(); } #endif } void GraphicSystem::GetVertexComponents(const RenderBase::PrimitiveHandle& handle, RenderBase::VertexComponents& vcs) { PrimitiveGroup* pg = mRenderSystem->GetPrimitiveGroup(handle); vcs = pg->GetVertexBuffer()->GetVertexLayout()->GetVertexComponents(); } void GraphicSystem::GetVertexDesc(const RenderBase::PrimitiveHandle& handle, RenderBase::VERTEX_DESC& desc) { PrimitiveGroup* pg = mRenderSystem->GetPrimitiveGroup(handle); desc.topology = pg->GetPrimitiveTopology(); desc.usage = pg->GetVertexBuffer()->GetUsage(); desc.vertexCount = pg->GetVertexBuffer()->GetNumVertices(); desc.vertexSizeInbyte = pg->GetVertexBuffer()->GetVertexDataSize() / desc.vertexCount; } void GraphicSystem::GetIndexDesc(const RenderBase::PrimitiveHandle& handle, RenderBase::INDEX_DESC& desc) { PrimitiveGroup* pg = mRenderSystem->GetPrimitiveGroup(handle); desc.usage = pg->GetVertexBuffer()->GetUsage(); desc.indexCount = pg->GetIndexBuffer()->GetNumIndices(); desc.indexType = pg->GetIndexBuffer()->GetIndexType(); } void GraphicSystem::GetTextureDesc(const RenderBase::TextureHandle& handle, RenderBase::TEXTURE_DESC& desc) { Texture* texture = mRenderSystem->GetTexture(handle); desc.width = texture->GetWidth(); desc.height = texture->GetHeight(); desc.depth = texture->GetDepth(); desc.numMipLevels = texture->GetNumMipLevels(); desc.pixelFormat = texture->GetPixelFormat(); } void GraphicSystem::DrawPrimitive(RenderBase::PrimitiveHandle handle,SizeT startVertice,SizeT numVertice,SizeT startIndice,SizeT numIndice) { #if USE_RENDER_THREAD GPtr drawmsg = RenderBase::DrawMSG::Create(); drawmsg->SetHandle(handle); drawmsg->SetStartVertice(startVertice); drawmsg->SetEndVertice(numVertice); drawmsg->SetStartIndice(startIndice); drawmsg->SetEndIndice(numIndice); SendWait(drawmsg.cast()); #else mRenderSystem->_DrawPrimitive(handle, startVertice, numVertice, startIndice, numIndice); #endif } void GraphicSystem::DrawPrimitive(RenderBase::PrimitiveHandle handle) { #if USE_RENDER_THREAD GPtr drawmsg = RenderBase::DrawMSG::Create(); drawmsg->SetHandle(handle); drawmsg->SetStartVertice(-1); drawmsg->SetEndVertice(-1); drawmsg->SetStartIndice(-1); drawmsg->SetEndIndice(-1); SendWait(drawmsg.cast()); #else mRenderSystem->_DrawPrimitive(handle); #endif } void GraphicSystem::RemovePrimitive(const RenderBase::PrimitiveHandle &handle) { _RemoveRenderResource(handle); } void GraphicSystem::SetRenderState( GPtr rsObject, const uint& shaderMask) { #if USE_RENDER_THREAD GPtr srsmsg = RenderBase::SetRenderStateMSG::Create(); srsmsg->SetObject(rsObject); srsmsg->SetShaderMask(shaderMask); SendWait(srsmsg.cast()); #else mRenderSystem->_SetRenderState(rsObject, shaderMask); #endif } RenderTargetHandle GraphicSystem::CreateRenderTarget( GPtr rt, TextureHandle& texhandle ) { #if USE_RENDER_THREAD GPtr createRTMSG = RenderBase::CreateRenderTargetMSG::Create(); createRTMSG->SetRenderTarget(rt); SendWait(createRTMSG.cast()); n_assert(createRTMSG->Handled()) texhandle = createRTMSG->GetTextureHandle(); return createRTMSG->GetHandle(); #else return mRenderSystem->CreateRenderTarget(rt,texhandle); #endif } MultipleRenderTargetHandle GraphicSystem::CreateMultipleRenderTarget(GPtr mrt, Util::Array< RenderBase::RenderTargetHandle >& handles) { return mRenderSystem->CreateMultipleRenderTarget(mrt, handles); } void GraphicSystem::SetMultipleRenderTarget(GPtr mrt, bool resume) { n_assert(mrt.isvalid()); SetMultipleRenderTarget(mrt->GetMultipleTargetHandle(), resume); } void GraphicSystem::SetMultipleRenderTarget(RenderBase::MultipleRenderTargetHandle handle, bool resume) { mRenderSystem->_SetMultipleRenderTarget(handle, resume); } void GraphicSystem::ReSizeMultipleRenderTarget(RenderBase::MultipleRenderTargetHandle handle, int width, int height) { mRenderSystem->_ReSizeMultipleRenderTarget(handle,width,height); } void GraphicSystem::ReSizeMultipleRenderTarget(GPtr mrt, int width, int height) { n_assert(mrt.isvalid()); ReSizeMultipleRenderTarget(mrt->GetMultipleTargetHandle(),width,height); } void GraphicSystem::SetRenderTarget(RenderBase::RenderTargetHandle handle,SizeT index,uint clearflag) { #if USE_RENDER_THREAD GPtr srtmsg = RenderBase::SetRenderTargetMSG::Create(); srtmsg->SetHandle(handle); srtmsg->SetIndex(index); srtmsg->SetClearFlag(clearflag); SendWait(srtmsg.cast()); #else mRenderSystem->_SetRenderTarget(handle,index,clearflag); #endif } void GraphicSystem::SetRenderTarget(const GPtr& rt,SizeT index,uint clearflag) { n_assert(rt.isvalid()) SetRenderTarget(rt->GetTargetHandle(),index,clearflag); } void GraphicSystem::SetRenderTargetClearColor(const GPtr& rt,const Math::float4& clearColor) { #if USE_RENDER_THREAD n_error(" GraphicSystem::SetRenderTargetClearColor(const GPtr& rt,Math::float4& clearColor) has not implemented now!"); #endif n_assert(rt.isvalid()) mRenderSystem->_SetRenderTargetClearColor(rt->GetTargetHandle(), clearColor); } void GraphicSystem::ReSizeRenderTarget(RenderBase::RenderTargetHandle handle, int width, int height) { #if USE_RENDER_THREAD n_error(" GraphicSystem::ReSizeRenderTarget(RenderBase::RenderTargetHandle handle, int width, int height) has not implemented now!"); #endif mRenderSystem->_ReSizeRenderTarget(handle,width,height); } void GraphicSystem::ReSizeRenderTarget(GPtr rt, int width, int height) { n_assert(rt.isvalid()) ReSizeRenderTarget(rt->GetTargetHandle(),width,height); } void GraphicSystem::RemoveRenderTarget(const RenderBase::RenderTargetHandle& handle) { _RemoveRenderResource(handle); } void GraphicSystem::RemoveMultipleRenderTarget(const RenderBase::MultipleRenderTargetHandle& handle) { _RemoveRenderResource(handle); } void GraphicSystem::CopyRenderTarget(RenderBase::RenderTargetHandle srcHandle, const float4& srcRect,RenderBase::RenderTargetHandle desHandle, const float4& desRect) { mRenderSystem->CopyRenderTarget(srcHandle,srcRect,desHandle,desRect); } TextureHandle GraphicSystem::CreateTexture( GPtr tex) { #if USE_RENDER_THREAD GPtr ctmsg = RenderBase::CreateTextureMSG::Create(); ctmsg->SetTexture(tex); SendWait(ctmsg.cast()); n_assert(ctmsg->Handled()) return ctmsg->GetHandle(); #else return mRenderSystem->CreateTexture(tex); #endif } void GraphicSystem::SetTexture(SizeT index,TextureHandle handle) { #if USE_RENDER_THREAD GPtr stmsg = RenderBase::SetTextureMSG::Create(); stmsg->SetTexUnit(index); stmsg->SetHandle(handle); SendWait(stmsg.cast()); #else mRenderSystem->_SetTexture(handle,index); #endif } void GraphicSystem::SetTexture(SizeT index,const GPtr& rtt) { n_assert(rtt.isvalid()) SetTexture(index,rtt->GetTextureHandle()); } void GraphicSystem::UpdateTexture(RenderBase::TextureHandle texHandle, RenderBase::Texture::UpdateFunction texUpdateFunc, void* tag) { #if USE_RENDER_THREAD //TODO: Add Update texture message #else mRenderSystem->UpdateTexture(texHandle,texUpdateFunc, tag); #endif } void GraphicSystem::UpdateTexture(RenderBase::TextureHandle texHandle, GPtr texture) { #if USE_RENDER_THREAD //TODO: Add Update texture message #else mRenderSystem->UpdateTexture( texHandle, texture ); #endif } void GraphicSystem::ChangeTexture(RenderBase::TextureHandle texHandle, GPtr texture) { #if USE_RENDER_THREAD //TODO: Add Update texture message #else mRenderSystem->ChangeTexture( texHandle, texture ); #endif } void GraphicSystem::RemoveTexture(const RenderBase::TextureHandle& handle) { _RemoveRenderResource(handle); } Camera* GraphicSystem::GetCameraByType(CameraOrder co) const { for(IndexT i = 0; i < m_RenderSceneLists.Size(); i++) { RenderScene::CameraList::Iterator it = m_RenderSceneLists[i]->GetCameraList().Begin(); RenderScene::CameraList::Iterator end = m_RenderSceneLists[i]->GetCameraList().End(); while(it != end) { if ((*it)->GetCameraOrder() == co) { return (*it); } it++; } } return NULL; } //------------------------------------------------------------------------ void GraphicSystem::_RemoveRenderResource(const RenderBase::RenderResourceHandle &handle) { #if USE_RENDER_THREAD GPtr rmvmsg = RenderBase::RemoveRenderResourceMSG::Create(); rmvmsg->SetHandle(handle); SendWait(rmvmsg.cast()); #else mRenderSystem->_RemoveResouce(handle); #endif } ////////////////////////////////////////////////////////////////////////// //Fixed Pipeline Functions void GraphicSystem::SetClipPlane(SizeT index, const Math::float4& cplane) { #if USE_RENDER_THREAD GPtr fxscpmsg = RenderBase::FXSetClipPlaneMSG::Create(); fxscpmsg->SetIndex(index); fxscpmsg->SetPlane(cplane); SendWait(fxscpmsg.cast()); #else mRenderSystem->_FXSetClipPlane(index,cplane); #endif } #if USE_RENDER_THREAD //------------------------------------------------------------------------------ /** */ void GraphicSystem::EnterLockStepMode() { n_assert(Thread::GetMyThreadId() == m_mainThreadId); m_frameSyncHandlerThread->EnterLockStepMode(); } //------------------------------------------------------------------------------ /** */ void GraphicSystem::LeaveLockStepMode() { n_assert(Thread::GetMyThreadId() == m_mainThreadId); m_frameSyncHandlerThread->LeaveLockStepMode(); } //------------------------------------------------------------------------------ /** */ void GraphicSystem::GameThreadWaitForFrameSync() { n_assert(Thread::GetMyThreadId() == m_mainThreadId); m_frameSyncHandlerThread->ArriveAtSyncPoint(false); } //------------------------------------------------------------------------ void GraphicSystem::AddBatchMessage(const GPtr& msg) { #if NEBULA3_DEBUG n_assert(Thread::GetMyThreadId() == m_mainThreadId); #endif m_batchMessage->AddMessage(msg); } #endif //-------------------------------------------------------------------------------- GPtr GraphicSystem::_CreateDefaultViewPortWindow(WindHandle hWnd, const RenderBase::DisplayMode& mode) { n_assert(m_ViewPortLists.Size() == 0); GPtr pVPWnd = ViewPortWindow::Create(); pVPWnd->SetDeviceWindow(mRenderSystem->CreateRenderWindow( hWnd )); pVPWnd->_SetType(VPT_MAIN); pVPWnd->_SetDisplayMode(mode); pVPWnd->Setup(); m_ViewPortLists.Append( pVPWnd ); return m_ViewPortLists.Back(); } GPtr GraphicSystem::CreateViewPortWindow(WindHandle hWnd, const RenderBase::DisplayMode& mode) { n_assert(m_ViewPortLists.Size() != 0); GPtr pVPWnd = ViewPortWindow::Create(); pVPWnd->SetDeviceWindow(mRenderSystem->CreateRenderWindow( hWnd )); pVPWnd->_SetType(VPT_CustomBegin); pVPWnd->_SetDisplayMode(mode); pVPWnd->Setup(); m_ViewPortLists.Append( pVPWnd ); return m_ViewPortLists.Back(); } void GraphicSystem::DestroyViewPortWindow(GPtr& view) { IndexT index = m_ViewPortLists.FindIndex(view); n_assert(InvalidIndex != index); mRenderSystem->DestroyRenderWindow(view->GetRenderWindow()); view->SetDeviceWindow(NULL); view->Destroy(); m_ViewPortLists.EraseIndex(index); } //-------------------------------------------------------------------------------- const GPtr& GraphicSystem::FindViewPortWindow( WindHandle hWnd ) const { for (IndexT nIdx = 0; nIdx < m_ViewPortLists.Size(); ++nIdx) { if ( m_ViewPortLists[nIdx]->GetRenderWindow() && m_ViewPortLists[nIdx]->GetRenderWindow()->GetHandle() == hWnd ) { return m_ViewPortLists[nIdx]; } } return ViewPortWindowNull; } ViewPortWindow* GraphicSystem::GetMainViewPortWindow() const { if(m_ViewPortLists.Size() <= 0) return NULL; return m_ViewPortLists[vp_default].get(); } MemoryBlock GraphicSystem::_GetBlock(SizeT sizeInByte) { return m_streamBufferPool->GetBlock(sizeInByte); } void GraphicSystem::OnDeviceLost() { mRenderSystem->OnDeviceLost(); _OnDeviceLost(); } bool GraphicSystem::CheckReset() { return mRenderSystem->CheckReset(); } void GraphicSystem::OnDeviceReset() { mRenderSystem->OnDeviceReset(); _OnDeviceReset(); } void GraphicSystem::_OnDeviceLost() { } void GraphicSystem::_OnDeviceReset() { #if RENDERDEVICE_D3D9 for(IndexT i = 0; i < m_RenderSceneLists.Size(); i++) { RenderScene::CameraList::Iterator it = m_RenderSceneLists[i]->GetCameraList().Begin(); RenderScene::CameraList::Iterator end = m_RenderSceneLists[i]->GetCameraList().End(); while(it != end) { if ((*it)->GetCameraOrder() == eCO_Main) { ViewPortWindow* win = (NULL == (*it)->GetTargetWindow())? m_ViewPortLists[vp_default] : (*it)->GetTargetWindow(); (*it)->OnDeviceReset(win->GetDisplayMode()); } it++; } } #elif RENDERDEVICE_OPENGLES Resources::ResourceManager::Instance()->ReloadAllVideoMemResource(); ResetAllQuadRenderable(); #endif } void GraphicSystem::ResetAllQuadRenderable() const { SizeT nCount = m_AllQuadRenderable.Size(); for (IndexT i = 0; i < nCount; ++i) { QuadRenderable* pQuad = m_AllQuadRenderable[i]; SizeT width = pQuad->GetWidth(); SizeT height = pQuad->GetHeight(); m_AllQuadRenderable[i]->Setup(width, height); } } }