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/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   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 _HARDWARE_VIDEO_GFX_DEVICE_H_
#define _HARDWARE_VIDEO_GFX_DEVICE_H_

#include "Hardware/Video/Textures/Headers/Texture.h"
#include "Hardware/Video/OpenGL/Headers/GLWrapper.h"
#include "Hardware/Video/Direct3D/Headers/DXWrapper.h"
#include "Managers/Headers/RenderPassManager.h"
#include "Graphs/Headers/SceneGraphNode.h"

#include <boost/lockfree/spsc_queue.hpp>
#include <stack>

namespace Divide {

enum RenderStage;
enum SceneNodeType;

class Light;
class Camera;
class PostFX;
class Quad3D;
class Object3D;
class Renderer;
class ApplicationTimer;
class SceneRenderState;

/// Rough around the edges Adapter pattern abstracting the actual rendering API and access to the GPU
DEFINE_SINGLETON_EXT1(GFXDevice, RenderAPIWrapper)
    typedef hashMapImpl<size_t, RenderStateBlock* > RenderStateMap;
    typedef std::stack<vec4<I32>, vectorImpl<vec4<I32> > > ViewportStack;
	typedef boost::lockfree::spsc_queue<DELEGATE_CBK<>, boost::lockfree::capacity<15> > LoadQueue;

public:
	struct GPUBlock {
		mat4<F32> _ProjectionMatrix;
		mat4<F32> _ViewMatrix;
		mat4<F32> _ViewProjectionMatrix;
		vec4<F32> _cameraPosition;
		vec4<F32> _ViewPort;
		vec4<F32> _ZPlanesCombined; //xy - current, zw - main scene 
		vec4<F32> _clipPlanes[Config::MAX_CLIP_PLANES];
	};

	enum RenderTarget {
		RENDER_TARGET_SCREEN = 0,
		RENDER_TARGET_ANAGLYPH = 1,
		RENDER_TARGET_DEPTH = 2,
		RenderTarget_PLACEHOLDER = 3
	};

public:
	ErrorCode initRenderingApi(const vec2<U16>& resolution, I32 argc, char **argv);
	void closeRenderingApi();

	void idle();
	void beginFrame();
	void endFrame();
		
	void changeResolution(U16 w, U16 h);
    void enableFog(F32 density, const vec3<F32>& color);
    void toggle2D(bool state);
	/// Toggle hardware rasterization on or off. 
    inline void toggleRasterization(bool state);
	/// Change the width of rendered lines to the specified value
	inline void setLineWidth(F32 width);
	/// Restore the width of rendered lines to the previously set value
	inline void restoreLineWidth();
	/// Render specified function inside of a viewport of specified dimensions and position
	inline void renderInViewport(const vec4<I32>& rect, const DELEGATE_CBK<>& callback);

    /**
     *@brief Returns an immediate mode emulation buffer that can be used to construct geometry in a vertex by vertex manner.
     *@param allowPrimitiveRecycle If false, do not reuse old primitives and do not delete it after x-frames. 
     *(Don't use the primitive zombie feature)
     */
    IMPrimitive* getOrCreatePrimitive(bool allowPrimitiveRecycle = true);

    inline void setInterpolation(const D32 interpolation)       {_interpolationFactor = interpolation; }
    inline D32  getInterpolation()                        const {return _interpolationFactor;} 

	inline void             setApi(const RenderAPI& apiId)       { _apiId = apiId; }
	inline const RenderAPI& getApi()                       const { return _apiId; }

	inline void             setGPUVendor(const GPUVendor& gpuvendor)       { _GPUVendor = gpuvendor; }
	inline const GPUVendor& getGPUVendor()                           const { return _GPUVendor; }

    inline void drawDebugAxis(const bool state)       {_drawDebugAxis = state;}
    inline bool drawDebugAxis()                 const {return _drawDebugAxis;}

    void debugDraw(const SceneRenderState& sceneRenderState);
    void drawBox3D(const vec3<F32>& min,const vec3<F32>& max, const vec4<U8>& color);
    void drawLines(const vectorImpl<Line >& lines,
                   const mat4<F32>& globalOffset,
                   const vec4<I32>& viewport, //<only for ortho mode
                   const bool inViewport = false,
                   const bool disableDepth = false);
    
    void drawPoints(U32 numPoints, size_t stateHash, ShaderProgram* const shaderProgram);
    void drawGUIElement(GUIElement* guiElement);
    void submitRenderCommand(const GenericDrawCommand& cmd);
    void submitRenderCommand(const vectorImpl<GenericDrawCommand>& cmds);
    ///Sets the current render stage.
    ///@param stage Is used to inform the rendering pipeline what we are rendering. Shadows? reflections? etc
	inline RenderStage setRenderStage(RenderStage stage);
	inline RenderStage getRenderStage()                  const { return _renderStage; }
    ///Checks if the current rendering stage is any of the stages defined in renderStageMask
    ///@param renderStageMask Is a bitmask of the stages we whish to check if active
    inline bool isCurrentRenderStage(U8 renderStageMask);
	/// Some Scene Node Types are excluded from certain operations (lights triggers, etc)
	inline bool excludeFromStateChange(const SceneNodeType& currentType) { 
        return (_stateExclusionMask & currentType) == currentType; 
    }
	inline void setStateChangeExclusionMask(I32 stateMask) { _stateExclusionMask = stateMask; }

    inline void setPrevShaderId(const U32& id)  { _prevShaderId = id; }
    inline U32  getPrevShaderId()               { return _prevShaderId; }

    inline void setPrevTextureId(const U32& id) { _prevTextureId = id; }
    inline U32  getPrevTextureId()              { return _prevTextureId; }

	void      setRenderer(Renderer* const renderer);
    Renderer* getRenderer() const;
	    
    /// Clipping plane management. All the clipping planes are handled by shader programs only!
    void updateClipPlanes();
    /// disable or enable a clip plane by index
	inline void toggleClipPlane(ClipPlaneIndex index, const bool state);
    /// modify a single clip plane by index
	inline void setClipPlane(ClipPlaneIndex index, const Plane<F32>& p);
    /// set a new list of clipping planes. The old one is discarded
	inline void setClipPlanes(const PlaneList& clipPlanes);
    /// clear all clipping planes
	inline void resetClipPlanes();
    /// get the entire list of clipping planes
    inline const PlaneList& getClippingPlanes() const { return _clippingPlanes; }
	/// 2D rendering enabled
	inline bool is2DRendering() const { return _2DRendering; }
    /// Post Processing state
    inline bool postProcessingEnabled() const { return _enablePostProcessing; }
           void postProcessingEnabled(const bool state);
    /// Anaglyph rendering state
    inline bool anaglyphEnabled() const { return _enableAnaglyph; }
    inline void anaglyphEnabled(const bool state) { _enableAnaglyph = state; }
 
	/// Return or create a new state block using the given descriptor. 
    /// DO NOT DELETE THE RETURNED STATE BLOCK! GFXDevice handles that!
    size_t getOrCreateStateBlock(const RenderStateBlockDescriptor& descriptor);
    const RenderStateBlockDescriptor& getStateBlockDescriptor(size_t renderStateBlockHash) const;
    ///returns the standard state block
    inline size_t getDefaultStateBlock(bool noDepth = false) { 
        return noDepth ? _defaultStateNoDepthHash : 
                         _defaultStateBlockHash; 
    } 
	inline Framebuffer* getRenderTarget(RenderTarget target)  const { return _renderTarget[target]; }

    ///Generate a cubemap from the given position
    ///It renders the entire scene graph (with culling) as default
    ///use the callback param to override the draw function
    void  generateCubeMap(Framebuffer& cubeMap,
                          const vec3<F32>& pos,
						  const DELEGATE_CBK<>& renderFunction,
                          const vec2<F32>& zPlanes,
                          const RenderStage& renderStage = REFLECTION_STAGE);

    void getMatrix(const MATRIX_MODE& mode, mat4<F32>& mat);
	/// Alternative to the normal version of getMatrix
	inline const mat4<F32>& getMatrix(const MATRIX_MODE& mode);

    inline ShaderProgram* activeShaderProgram()                             const { return _activeShaderProgram; }
    inline void           activeShaderProgram(ShaderProgram* const program)       { _activeShaderProgram = program; }
	    
    inline bool MSAAEnabled() const { return _MSAASamples > 0; }
    inline U8   MSAASamples() const { return _MSAASamples; }
    inline bool FXAAEnabled() const { return _FXAASamples > 0; }
    inline U8   FXAASamples() const { return _FXAASamples; }

    RenderDetailLevel generalDetailLevel()                             const { return _generalDetailLevel; }
    void              generalDetailLevel(RenderDetailLevel detailLevel)      { _generalDetailLevel = detailLevel; }
    RenderDetailLevel shadowDetailLevel()                              const { return _shadowDetailLevel; }
    void              shadowDetailLevel(RenderDetailLevel detailLevel)       { _shadowDetailLevel = detailLevel; }
	/// Register a function to be called in the 2D rendering fase of the GFX Flush routine. Use callOrder for sorting purposes 
	inline void add2DRenderFunction(const DELEGATE_CBK<>& callback, U32 callOrder);

    void restoreViewport();
    void setViewport(const vec4<I32>& viewport);
	inline const vec4<I32>& getCurrentViewport()  const { return _viewport.top(); }

	bool loadInContext(const CurrentContext& context, const DELEGATE_CBK<>& callback);

    void ConstructHIZ();
	///Save a screenshot in TGA format
	void Screenshot(char *filename);

    inline U32  getFrameCount()          const { return FRAME_COUNT; }
    inline I32  getDrawCallCount()       const { return FRAME_DRAW_CALLS_PREV; }
    inline void registerDrawCall()             { FRAME_DRAW_CALLS++; }
    inline bool loadingThreadAvailable() const { return _loadingThreadAvailable && _loaderThread;  }

	/// Direct API function delegates
	inline void setWindowPos(U16 w, U16 h) const { _api->setWindowPos(w, h); }
	/// Hardware specific shader preps (e.g.: OpenGL: init/deinit GLSL-OPT and GLSW)
	inline bool initShaders()   { return _api->initShaders(); }
	inline bool deInitShaders() { return _api->deInitShaders(); }
	inline IMPrimitive*        newIMP()                                      const { return _api->newIMP(); }
	inline Framebuffer*        newFB(bool multisampled = false)              const { return _api->newFB(multisampled); }
	inline VertexBuffer*       newVB()                                       const { return _api->newVB(); }
	inline PixelBuffer*        newPB(const PBType& type = PB_TEXTURE_2D)     const { return _api->newPB(type); }
	inline GenericVertexData*  newGVD(const bool persistentMapped)           const { return _api->newGVD(persistentMapped); }
	inline Texture*            newTextureArray(const bool flipped = false)   const { return _api->newTextureArray(flipped); }
	inline Texture*            newTexture2D(const bool flipped = false)      const { return _api->newTexture2D(flipped); }
	inline Texture*            newTextureCubemap(const bool flipped = false) const { return _api->newTextureCubemap(flipped); }
	inline ShaderProgram*      newShaderProgram(const bool optimise = false) const { return _api->newShaderProgram(optimise); }
	inline Shader*             newShader(const stringImpl& name, const  ShaderType& type, const bool optimise = false) const {
		return _api->newShader(name, type, optimise);
	}
	inline ShaderBuffer* newSB(const bool unbound = false, const bool persistentMapped = true) const {
		return _api->newSB(unbound, persistentMapped);
	}
	inline U64  getFrameDurationGPU()  { return _api->getFrameDurationGPU(); }

protected:
    /// Some functions should only be accessable from the rendering api itself
    friend class GL_API;
    friend class DX_API;

	struct GPUVideoMode {
		// width x height
		vec2<U16> _resolution;
		// R,G,B
		vec3<U8>  _bitDepth;
		// Max supported
		U8        _refreshRate;

		bool operator==(const GPUVideoMode &other) const {
			return _resolution == other._resolution &&
				_bitDepth == other._bitDepth &&
				_refreshRate == other._refreshRate;
		}
	};

protected:

    inline LoadQueue& getLoadQueue() { return _loadQueue; }

    inline void initAA(U8 fxaaSamples, U8 msaaSamples){
        _FXAASamples = fxaaSamples;
        _MSAASamples = msaaSamples;
    }

    /// register a new display mode (resolution, bitdepth, etc).
    inline void registerDisplayMode(const GPUVideoMode& mode) {
        // this is terribly slow, but should only be called a couple of times and only on video hardware init
        if (std::find(_supportedDislpayModes.begin(), _supportedDislpayModes.end(), mode) != _supportedDislpayModes.end()) {
            _supportedDislpayModes.push_back(mode);
        }
    }

    inline void loadingThreadAvailable(bool state)  { _loadingThreadAvailable = state; }
    inline void uploadDrawCommands(const vectorImpl<IndirectDrawCommand>& drawCommands) const { 
        _api->uploadDrawCommands(drawCommands); 
    }

protected:
    friend class Kernel;
    friend class Application;
    inline void setCursorPosition(U16 x, U16 y)                 const { _api->setCursorPosition(x,y);}
    inline void changeResolutionInternal(U16 width, U16 height)       { _api->changeResolutionInternal(width, height); }
    inline void changeViewport(const vec4<I32>& newViewport)    const { _api->changeViewport(newViewport); }
    inline void createLoaderThread()                                  { _api->createLoaderThread(); }
    inline void drawPoints(U32 numPoints)                             { _api->drawPoints(numPoints); }
           void drawDebugAxis(const SceneRenderState& sceneRenderState);

protected:
    friend class Camera;

    F32* lookAt(const mat4<F32>& viewMatrix, const vec3<F32>& eyePos);
    ///sets an ortho projection, updating any listeners if needed
    F32* setProjection(const vec4<F32>& rect, const vec2<F32>& planes);
    ///sets a perspective projection, updating any listeners if needed
    F32* setProjection(F32 FoV, F32 aspectRatio, const vec2<F32>& planes) ;
    ///sets the view frustum to either the left or right eye position for anaglyph rendering
    void setAnaglyphFrustum(F32 camIOD, const vec2<F32>& zPlanes, F32 aspectRatio, F32 verticalFoV, bool rightFrustum = false);

protected:
    friend class RenderPassCuller;
    void processVisibleNodes(const vectorImpl<SceneGraphNode* >& visibleNodes);
    void buildDrawCommands(const vectorImpl<SceneGraphNode* >& visibleNodes, SceneRenderState& sceneRenderState);

private:

    GFXDevice();
    ~GFXDevice();
    void previewDepthBuffer();
    void updateViewportInternal(const vec4<I32>& viewport);
    void forceViewportInternal(const vec4<I32>& viewport);
	/// returns false if there was an invalid state detected that could prevent rendering
	bool setBufferData(const GenericDrawCommand& cmd);
    ///Update the graphics pipeline using the current rendering API with the state block passed
    inline void activateStateBlock(const RenderStateBlock& newBlock, RenderStateBlock* const oldBlock) const { 
        _api->activateStateBlock(newBlock, oldBlock); 
    }
    inline void drawText(const TextLabel& textLabel, const vec2<I32>& position) { 
        _api->drawText(textLabel, position); 
    }
    ///Sets the current state block to the one passed as a param
    size_t setStateBlock(size_t stateBlockHash);
	ErrorCode createAPIInstance();

private:
    Camera*           _cubeCamera;
    Camera*           _2DCamera;
    RenderAPIWrapper* _api;
    RenderStage _renderStage;
    U32  _prevShaderId,  _prevTextureId;
    I32  _stateExclusionMask;
    bool _drawDebugAxis;
    bool _viewportUpdate;
    LoadQueue _loadQueue;
    std::atomic_bool _loadingThreadAvailable;
    std::thread *_loaderThread;
    ShaderProgram* _activeShaderProgram;
     
    vectorImpl<Line > _axisLines;
    vectorImpl<Line > _axisLinesTrasnformed;

protected:

	struct NodeData {
		mat4<F32> _matrix[4];

		NodeData()
		{
			_matrix[0].identity();
			_matrix[1].identity();
			_matrix[2].zero();
			_matrix[3].zero();
		}
	};

protected:

	RenderAPI _apiId;
	GPUVendor _GPUVendor;
    Renderer* _renderer;
    /* Rendering buffers*/
    Framebuffer* _renderTarget[RenderTarget_PLACEHOLDER];
    /*State management */
    RenderStateMap _stateBlockMap;
    bool _stateBlockByDescription;
    size_t _currentStateBlockHash;
    size_t _previousStateBlockHash;
    size_t _defaultStateBlockHash;
    size_t _defaultStateNoDepthHash; //<The default render state buth with depth testing disabled
    size_t _state2DRenderingHash;    //<Special render state for 2D rendering
    size_t _stateDepthOnlyRenderingHash;
    mat4<F32> _textureMatrix;
    ///The interpolation factor between the current and the last frame
    D32       _interpolationFactor;
    ///Line width management 
    F32 _previousLineWidth, _currentLineWidth;
    PlaneList _clippingPlanes;
    bool      _enablePostProcessing;
    bool      _enableAnaglyph;
    bool      _2DRendering;
    bool      _rasterizationEnabled;
   
    // number of draw calls (rough estimate)
    I32 FRAME_DRAW_CALLS;
    U32 FRAME_DRAW_CALLS_PREV;
    U32 FRAME_COUNT;
    ///shader used to preview the depth buffer
    ShaderProgram* _previewDepthMapShader;
    ShaderProgram* _HIZConstructProgram;
    ///getMatrix cache
    mat4<F32> _mat4Cache;
    /// AA system
    U8        _MSAASamples;
    U8        _FXAASamples;
    /// Quality settings
    RenderDetailLevel _generalDetailLevel;
    RenderDetailLevel _shadowDetailLevel;

	vectorImpl<std::pair<U32, DELEGATE_CBK<> > > _2dRenderQueue;

    ///Immediate mode emulation
    ShaderProgram*             _imShader;     //<The shader used to render VB data
    vectorImpl<IMPrimitive* >  _imInterfaces; //<The interface that coverts IM calls to VB data

    ///Current viewport stack
    ViewportStack _viewport;

    GPUBlock                _gpuBlock;

    vectorImpl<NodeData >     _matricesData;
    vectorImpl<GPUVideoMode > _supportedDislpayModes;

    ShaderBuffer*  _gfxDataBuffer;
    ShaderBuffer*  _nodeBuffer;
  
    GenericDrawCommand _defaultDrawCmd;

END_SINGLETON

}; //namespace Divide

#include "GFXDevice-Inl.h"


#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Headers/GFXDevice.h

Diff revisions: vs.
Revision Author Commited Message
331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

330 Diff Diff IonutCava picture IonutCava Fri 10 Oct, 2014 17:19:11 +0000

[Ionut]
- New rendering algorithm :
— Perform second pass for visible nodes gathering all render commands and uploading them to an indirect draw buffer
— Render geometry with indirect draw commands
— Removed per-node range binding of the node buffer. Instead, bind the entire buffer once and index data in shaders
— Use “baseInstance” parameter from IndirectDrawCommand as a node buffer index
— Prefer DSA extensions for updating buffer data where applicable
- Moved all rendering specific code from SceneGraphNode to a new RenderingComponent
- Optimized “toString” utility function

326 Diff Diff IonutCava picture IonutCava Tue 30 Sep, 2014 21:11:32 +0000

[Ionut]
- Fixed more memory leaks
- Simplified Task interface and timing System
- Improved compatibility between Boost, STL and EASTL with random combinations of vectors, strings and maps
- Simplified Light class by removing the “slot” member
- Random optimizations

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

323 Diff Diff IonutCava picture IonutCava Thu 11 Sep, 2014 20:58:50 +0000

[Ionut]
- Reworked GFXDevice API initialization system
- Added a separate map for boolean values in ParamHandler
- More cleanups in GFXDevice class
- Fixed an infinite loop issue in Task class

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

319 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 21:37:57 +0000

[Ionut]
- Performance tweaks based on profiling data

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

314 IonutCava picture IonutCava Sun 24 Aug, 2014 19:54:33 +0000

[Ionut]
- More AI work
- Added some needed audio dlls