/**************************************************************************** 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. ****************************************************************************/ #ifndef GRAPHICSYSTEM_H_ #define GRAPHICSYSTEM_H_ #include "rendersystem/RenderSystem.h" #include "Camera/Camera.h" #include "Renderable/Renderable.h" #include "Renderable/QuadRenderable.h" #include "Light/Light.h" #include "base/RenderToTexture.h" #include "base/MultipleRenderToTexture.h" #include "core/singleton.h" #include "messaging/batchmessage.h" #include "framesync/framesynchandlerthread.h" #include "rendersystem/RenderSystemThreadHandler.h" #include "rendersystem/base/RenderDeviceTypes.h" #include "vis/visentity.h" #include "vis/visserver.h" #include "vis/visquery.h" #include "graphicsystem/base/StreamBufferPool.h" #include "ViewPortWindow.h" #include "util/stack.h" #include "foundation/delegates/delegatetype.h" #define USE_RENDER_THREAD 0 namespace Graphic { class RenderObject; //typedef Util::Array CameraList; //typedef Util::Array< GPtr > LightList; typedef Util::Array RenderSceneList; typedef Delegates::delegates::CMultiDelegate1 EventHandle_BeforeRenderCamera; #if USE_RENDER_THREAD class GraphicSystem : public Interface::InterfaceBase #else class GraphicSystem : public Core::RefCounted #endif { #if USE_RENDER_THREAD __DeclareSubClass(GraphicSystem,InterfaceBase); #else __DeclareClass(GraphicSystem); #endif __DeclareImageSingleton(GraphicSystem); public: GraphicSystem(); virtual ~GraphicSystem(); float GetHorizontalTexelOffset(); float GetVerticalTexelOffset(); float GetMinimumDepthInputValue(); float GetMaximumDepthInputValue(); void Open(WindHandle hWnd, int width, int height, RenderBase::PixelFormat::Code format); void _SetupDefaultObjects(); void OnUpateFrame(); void RenderAll(); void OnDeviceLost(); bool CheckReset(); void OnDeviceReset(); const Camera* GetRenderingCamera(); GPtr CreateViewPortWindow( WindHandle hWnd, const RenderBase::DisplayMode& mode); void DestroyViewPortWindow(GPtr& view); const GPtr& FindViewPortWindow( WindHandle hWnd ) const; ViewPortWindow* GetMainViewPortWindow() const; void Close(); ////////////////////////////////////////////////////////////////////////// void OnBeginFrame(); void OnEndFrame(); /// ================================ Render Functions ================================================= void SetViewPort(const Camera::ViewPort& vp); void SetVertexShaderConstantVectorF(const int& reg, const float4* val, const int& vec4count); void SetPixelShaderConstantVectorF(const int& reg, const float4* val, const int& vec4count); void SetVertexShaderConstantFloat(const int& reg, const float& val); void SetPixelShaderConstantFloat(const int& reg, const float& val); void SetVertexShaderConstantMatrixF(const int& reg, const matrix44* val, const int& matrixCount); void SetPixelShaderConstantMatrixF(const int& reg, const matrix44* val, const int& matrixCount); RenderBase::GPUProgramHandle CreateShaderProgram(GPtr program); void SetShaderProgram(RenderBase::GPUProgramHandle handle); void RemoveShaderProgram(RenderBase::GPUProgramHandle handle); //RenderBase::PrimitiveGroup* GetPrimitiveGroup(const RenderBase::PrimitiveHandle& handle) const; RenderBase::PrimitiveHandle CreatePrimitiveHandle(const RenderBase::VertexBufferData* vbd, const RenderBase::IndexBufferData* ibd = NULL); RenderBase::PrimitiveHandle CreatePrimitiveHandle(const VertexBufferData2* vbd2, const IndexBufferData2* ibd2 = NULL); void UpdatePrimitiveHandle(RenderBase::PrimitiveHandle& handle, const DynamicBuffer* vertices, const DynamicBuffer* indices = NULL); void ChangePrimitiveHandle(RenderBase::PrimitiveHandle& handle, const RenderBase::VertexBufferData* vbd, const RenderBase::IndexBufferData* ibd = NULL); void ChangePrimitiveHandle(RenderBase::PrimitiveHandle& handle, const VertexBufferData2* vbd2, const IndexBufferData2* ibd2 = NULL); void GetVertexComponents(const RenderBase::PrimitiveHandle& handle, RenderBase::VertexComponents& vcs); void GetVertexDesc(const RenderBase::PrimitiveHandle& handle, RenderBase::VERTEX_DESC& desc); void GetIndexDesc(const RenderBase::PrimitiveHandle& handle, RenderBase::INDEX_DESC& desc); void GetTextureDesc(const RenderBase::TextureHandle& handle, RenderBase::TEXTURE_DESC& desc); void DrawPrimitive(RenderBase::PrimitiveHandle handle, SizeT startVertice, SizeT numVertice, SizeT startIndice, SizeT numIndice); void DrawPrimitive(RenderBase::PrimitiveHandle handle); void RemovePrimitive(const RenderBase::PrimitiveHandle &handle); RenderBase::RenderStateDescHandle CreateRenderStateDesc( GPtr rsObject); void SetRenderState( GPtr rsObject, const uint& shaderMask); RenderBase::RenderTargetHandle CreateRenderTarget( GPtr rt, RenderBase::TextureHandle& texhandle ); void SetRenderTarget(RenderBase::RenderTargetHandle handle,SizeT index = 0,uint clearflag = (1<<0)); void SetRenderTarget(const GPtr& rt,SizeT index = 0,uint clearflag = (1<<0)); void SetRenderTargetClearColor(const GPtr& rt,const Math::float4& clearColor); void ReSizeRenderTarget(RenderBase::RenderTargetHandle handle, int width, int height); void ReSizeRenderTarget(GPtr rt, int width, int height); void RemoveRenderTarget(const RenderBase::RenderTargetHandle &handle); void RemoveMultipleRenderTarget(const RenderBase::MultipleRenderTargetHandle& handle); void CopyRenderTarget(RenderBase::RenderTargetHandle srcHandle, const float4& srcRect,RenderBase::RenderTargetHandle desHandle, const float4& desRect); RenderBase::MultipleRenderTargetHandle CreateMultipleRenderTarget( GPtr mrt, Util::Array< RenderBase::RenderTargetHandle >& handles); void SetMultipleRenderTarget(RenderBase::MultipleRenderTargetHandle handle, bool resume = false); void SetMultipleRenderTarget(GPtr mrt, bool resume = false); void ReSizeMultipleRenderTarget(RenderBase::MultipleRenderTargetHandle handle, int width, int height); void ReSizeMultipleRenderTarget(GPtr mrt, int width, int height); RenderBase::TextureHandle CreateTexture( GPtr tex); void SetTexture(SizeT index,RenderBase::TextureHandle handle); void SetTexture(SizeT index,const GPtr& rtt); void UpdateTexture(RenderBase::TextureHandle texHandle, RenderBase::Texture::UpdateFunction texMapInfo, void* tag); void UpdateTexture(RenderBase::TextureHandle texHandle, GPtr texture); void ChangeTexture(RenderBase::TextureHandle texHandle, GPtr texture); void RemoveTexture(const RenderBase::TextureHandle &handle); ////////////////////////////////////////////////////////////////////////// //Fixed Pipeline Functions void SetClipPlane(SizeT index, const Math::float4& cplane); Camera* GetCameraByType(CameraOrder co) const; GPtr GetRenderDisplay(); // Apply display parameters void ApplyDisplayParams(); const RenderBase::GraphicCardCapability GetGraphicCardCapability(); void SetWireFrameMode(bool wireframe = false); typedef void (*UICallBack)(); inline void SetUIBeforeDrawCallBack(UICallBack call_back) { m_uiBeforeDrawCallBack = call_back; } inline void SetUIDrawCallBack(UICallBack call_back) { m_uiDrawCallBack = call_back; } typedef void (*DebugDrawCallBack)(); inline void SetFontCallBack(DebugDrawCallBack call_back) { m_debugDrawCallBack = call_back; } EventHandle_BeforeRenderCamera m_BeforeDrawEvent; void AddQuadRenderable(QuadRenderable* const& quad); void ResetAllQuadRenderable() const; void SetDeviceLostCallBack(RenderBase::deviceLostCallBackFunc func); void SetCurrentTargetWindow(ViewPortWindow* target, RenderBase::RenderTarget::ClearFlag flag); ViewPortWindow* GetCurrentTargetWindow() const; void RenderCamera(Camera* camera); //Internal Call!!!!!!!!!!!!!!!! void _ViewPortDirty(); MemoryBlock _GetBlock(SizeT sizeInByte); const StreamBufferPool* _GetPool() const; void _PushRenderCamera(Camera* const& pCamera); void _PopRenderCamera(); void AddRenderScene(RenderScene* pScene); void RemoveRenderScene(RenderScene* pScene); Camera* GetSceneDefaultCamera() const; RenderSceneList& GetRenderSceneList(); private: void _SetCurrentTargetWindow(ViewPortWindow* target); void _ClearWindowCache(); void _ApplyWindows(); void _RenderCamera(Camera* camera); void _OnDeviceLost(); void _OnDeviceReset(); GPtr _CreateDefaultViewPortWindow( WindHandle hWnd , const RenderBase::DisplayMode& mode); void _RemoveRenderResource(const RenderBase::RenderResourceHandle &handle); void OpenRenderSystem(WindHandle hWnd); void StartRenderSystem(int width, int height); void CloseRenderSystem(); UICallBack m_uiBeforeDrawCallBack; UICallBack m_uiDrawCallBack; // [2012.3.27 zhongdaohuan] DebugDrawCallBack m_debugDrawCallBack; GPtr m_graphicDisplay; #if USE_RENDER_THREAD public: ////////////////////////////////////////////////////////////////////////// /// add batched message void AddBatchMessage(const GPtr& msg); /// enter lock-step mode void EnterLockStepMode(); /// leave lock-step mode void LeaveLockStepMode(); /// call when game thread arrives at frame sync point void GameThreadWaitForFrameSync(); private: GPtr m_renderThreadHandler; GPtr m_frameSyncHandlerThread; GPtr m_batchMessage; Threading::ThreadId m_mainThreadId; #else private: GPtr mRenderSystem; #endif enum _viewport { vp_default, }; enum _renderscene { rs_default, }; GPtr m_streamBufferPool; typedef Util::Array< GPtr > ViewPorts; typedef Util::Array Windows; ViewPorts m_ViewPortLists; Util::Stack m_renderingCameraStack; ViewPortWindow* m_currentViewPortWindow; Windows m_windowCache; IndexT m_nViewPort; bool m_ViewPortDirty; GPtr m_RenderToTexturesManager; Util::Array< QuadRenderable* > m_AllQuadRenderable; RenderSceneList m_RenderSceneLists; }; inline GPtr GraphicSystem::GetRenderDisplay() { return m_graphicDisplay; } inline const RenderBase::GraphicCardCapability GraphicSystem::GetGraphicCardCapability() { return mRenderSystem->GetGraphicCardCapability(); } inline void GraphicSystem::SetWireFrameMode(bool wireframe /* = false */) { mRenderSystem->SetWireFrameMode(wireframe); } inline float GraphicSystem::GetHorizontalTexelOffset() { return mRenderSystem->GetHorizontalTexelOffset(); } inline float GraphicSystem::GetVerticalTexelOffset() { return mRenderSystem->GetVerticalTexelOffset(); } inline float GraphicSystem::GetMinimumDepthInputValue() { return mRenderSystem->GetMinimumDepthInputValue(); } inline float GraphicSystem::GetMaximumDepthInputValue() { return mRenderSystem->GetMinimumDepthInputValue(); } inline void GraphicSystem::_ViewPortDirty() { m_ViewPortDirty = true; } inline const StreamBufferPool* GraphicSystem::_GetPool() const { return m_streamBufferPool.get(); } inline void GraphicSystem::SetDeviceLostCallBack(RenderBase::deviceLostCallBackFunc func) { mRenderSystem->SetDeviceLostCallBack(func); } //#if RENDERDEVICE_OPENGLES // inline void GraphicSystem::SetDeviceLost() // { // mRenderSystem->SetDeviceLost(); // } // // inline bool GraphicSystem::IsDeviceLost() const // { // return mRenderSystem->IsDeviceLost(); // } //#endif inline void GraphicSystem::AddQuadRenderable(QuadRenderable* const& quad) { IndexT res = m_AllQuadRenderable.FindIndex(quad); if (res == InvalidIndex) { m_AllQuadRenderable.Append(quad); } } inline void GraphicSystem::_PushRenderCamera(Camera* const& pCamera) { m_renderingCameraStack.Push(pCamera); } inline void GraphicSystem::_PopRenderCamera() { m_renderingCameraStack.Pop(); } inline ViewPortWindow* GraphicSystem::GetCurrentTargetWindow() const { return m_currentViewPortWindow; } inline void GraphicSystem::AddRenderScene(RenderScene* pScene) { RenderSceneList::Iterator it = m_RenderSceneLists.Find(pScene); if (NULL == it) { m_RenderSceneLists.Append(pScene); } } inline void GraphicSystem::RemoveRenderScene(RenderScene* pScene) { RenderSceneList::Iterator it = m_RenderSceneLists.Find(pScene); if (NULL != it) { m_RenderSceneLists.Erase(it); } } inline Camera* GraphicSystem::GetSceneDefaultCamera() const { if(m_RenderSceneLists.Size()) { return m_RenderSceneLists[rs_default]->GetDefaultCamera(); } return NULL; } inline RenderSceneList& GraphicSystem::GetRenderSceneList() { return m_RenderSceneLists; } } #endif// GRAPHICSYSTEM_H_