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//========= Copyright 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose: Main class for the game engine -- osx implementation
//
// $NoKeywords: $
//=============================================================================
#include "stdafx.h"
#include <Cocoa/Cocoa.h>
#include <map>
#include <queue>
#include <sys/time.h>
#include "glstringosx.h"
#include "gameengineosx.h"
#include "steam/isteamdualsense.h"
#if MAC_OS_X_VERSION_MIN_REQUIRED < 101400
#define NSOpenGLContextParameterSwapInterval NSOpenGLCPSwapInterval
#if MAC_OS_X_VERSION_MIN_REQUIRED < 101200
#define NSWindowStyleMaskTitled NSTitledWindowMask
#define NSWindowStyleMaskClosable NSClosableWindowMask
#define NSWindowStyleMaskResizable NSResizableWindowMask
#define NSEventTypeKeyDown NSKeyDown
#define NSEventTypeKeyUp NSKeyUp
#define NSEventTypeFlagsChanged NSFlagsChanged
#define NSEventModifierFlagShift NSShiftKeyMask
#define NSEventModifierFlagControl NSControlKeyMask
#define NSEventModifierFlagOption NSAlternateKeyMask
#define NSEventMaskAny NSAnyEventMask
#endif
#endif
CGameEngineGL *g_engine; // dxabstract will use this.. it is set by the engine constructor
IGameEngine *CreateGameEngineOSX()
{
static CGameEngineGL* s_pGameEngine = NULL;
if (!s_pGameEngine)
{
s_pGameEngine = new CGameEngineGL();
}
return s_pGameEngine;
}
uint64_t GetTickCount()
{
timeval time;
gettimeofday(&time, NULL);
return (time.tv_sec * 1000ULL) + (time.tv_usec / 1000ULL);
}
void OutputDebugString( const char *pchMsg )
{
fprintf( stderr, "%s", pchMsg );
}
struct Packet_t
{
uint32 unSize;
void *pData;
};
class CVoiceContext
{
public:
CVoiceContext()
{
alGenBuffers( ARRAYSIZE(m_buffers), m_buffers );
alGenSources( 1, &m_nSource );
alSourcei( m_nSource, AL_LOOPING, AL_FALSE );
for (int i = 0; i < ARRAYSIZE(m_buffers); i++ )
alSourcei( m_nSource, AL_BUFFER, m_buffers[i] );
m_nNextFreeBuffer = 0;
}
virtual ~CVoiceContext()
{
//
}
ALuint m_buffers[4];
ALuint m_nSource;
size_t m_nNextFreeBuffer;
std::queue<Packet_t> m_pending;
};
class AutoReleasePool
{
public:
AutoReleasePool()
{
pool = [[NSAutoreleasePool alloc] init];
}
~AutoReleasePool()
{
[pool release];
}
NSAutoreleasePool *pool;
};
@interface GLApplication : NSApplication
{
}
- (void)sendEvent:(NSEvent *)anEvent;
- (void)windowWillClose:(NSNotification *)notification;
@end
@implementation GLApplication
- (void)sendEvent:(NSEvent *)anEvent
{
//fprintf( stderr, "sendEvent: %s\n", [[anEvent description] UTF8String] );
[super sendEvent:anEvent];
}
- (void)windowWillClose:(NSNotification *)notification
{
CreateGameEngineOSX()->Shutdown();
}
@end
//-----------------------------------------------------------------------------
// Purpose: Constructor for game engine instance
//-----------------------------------------------------------------------------
CGameEngineGL::CGameEngineGL()
{
g_engine = this;
m_bEngineReadyForUse = false;
m_bShuttingDown = false;
m_nWindowWidth = 0;
m_nWindowHeight = 0;
m_ulPreviousGameTickCount = 0;
m_ulGameTickCount = 0;
m_unVoiceChannelCount = 0;
#if DX9MODE
m_hwnd = NULL;
m_pD3D9Interface = NULL;
m_pD3D9Device = NULL;
m_displayDB = NULL;
m_dwBackgroundColor = D3DCOLOR_ARGB(0, 255, 255, 255 );
m_nNextVertBufferHandle = 1;
m_nNextTextureHandle = 1;
m_hLineBuffer = 0;
m_pLineVertexes = NULL;
m_dwLinesToFlush = 0;
m_dwLineBufferBatchPos = 0;
m_hPointBuffer = NULL;
m_pPointVertexes = NULL;
m_dwPointsToFlush = 0;
m_dwPointBufferBatchPos = 0;
m_hQuadBuffer = NULL;
m_pQuadVertexes = NULL;
m_dwQuadsToFlush = 0;
m_dwQuadBufferBatchPos = 0;
m_hTextureWhite = NULL;
m_nNextFontHandle = 1;
#else
m_hTextureWhite = 0;
m_nNextFontHandle = 1;
m_nNextTextureHandle = 1;
m_hLastTexture = 0;
m_rgflPointsData = new GLfloat[ 3*POINT_BUFFER_TOTAL_SIZE ];
m_rgflPointsColorData = new GLubyte[ 4*POINT_BUFFER_TOTAL_SIZE ];
m_dwPointsToFlush = 0;
m_rgflLinesData = new GLfloat[ 6*LINE_BUFFER_TOTAL_SIZE ];
m_rgflLinesColorData = new GLubyte[ 8*LINE_BUFFER_TOTAL_SIZE ];
m_dwLinesToFlush = 0;
m_rgflQuadsData = new GLfloat [ 12*QUAD_BUFFER_TOTAL_SIZE ];
m_rgflQuadsColorData = new GLubyte[ 16*QUAD_BUFFER_TOTAL_SIZE ];
m_rgflQuadsTextureData = new GLfloat[ 8*QUAD_BUFFER_TOTAL_SIZE ];
m_dwQuadsToFlush = 0;
#endif
if( !BInitializeGraphics() )
{
OutputDebugString( "!! Initializing graphics failed\n" );
return;
}
if ( !BInitializeAudio() )
{
OutputDebugString( "!! Initializing audio failed\n" );
return;
}
m_bEngineReadyForUse = true;
}
//-----------------------------------------------------------------------------
// Purpose: Shutdown the game engine
//-----------------------------------------------------------------------------
void CGameEngineGL::Shutdown()
{
// Flag that we are shutting down so the frame loop will stop running
m_bShuttingDown = true;
#if DX9MODE
#else
if ( m_rgflPointsData )
{
delete[] m_rgflPointsData;
m_rgflPointsData = NULL;
}
if ( m_rgflPointsColorData )
{
delete[] m_rgflPointsColorData;
m_rgflPointsColorData = NULL;
}
if ( m_rgflLinesData )
{
delete[] m_rgflLinesData;
m_rgflLinesData = NULL;
}
if ( m_rgflLinesColorData )
{
delete[] m_rgflLinesColorData;
m_rgflLinesColorData = NULL;
}
if ( m_rgflQuadsData )
{
delete[] m_rgflQuadsData;
m_rgflQuadsData = NULL;
}
if ( m_rgflQuadsColorData )
{
delete[] m_rgflQuadsColorData;
m_rgflQuadsColorData = NULL;
}
if ( m_rgflQuadsTextureData )
{
delete[] m_rgflQuadsTextureData;
m_rgflQuadsTextureData = NULL;
}
std::map<std::string, GLString *>::const_iterator i;
for (i = m_MapStrings.begin(); i != m_MapStrings.end(); ++i)
{
[i->second release];
}
m_MapStrings.clear();
m_dwLinesToFlush = 0;
m_dwPointsToFlush = 0;
m_dwQuadsToFlush = 0;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Initialize voice/audio interfaces
//-----------------------------------------------------------------------------
bool CGameEngineGL::BInitializeAudio()
{
m_palDevice = alcOpenDevice(NULL);
if ( m_palDevice )
{
m_palContext = alcCreateContext( m_palDevice, NULL );
alcMakeContextCurrent( m_palContext );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the GL rendering interfaces and default state
//-----------------------------------------------------------------------------
#define D3DADAPTER_DEFAULT 0
bool CGameEngineGL::BInitializeGraphics()
{
m_nWindowWidth = 1024;
m_nWindowHeight = 768;
AutoReleasePool pool;
ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType( &psn, kProcessTransformToForegroundApplication );
[[GLApplication sharedApplication] activateIgnoringOtherApps: YES];
uint32_t mask = NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable;
GLuint attribs[] =
{
NSOpenGLPFAAccelerated,
NSOpenGLPFADoubleBuffer,
NSOpenGLPFANoRecovery,
NSOpenGLPFABackingStore,
NSOpenGLPFAColorSize, 32,
NSOpenGLPFADepthSize, 16,
0
};
NSOpenGLPixelFormat* pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes: (NSOpenGLPixelFormatAttribute*) attribs];
NSApplicationLoad();
m_view = [[NSOpenGLView alloc] initWithFrame:NSMakeRect( 0, 0, m_nWindowWidth, m_nWindowHeight )
pixelFormat:pixelFormat];
m_view.wantsBestResolutionOpenGLSurface = NO;
int wherex = 50;
int wherey = 50;
m_window = [[NSWindow alloc] initWithContentRect:NSMakeRect( wherex, wherey, m_nWindowWidth, m_nWindowHeight )
styleMask:mask
backing:NSBackingStoreBuffered
defer:NO];
[m_window setAcceptsMouseMovedEvents:YES];
GLint swapInt = 1;
[[m_view openGLContext] setValues:&swapInt forParameter:NSOpenGLContextParameterSwapInterval];
[[m_view openGLContext] makeCurrentContext];
[m_window setContentView:m_view];
[m_window makeKeyAndOrderFront:nil];
// [m_view setPostsFrameChangedNotifications:YES];
#if DX9MODE
GLMgr::NewGLMgr(); // init GL manager
m_hwnd = (void*) [m_window windowRef];
// code transplanted from Windows sample.
if ( !m_pD3D9Interface )
{
// Initialize the d3d interface
m_pD3D9Interface = Direct3DCreate9( D3D_SDK_VERSION );
if ( m_pD3D9Interface == NULL )
{
OutputDebugString( "Direct3DCreate9 failed\n" );
return false;
}
}
if ( !m_pD3D9Device )
{
D3DDISPLAYMODE d3ddisplaymode;
// Get the current desktop display mode, only needed if running in a window.
HRESULT hRes = m_pD3D9Interface->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddisplaymode );
if (FAILED(hRes))
{
OutputDebugString( "GetAdapterDisplayMode failed\n");
return false;
}
// Setup presentation parameters
ZeroMemory( &m_d3dpp, sizeof( m_d3dpp ) );
m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
m_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // no v-sync
m_d3dpp.hDeviceWindow = m_hwnd;
m_d3dpp.BackBufferCount = 1;
m_d3dpp.EnableAutoDepthStencil = TRUE;
m_d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
m_d3dpp.Windowed = TRUE; // bugbug jmccaskey - make a parameter?
m_d3dpp.BackBufferWidth = m_nWindowWidth;
m_d3dpp.BackBufferHeight = m_nWindowHeight; // get it officially later on
m_d3dpp.BackBufferFormat = d3ddisplaymode.Format;
m_d3dpp.BackBufferCount = 1;
m_d3dpp.MultiSampleType = (D3DMULTISAMPLE_TYPE)0;
m_d3dpp.MultiSampleQuality = 0;
// Create Direct3D9 device
// (if it fails to create hardware vertex processing, then go with the software alternative).
hRes = m_pD3D9Interface->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_hwnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&m_d3dpp,
&m_pD3D9Device );
// Could not create a hardware device, create a software one instead (slow....)
if ( FAILED( hRes ) )
{
hRes = m_pD3D9Interface->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&m_d3dpp,
&m_pD3D9Device );
}
// If we couldn't create a device even with software vertex processing then
// it's a fatal error
if ( FAILED( hRes ) )
{
// Make sure the pointer is NULL after failures (seems it sometimes gets modified even when failing)
m_pD3D9Device = NULL;
OutputDebugString( "Failed to create D3D9 device\n" );
return false;
}
//Initialize our render, texture, and sampler stage states
ResetRenderStates();
}
[[m_view openGLContext] update];
#else
// Clear any errors
glGetError();
glClearDepth( 1.0f );
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glDisable( GL_CULL_FACE );
glDisable( GL_ALPHA_TEST );
glDisable( GL_STENCIL_TEST );
glDisable( GL_SCISSOR_TEST );
glDisable( GL_LIGHTING );
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
glDepthMask( GL_FALSE );
// We always need these two
glEnableClientState( GL_COLOR_ARRAY );
glEnableClientState( GL_VERTEX_ARRAY );
// This we'll enable as needed
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef( 0, 0, 0 );
glMatrixMode( GL_TEXTURE );
glLoadIdentity();
glTranslatef( 0, 0, 0 );
glDepthRange( 0.0f, 1.0f );
AdjustViewport();
#endif
return true;
}
#if DX9MODE
void CGameEngineGL::ResetRenderStates()
{
// Since we are just a really basic rendering engine we'll setup our initial
// render states here and we can just assume that they don't change later
m_pD3D9Device->SetRenderState( D3DRS_LIGHTING, FALSE );
m_pD3D9Device->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pD3D9Device->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pD3D9Device->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pD3D9Device->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pD3D9Device->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
m_pD3D9Device->SetRenderState( D3DRS_COLORWRITEENABLE, (D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA ) );
m_pD3D9Device->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
m_pD3D9Device->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
m_pD3D9Device->SetRenderState( D3DRS_STENCILENABLE, FALSE );
m_pD3D9Device->SetRenderState( D3DRS_FOGENABLE, FALSE );
m_pD3D9Device->SetRenderState( D3DRS_SCISSORTESTENABLE, FALSE );
m_pD3D9Device->SetRenderState( D3DRS_CLIPPING, FALSE );
m_pD3D9Device->SetRenderState( D3DRS_LIGHTING, 0 );
// texture stage state - not meaningful on all-shader impl
#if 0
m_pD3D9Device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pD3D9Device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pD3D9Device->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
m_pD3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
m_pD3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pD3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
#endif
// sampler state
m_pD3D9Device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
m_pD3D9Device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
m_pD3D9Device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
// vertex decls
static D3DVERTEXELEMENT9 s_elems_P4C1[] =
{
// stream offset type method usage usageindex
{ 0, 0, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 16, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 0 },
{ 0xFF, 0, 0, 0, 0, 0 } // end marker
};
static D3DVERTEXELEMENT9 s_elems_P4C1T2[] =
{
// stream offset type method usage usageindex
{ 0, 0, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 16, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 0 },
{ 0, 20, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0xFF, 0, 0, 0, 0, 0 } // end marker
};
m_pD3D9Device->CreateVertexDeclaration( s_elems_P4C1, &m_decl_P4C1 );
m_pD3D9Device->CreateVertexDeclaration( s_elems_P4C1T2, &m_decl_P4C1T2 );
// vertex shaders
static char s_vsh_P4C1[] =
"//GLSLvp\n"
"#version 120 \n"
"//ATTRIBMAP-00-A0-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx \n"
"attribute vec4 v0; \n"
"attribute vec4 v1; \n"
"//SAMPLERMASK-0 \n"
"//HIGHWATER-1 \n"
"uniform vec4 vc[1]; \n"
"varying vec4 oColor; \n"
"void main() \n"
"{ \n"
"vec4 consts = vec4( 0.0, 0.5, 1.0, 2.0 ); \n"
"vec4 bias = vec4( -1.0, -1.0, 0.0, 0.0 ); \n"
"vec4 scaling = vec4( 2.0/800.0, 2.0/600.0, 1.0, 1.0 ); \n"
"vec4 r0; \n"
"vec4 r1; \n"
"vec4 vTempPos; \n"
"oColor = v1; //.wzyx; \n" // flip the channels
"vTempPos = (v0 * scaling) + bias; \n"
"vTempPos.z = vTempPos.z * consts.w - vTempPos.w; // z' = (2*z)-w \n"
"//vTempPos.y = -vTempPos.y; // y' = -y \n"
"gl_Position = vTempPos; \n"
"} \n";
static char s_vsh_P4C1T2[] =
"//GLSLvp\n"
"#version 120 \n"
"//ATTRIBMAP-00-A0-50-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx \n"
"attribute vec4 v0; \n"
"attribute vec4 v1; \n"
"attribute vec2 v2; \n"
"//SAMPLERMASK-1 \n"
"//HIGHWATER-1 \n"
"uniform vec4 vc[1]; \n"
"varying vec4 oColor; \n"
"varying vec2 oTexC0; \n"
"void main() \n"
"{ \n"
"vec4 consts = vec4( 0.0, 0.5, 1.0, 2.0 ); \n"
"vec4 bias = vec4( -1.0, -1.0, 0.0, 0.0 ); \n"
"vec4 scaling = vec4( 2.0/800.0, 2.0/600.0, 1.0, 1.0 ); \n"
"vec4 r0; \n"
"vec4 r1; \n"
"vec4 vTempPos; \n"
"oColor = v1; //.wzyx; \n" // flip the channels
"oTexC0 = v2; \n"
"vTempPos = (v0 * scaling)+bias; \n"
"vTempPos.z = vTempPos.z * consts.w - vTempPos.w; // z' = (2*z)-w \n"
"//vTempPos.y = -vTempPos.y; // y' = -y \n"
"gl_Position = vTempPos; \n"
"} \n";
m_pD3D9Device->CreateVertexShader( (const DWORD*) s_vsh_P4C1, &m_vsh_P4C1, "vsh-P4C1", NULL);
m_pD3D9Device->CreateVertexShader( (const DWORD*) s_vsh_P4C1T2, &m_vsh_P4C1T2, "vsh-P4C1T2", NULL);
static char s_psh_P4C1[] =
"//GLSLfp\n"
"#version 120 \n"
"//SAMPLERMASK-0 \n"
"//HIGHWATER-1 \n"
"varying vec4 oColor; \n"
"uniform vec4 pc[1]; \n"
"void main() \n"
"{ \n"
"gl_FragColor = oColor;\n"
"} \n";
static char s_psh_P4C1T2[] =
"//GLSLfp\n"
"#version 120 \n"
"//SAMPLERMASK-1 \n"
"//HIGHWATER-1 \n"
"varying vec4 oColor; \n"
"varying vec2 oTexC0; \n"
"uniform vec4 pc[1]; \n"
"uniform sampler2D sampler0; \n"
"void main() \n"
"{ \n"
"vec4 r0; \n"
"r0 = texture2D( sampler0, oTexC0.xy ); \n"
"r0 = r0 * oColor; \n"
"gl_FragColor = r0; \n"
"} \n";
m_pD3D9Device->CreatePixelShader( (const DWORD*) s_psh_P4C1, &m_psh_P4C1, "psh-P4C1", NULL);
m_pD3D9Device->CreatePixelShader( (const DWORD*) s_psh_P4C1T2, &m_psh_P4C1T2, "psh-P4C1T2", NULL);
}
#else
void CGameEngineGL::AdjustViewport()
{
NSRect viewBounds = [m_view convertRectToBacking:m_view.bounds];
m_nWindowWidth = viewBounds.size.width;
m_nWindowHeight = viewBounds.size.height;
// Perspective
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( 0, m_nWindowWidth, m_nWindowHeight, 0, -1.0f, 1.0f );
glTranslatef( 0, 0, 0 );
// View port has changed as well
glMatrixMode(GL_MODELVIEW);
glViewport( 0, 0, m_nWindowWidth, m_nWindowHeight );
glScissor( 0, 0, m_nWindowWidth, m_nWindowHeight );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
glFlush();
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Updates current tick count for the game engine
//-----------------------------------------------------------------------------
void CGameEngineGL::UpdateGameTickCount()
{
m_ulPreviousGameTickCount = m_ulGameTickCount;
m_ulGameTickCount = GetTickCount();
}
//-----------------------------------------------------------------------------
// Purpose: Tell the game engine to sleep for a bit if needed to limit frame rate. You must keep
// calling this repeatedly until it returns false. If it returns true it's slept a little, but more
// time may be needed.
//-----------------------------------------------------------------------------
bool CGameEngineGL::BSleepForFrameRateLimit( uint32 ulMaxFrameRate )
{
// Frame rate limiting
float flDesiredFrameMilliseconds = 1000.0f/ulMaxFrameRate;
uint64 ulGameTickCount = GetTickCount();
float flMillisecondsElapsed = (float)(ulGameTickCount - m_ulGameTickCount);
if ( flMillisecondsElapsed < flDesiredFrameMilliseconds )
{
// If enough time is left sleep, otherwise just keep spinning so we don't go over the limit...
if ( flDesiredFrameMilliseconds - flMillisecondsElapsed > 3.0f )
{
usleep( 5000 );
}
else
{
// Just return right away so we busy loop, don't want to sleep too long and go over
}
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the background color to clear to
//-----------------------------------------------------------------------------
void CGameEngineGL::SetBackgroundColor( short a, short r, short g, short b )
{
#if DX9MODE
m_dwBackgroundColor = D3DCOLOR_ARGB( a, r, g, b );
#else
glClearColor( (float)r/255.0f, (float)g/255.0f, (float)b/255.0f, (float)a/255.0f );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Start a new frame
//-----------------------------------------------------------------------------
bool CGameEngineGL::StartFrame()
{
#if DX9MODE
m_pD3D9Device->BeginScene();
#else
AdjustViewport();
#endif
// Pump system callbacks
MessagePump();
// We may now be shutting down, check and don't start a frame then
if ( BShuttingDown() )
return false;
// Poll Steam Input devices
PollSteamInput();
#if DX9MODE
uint bkcolor = m_dwBackgroundColor;
#if 0 // for debug
static unsigned char counter;
counter++;
bkcolor = ((uint)counter * 0x01010101) | 0xFF000000;
bkcolor = 0x20202020;
#endif
m_pD3D9Device->Clear( 0, NULL, D3DCLEAR_TARGET, bkcolor, 0, 0 );
#else
#if 0 // for debug
static unsigned char counter;
counter++;
glClearColor( (float)counter/255.0f, (float)counter/255.0f, (float)counter/255.0f, (float)1.0f );
#endif
// Clear the screen for the new frame
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: End the current frame
//-----------------------------------------------------------------------------
void CGameEngineGL::EndFrame()
{
if ( BShuttingDown() )
return;
// Flush point buffer
BFlushPointBuffer();
// Flush line buffer
BFlushLineBuffer();
// Flush quad buffer
BFlushQuadBuffer();
#if DX9MODE
m_pD3D9Device->EndScene();
m_pD3D9Device->Present( NULL, NULL, NULL, NULL );
#else
// Swap buffers now that everything is flushed
[[m_view openGLContext] flushBuffer];
#endif
RunAudio();
}
#if DX9MODE
//-----------------------------------------------------------------------------
// Purpose: Creates a new vertex buffer
//-----------------------------------------------------------------------------
HGAMEVERTBUF CGameEngineGL::HCreateVertexBuffer( uint32 nSizeInBytes, DWORD dwUsage, DWORD dwFVF )
{
if ( !m_pD3D9Device )
return false;
// Create a vertex buffer object
IDirect3DVertexBuffer9 *pVertBuffer;
HRESULT hRes = m_pD3D9Device->CreateVertexBuffer( nSizeInBytes, dwUsage,
dwFVF, D3DPOOL_DEFAULT, &pVertBuffer, NULL );
if ( FAILED( hRes ) )
{
OutputDebugString( "Failed creating vertex buffer\n" );
return 0;
}
HGAMEVERTBUF hVertBuf = m_nNextVertBufferHandle;
++m_nNextVertBufferHandle;
VertBufData_t data;
data.m_bIsLocked = false;
data.m_pBuffer = pVertBuffer;
m_MapVertexBuffers[ hVertBuf ] = data;
return hVertBuf;
}
//-----------------------------------------------------------------------------
// Purpose: Locks an entire vertex buffer with the specified flags into memory
//-----------------------------------------------------------------------------
bool CGameEngineGL::BLockEntireVertexBuffer( HGAMEVERTBUF hVertBuf, void **ppVoid, DWORD dwFlags )
{
if ( !m_pD3D9Device )
return false;
if ( !hVertBuf )
{
OutputDebugString( "Someone is calling BLockEntireVertexBuffer() with a null handle\n" );
return false;
}
// Find the vertex buffer object for the passed handle
std::map<HGAMEVERTBUF, VertBufData_t>::iterator iter;
iter = m_MapVertexBuffers.find( hVertBuf );
if ( iter == m_MapVertexBuffers.end() )
{
OutputDebugString( "Invalid vertex buffer handle passed to BLockEntireVertexBuffer()\n" );
return false;
}
// Make sure the pointer is valid
if ( !iter->second.m_pBuffer )
{
OutputDebugString( "Pointer to vertex buffer is invalid (lost device and not recreated?)!\n" );
return false;
}
// Make sure its not already locked
if ( iter->second.m_bIsLocked )
{
OutputDebugString( "Trying to lock an already locked vertex buffer!\n" );
return false;
}
// we have the buffer, try to lock it
if( FAILED( iter->second.m_pBuffer->Lock( 0, 0, ppVoid, dwFlags ) ) )
{
OutputDebugString( "BLockEntireVertexBuffer call failed\n" );
return false;
}
// Track that we are now locked
iter->second.m_bIsLocked = true;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Unlocks a vertex buffer
//-----------------------------------------------------------------------------
bool CGameEngineGL::BUnlockVertexBuffer( HGAMEVERTBUF hVertBuf )
{
if ( !m_pD3D9Device )
return false;
if ( !hVertBuf )
{
OutputDebugString( "Someone is calling BUnlockVertexBuffer() with a null handle\n" );
return false;
}
// Find the vertex buffer for the passed handle
std::map<HGAMEVERTBUF, VertBufData_t>::iterator iter;
iter = m_MapVertexBuffers.find( hVertBuf );
if ( iter == m_MapVertexBuffers.end() )
{
OutputDebugString( "Invalid vertex buffer handle passed to BUnlockVertexBuffer()\n" );
return false;
}
// Make sure the pointer is valid
if ( !iter->second.m_pBuffer )
{
OutputDebugString( "Pointer to vertex buffer is invalid (lost device and not recreated?)!\n" );
return false;
}
// Make sure we are locked if someone is trying to unlock
if ( !iter->second.m_bIsLocked )
{
OutputDebugString( "Trying to unlock a vertex buffer that is not locked!\n" );
return false;
}
// we have the buffer, try to lock it
if( FAILED( iter->second.m_pBuffer->Unlock() ) )
{
OutputDebugString( "BUnlockVertexBuffer call failed\n" );
return false;
}
// Track that we are now unlocked
iter->second.m_bIsLocked = false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Release a vertex buffer and free its resources
//-----------------------------------------------------------------------------
bool CGameEngineGL::BReleaseVertexBuffer( HGAMEVERTBUF hVertBuf )
{
if ( !m_pD3D9Device )
return false;
if ( !hVertBuf )
{
OutputDebugString( "Someone is calling BReleaseVertexBuffer() with a null handle\n" );
return false;
}
// Find the vertex buffer object for the passed handle
std::map<HGAMEVERTBUF, VertBufData_t>::iterator iter;
iter = m_MapVertexBuffers.find( hVertBuf );
if ( iter == m_MapVertexBuffers.end() )
{
OutputDebugString( "Invalid vertex buffer handle passed to BReleaseVertexBuffer()\n" );
return false;
}
// Make sure the pointer is valid
if ( !iter->second.m_pBuffer )
{
OutputDebugString( "Pointer to vertex buffer is invalid (lost device and not recreated?)!\n" );
return false;
}
// Make sure its unlocked, if it isn't locked this will just fail quietly
if ( iter->second.m_bIsLocked )
iter->second.m_pBuffer->Unlock();
// Release the resources
iter->second.m_pBuffer->Release();
// Remove from the map
m_MapVertexBuffers.erase( iter );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: set vertex decl
//-----------------------------------------------------------------------------
bool CGameEngineGL::BSetVertexDeclaration( IDirect3DVertexDeclaration9 *decl )
{
if ( !m_pD3D9Device )
return false;
m_pD3D9Device->SetVertexDeclaration( decl );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: set stream source
//-----------------------------------------------------------------------------
bool CGameEngineGL::BSetStreamSource( uint streamNumber, HGAMEVERTBUF hVertBuf, uint32 uOffset, uint32 uStride )
{
if ( !m_pD3D9Device )
return false;
std::map<HGAMEVERTBUF, VertBufData_t>::iterator iter;
iter = m_MapVertexBuffers.find( hVertBuf );
if ( iter == m_MapVertexBuffers.end() )
{
OutputDebugString( "Invalid vertex buffer handle passed to BSetStreamSource()\n" );
return false;
}
// Make sure the pointer is valid
if ( !iter->second.m_pBuffer )
{
OutputDebugString( "Pointer to vertex buffer is invalid (lost device and not recreated?)!\n" );
return false;
}
// buffer located, pass it to set stream source call
m_pD3D9Device->SetStreamSource( streamNumber, iter->second.m_pBuffer, uOffset, uStride );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Set shader pair for rendering
//-----------------------------------------------------------------------------
bool CGameEngineGL::BSetShaders( IDirect3DVertexShader9 *vsh, IDirect3DPixelShader9 *psh )
{
if ( !m_pD3D9Device )
return false;
m_pD3D9Device->SetVertexShader( vsh );
m_pD3D9Device->SetPixelShader( psh );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Render primitives out of the current stream source
//-----------------------------------------------------------------------------
bool CGameEngineGL::BRenderPrimitive( D3DPRIMITIVETYPE primType, uint32 uStartVertex, uint32 uCount )
{
if ( !m_pD3D9Device )
return false;
if ( FAILED( m_pD3D9Device->DrawPrimitive( primType, uStartVertex, uCount ) ) )
{
OutputDebugString( "BRenderPrimitive() call failed\n" );
return false;
}
return true;
}
bool CGameEngineGL::BUberRenderPrimitive( IDirect3DVertexShader9 *vsh,
IDirect3DPixelShader9 *psh,
IDirect3DVertexDeclaration9 *decl,
uint streamNumber,
HGAMEVERTBUF hVertBuf,
uint32 uOffset,
uint32 uStride,
D3DPRIMITIVETYPE primType,
uint32 uStartVertex,
uint32 uCount )
{
if ( !m_pD3D9Device )
return false;
bool bRes = false;
bRes |= BSetShaders ( vsh, psh );
bRes |= BSetVertexDeclaration ( decl );
bRes |= BSetStreamSource ( streamNumber, hVertBuf, 0 /*uOffset*/, uStride ); // streams are based at start of buffer
bRes |= BRenderPrimitive ( primType, uStartVertex, uCount ); // uStartVertex advances the fetch offset from the base
return bRes;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Draw a line, the engine internally manages a vertex buffer for batching these
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawLine( float xPos0, float yPos0, DWORD dwColor0, float xPos1, float yPos1, DWORD dwColor1 )
{
if ( m_bShuttingDown )
return false;
#if DX9MODE
if ( !m_pD3D9Device )
return false;
if ( !m_hLineBuffer )
{
// Create the line buffer
m_hLineBuffer = HCreateVertexBuffer( sizeof( LineVertex_t ) * LINE_BUFFER_TOTAL_SIZE * 2, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW | D3DFVF_DIFFUSE );
if ( !m_hLineBuffer )
{
OutputDebugString( "Can't BDrawLine() because vertex buffer creation failed\n" );
return false;
}
}
// Check if we are out of room and need to flush the buffer
if ( m_dwLinesToFlush == LINE_BUFFER_BATCH_SIZE )
{
BFlushLineBuffer();
}
// Lock the vertex buffer into memory
if ( !m_pLineVertexes )
{
if ( !BLockEntireVertexBuffer( m_hLineBuffer, (void**)&m_pLineVertexes, m_dwLineBufferBatchPos ? D3DLOCK_NOOVERWRITE : D3DLOCK_DISCARD ) )
{
m_pLineVertexes = NULL;
OutputDebugString( "BDrawLine failed because locking vertex buffer failed\n" );
return false;
}
}
LineVertex_t *pVertData = &m_pLineVertexes[ m_dwLineBufferBatchPos*2+m_dwLinesToFlush*2 ];
pVertData[0].rhw = 1.0;
pVertData[0].z = 1.0;
pVertData[0].x = xPos0;
pVertData[0].y = yPos0;
pVertData[0].color = dwColor0;
pVertData[1].rhw = 1.0;
pVertData[1].z = 1.0;
pVertData[1].x = xPos1;
pVertData[1].y = yPos1;
pVertData[1].color = dwColor1;
++m_dwLinesToFlush;
#else
// Check if we are out of room and need to flush the buffer
if ( m_dwLinesToFlush == LINE_BUFFER_TOTAL_SIZE )
{
BFlushLineBuffer();
}
DWORD dwOffset = m_dwLinesToFlush*6;
m_rgflLinesData[dwOffset] = xPos0;
m_rgflLinesData[dwOffset+1] = yPos0;
m_rgflLinesData[dwOffset+2] = 1.0;
m_rgflLinesData[dwOffset+3] = xPos1;
m_rgflLinesData[dwOffset+4] = yPos1;
m_rgflLinesData[dwOffset+5] = 1.0;
dwOffset = m_dwLinesToFlush*8;
m_rgflLinesColorData[dwOffset] = COLOR_RED( dwColor0 );
m_rgflLinesColorData[dwOffset+1] = COLOR_GREEN( dwColor0 );
m_rgflLinesColorData[dwOffset+2] = COLOR_BLUE( dwColor0 );
m_rgflLinesColorData[dwOffset+3] = COLOR_ALPHA( dwColor0 );
m_rgflLinesColorData[dwOffset+4] = COLOR_RED( dwColor1 );
m_rgflLinesColorData[dwOffset+5] = COLOR_GREEN( dwColor1 );
m_rgflLinesColorData[dwOffset+6] = COLOR_BLUE( dwColor1 );
m_rgflLinesColorData[dwOffset+7] = COLOR_ALPHA( dwColor1 );
++m_dwLinesToFlush;
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Flush batched lines to the screen
//-----------------------------------------------------------------------------
bool CGameEngineGL::BFlushLineBuffer()
{
#if DX9MODE
// If the vert buffer isn't already locked into memory, then there is nothing to flush
if ( m_pLineVertexes == NULL )
return true; // consider this successful since there was no error
// OK, it is locked, so unlock now
if ( !BUnlockVertexBuffer( m_hLineBuffer ) )
{
OutputDebugString( "Failed flushing line buffer because BUnlockVertexBuffer failed\n" );
return false;
}
// Clear the memory pointer as its invalid now that we unlocked
m_pLineVertexes = NULL;
// If there is nothing to actual flush, we are done
if ( m_dwLinesToFlush == 0 )
return true;
BUberRenderPrimitive( m_vsh_P4C1, m_psh_P4C1, m_decl_P4C1, 0, m_hLineBuffer, 0, sizeof( LineVertex_t ), D3DPT_LINELIST, m_dwLineBufferBatchPos*2, m_dwLinesToFlush );
m_dwLinesToFlush = 0;
m_dwLineBufferBatchPos += LINE_BUFFER_BATCH_SIZE;
if ( m_dwLineBufferBatchPos >= LINE_BUFFER_TOTAL_SIZE )
{
m_dwLineBufferBatchPos = 0;
}
return true;
#else
if ( !m_rgflLinesColorData || !m_rgflLinesData || m_bShuttingDown )
return false;
if ( m_dwLinesToFlush )
{
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflLinesColorData );
glVertexPointer( 3, GL_FLOAT, 0, m_rgflLinesData );
glDrawArrays( GL_LINES, 0, m_dwLinesToFlush*2 );
m_dwLinesToFlush = 0;
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Draw a point, the engine internally manages a vertex buffer for batching these
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawPoint( float xPos, float yPos, DWORD dwColor )
{
if ( m_bShuttingDown )
return false;
#if DX9MODE
if ( !m_pD3D9Device )
return false;
if ( !m_hPointBuffer )
{
// Create the point buffer
m_hPointBuffer = HCreateVertexBuffer( sizeof( PointVertex_t ) * POINT_BUFFER_TOTAL_SIZE * 2, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW | D3DFVF_DIFFUSE );
if ( !m_hPointBuffer )
{
OutputDebugString( "Can't BDrawPoint() because vertex buffer creation failed\n" );
return false;
}
}
// Check if we are out of room and need to flush the buffer
if ( m_dwPointsToFlush == POINT_BUFFER_BATCH_SIZE )
{
BFlushPointBuffer();
}
// Set FVF
//if ( !BSetFVF( D3DFVF_XYZRHW | D3DFVF_DIFFUSE ) )
// return false;
// Lock the vertex buffer into memory
if ( !m_pPointVertexes )
{
if ( !BLockEntireVertexBuffer( m_hPointBuffer, (void**)&m_pPointVertexes, m_dwPointBufferBatchPos+m_dwPointsToFlush ? D3DLOCK_NOOVERWRITE : D3DLOCK_DISCARD ) )
{
m_pPointVertexes = NULL;
OutputDebugString( "BDrawPoint failed because locking vertex buffer failed\n" );
return false;
}
}
PointVertex_t *pVertData = &m_pPointVertexes[ m_dwPointBufferBatchPos+m_dwPointsToFlush ];
pVertData[0].rhw = 1.0;
pVertData[0].z = 1.0;
pVertData[0].x = xPos;
pVertData[0].y = yPos;
pVertData[0].color = dwColor;
++m_dwPointsToFlush;
#else
// Check if we are out of room and need to flush the buffer
if ( m_dwPointsToFlush == POINT_BUFFER_TOTAL_SIZE )
{
BFlushPointBuffer();
}
DWORD dwOffset = m_dwPointsToFlush*3;
m_rgflPointsData[dwOffset] = xPos;
m_rgflPointsData[dwOffset+1] = yPos;
m_rgflPointsData[dwOffset+2] = 1.0;
dwOffset = m_dwPointsToFlush*4;
m_rgflPointsColorData[dwOffset] = COLOR_RED( dwColor );
m_rgflPointsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
m_rgflPointsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
m_rgflPointsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
++m_dwPointsToFlush;
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Flush batched points to the screen
//-----------------------------------------------------------------------------
bool CGameEngineGL::BFlushPointBuffer()
{
#if DX9MODE
#if 1
// If the vert buffer isn't already locked into memory, then there is nothing to flush
if ( m_pPointVertexes == NULL )
return true; // consider this successful since there was no error
// OK, it is locked, so unlock now
if ( !BUnlockVertexBuffer( m_hPointBuffer ) )
{
OutputDebugString( "Failed flushing point buffer because BUnlockVertexBuffer failed\n" );
return false;
}
// Clear the memory pointer as its invalid now that we unlocked
m_pPointVertexes = NULL;
// If there is nothing to actual flush, we are done
if ( m_dwPointsToFlush == 0 )
return true;
BUberRenderPrimitive( m_vsh_P4C1, m_psh_P4C1, m_decl_P4C1, 0, m_hPointBuffer, 0, sizeof( PointVertex_t ), D3DPT_POINTLIST, m_dwPointBufferBatchPos, m_dwPointsToFlush );
m_dwPointsToFlush = 0;
m_dwPointBufferBatchPos += POINT_BUFFER_BATCH_SIZE;
if ( m_dwPointBufferBatchPos >= POINT_BUFFER_TOTAL_SIZE )
{
m_dwPointBufferBatchPos = 0;
}
#endif
m_dwPointsToFlush = 0;
#else
if ( !m_rgflPointsColorData || !m_rgflPointsData || m_bShuttingDown )
return false;
if ( m_dwPointsToFlush )
{
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflPointsColorData );
glVertexPointer( 3, GL_FLOAT, 0, m_rgflPointsData );
glDrawArrays( GL_POINTS, 0, m_dwPointsToFlush );
m_dwPointsToFlush = 0;
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Draw a filled quad
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawFilledRect( float xPos0, float yPos0, float xPos1, float yPos1, DWORD dwColor )
{
#if DX9MODE
if ( !m_hTextureWhite )
{
#if 0 // debug gradient
byte *pRGBAData = new byte[ 16 * 16 * 4 ];
for( uint y = 0; y< 16; y++)
{
for( uint x = 0; x< 16; x++)
{
byte *dest = pRGBAData + (y*64) + (x*4);
dest[0] = 0xFF;
dest[1] = y * 0x11;
dest[2] = x * 0x11;
dest[3] = 0xFF;
}
}
m_hTextureWhite = HCreateTexture( pRGBAData, 16, 16 );
#else
byte *pRGBAData = new byte[ 1 * 1 * 4 ];
memset( pRGBAData, 255, 1*1*4 );
m_hTextureWhite = HCreateTexture( pRGBAData, 1, 1 );
#endif
delete[] pRGBAData;
}
return BDrawTexturedRect( xPos0, yPos0, xPos1, yPos1, 0.0f, 0.0f, 1.0f, 1.0f, dwColor, m_hTextureWhite );
#else
if ( !m_hTextureWhite )
{
byte *pRGBAData = new byte[ 1 * 1 * 4 ];
memset( pRGBAData, 255, 1*1*4 );
m_hTextureWhite = HCreateTexture( pRGBAData, 1, 1 );
delete[] pRGBAData;
}
return BDrawTexturedRect( xPos0, yPos0, xPos1, yPos1, 0.0f, 0.0f, 1.0f, 1.0f, dwColor, m_hTextureWhite );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Draw a textured rect
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawTexturedRect( float xPos0, float yPos0, float xPos1, float yPos1, float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture )
{
if ( m_bShuttingDown )
return false;
#if DX9MODE
if ( !m_pD3D9Device )
return false;
// Find the texture
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
iter = m_MapTextures.find( hTexture );
if ( iter == m_MapTextures.end() )
{
OutputDebugString( "BDrawTexturedRect called with invalid hTexture value\n" );
return false;
}
if ( !m_hQuadBuffer )
{
// Create the line buffer
m_hQuadBuffer = HCreateVertexBuffer( sizeof( TexturedQuadVertex_t ) * QUAD_BUFFER_TOTAL_SIZE * 4, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 );
if ( !m_hQuadBuffer )
{
OutputDebugString( "Can't BDrawTexturedRect() because vertex buffer creation failed\n" );
return false;
}
}
// Check if we are out of room and need to flush the buffer
if ( m_dwQuadsToFlush == QUAD_BUFFER_BATCH_SIZE )
{
BFlushQuadBuffer();
}
// Check if the texture changed so we need to flush the buffer
if ( m_hLastTexture != hTexture )
{
BFlushQuadBuffer();
}
// Save the texture to use for next flush
m_hLastTexture = hTexture;
// Lock the vertex buffer into memory
if ( !m_pQuadVertexes )
{
if ( !BLockEntireVertexBuffer( m_hQuadBuffer, (void**)&m_pQuadVertexes, m_dwQuadBufferBatchPos ? D3DLOCK_NOOVERWRITE : D3DLOCK_DISCARD ) )
{
m_pQuadVertexes = NULL;
OutputDebugString( "BDrawTexturedRect failed because locking vertex buffer failed\n" );
return false;
}
}
TexturedQuadVertex_t *pVertData = &m_pQuadVertexes[ m_dwQuadBufferBatchPos*4+m_dwQuadsToFlush*4 ];
#if GLMDEBUG && 0
GLMPRINTF(("-D- m_dwQuadBufferBatchPos = %d, m_dwQuadsToFlush = %d, net vertex index = %d(offset $%08x), m_pQuadVertexes is %08x, pVertData is %08x " ,
m_dwQuadBufferBatchPos,
m_dwQuadsToFlush,
m_dwQuadBufferBatchPos*4+m_dwQuadsToFlush*4,
(m_dwQuadBufferBatchPos*4+m_dwQuadsToFlush*4) * sizeof( m_pQuadVertexes[0] ),
m_pQuadVertexes,
pVertData
));
#endif
pVertData[0].color = dwColor;
pVertData[0].rhw = 1.0f;
pVertData[0].z = 1.0f;
pVertData[0].x = xPos0;
pVertData[0].y = yPos0;
pVertData[0].u = u0;
pVertData[0].v = v0;
pVertData[1].color = dwColor;
pVertData[1].rhw = 1.0f;
pVertData[1].z = 1.0f;
pVertData[1].x = xPos1;
pVertData[1].y = yPos0;
pVertData[1].u = u1;
pVertData[1].v = v0;
pVertData[2].color = dwColor;
pVertData[2].rhw = 1.0f;
pVertData[2].z = 1.0f;
pVertData[2].x = xPos0;
pVertData[2].y = yPos1;
pVertData[2].u = u0;
pVertData[2].v = v1;
pVertData[3].color = dwColor;
pVertData[3].rhw = 1.0f;
pVertData[3].z = 1.0f;
pVertData[3].x = xPos1;
pVertData[3].y = yPos1;
pVertData[3].u = u1;
pVertData[3].v = v1;
++m_dwQuadsToFlush;
#else
// Find the texture
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
iter = m_MapTextures.find( hTexture );
if ( iter == m_MapTextures.end() )
{
OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
return false;
}
// Check if we are out of room and need to flush the buffer, or if our texture is changing
// then we also need to flush the buffer.
if ( m_dwQuadsToFlush == QUAD_BUFFER_TOTAL_SIZE || m_hLastTexture != hTexture )
{
BFlushQuadBuffer();
}
// Bind the new texture
glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );
DWORD dwOffset = m_dwQuadsToFlush*12;
m_rgflQuadsData[dwOffset] = xPos0;
m_rgflQuadsData[dwOffset+1] = yPos0;
m_rgflQuadsData[dwOffset+2] = 1.0;
m_rgflQuadsData[dwOffset+3] = xPos1;
m_rgflQuadsData[dwOffset+4] = yPos0;
m_rgflQuadsData[dwOffset+5] = 1.0;
m_rgflQuadsData[dwOffset+6] = xPos1;
m_rgflQuadsData[dwOffset+7] = yPos1;
m_rgflQuadsData[dwOffset+8] = 1.0;
m_rgflQuadsData[dwOffset+9] = xPos0;
m_rgflQuadsData[dwOffset+10] = yPos1;
m_rgflQuadsData[dwOffset+11] = 1.0;
dwOffset = m_dwQuadsToFlush*16;
m_rgflQuadsColorData[dwOffset] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+4] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+5] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+6] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+7] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+8] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+9] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+10] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+11] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+12] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+13] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+14] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+15] = COLOR_ALPHA( dwColor );
dwOffset = m_dwQuadsToFlush*8;
m_rgflQuadsTextureData[dwOffset] = u0;
m_rgflQuadsTextureData[dwOffset+1] = v0;
m_rgflQuadsTextureData[dwOffset+2] = u1;
m_rgflQuadsTextureData[dwOffset+3] = v0;
m_rgflQuadsTextureData[dwOffset+4] = u1;
m_rgflQuadsTextureData[dwOffset+5] = v1;
m_rgflQuadsTextureData[dwOffset+6] = u0;
m_rgflQuadsTextureData[dwOffset+7] = v1;
++m_dwQuadsToFlush;
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Draw a textured rect
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawTexturedQuad( float xPos0, float yPos0, float xPos1, float yPos1, float xPos2, float yPos2, float xPos3, float yPos3,
float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture )
{
if ( m_bShuttingDown )
return false;
#if DX9MODE
if ( !m_pD3D9Device )
return false;
// Find the texture
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
iter = m_MapTextures.find( hTexture );
if ( iter == m_MapTextures.end() )
{
OutputDebugString( "BDrawTexturedRect called with invalid hTexture value\n" );
return false;
}
if ( !m_hQuadBuffer )
{
// Create the line buffer
m_hQuadBuffer = HCreateVertexBuffer( sizeof( TexturedQuadVertex_t ) * QUAD_BUFFER_TOTAL_SIZE * 4, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 );
if ( !m_hQuadBuffer )
{
OutputDebugString( "Can't BDrawTexturedRect() because vertex buffer creation failed\n" );
return false;
}
}
// Check if we are out of room and need to flush the buffer
if ( m_dwQuadsToFlush == QUAD_BUFFER_BATCH_SIZE )
{
BFlushQuadBuffer();
}
// Check if the texture changed so we need to flush the buffer
if ( m_hLastTexture != hTexture )
{
BFlushQuadBuffer();
}
// Save the texture to use for next flush
m_hLastTexture = hTexture;
// Lock the vertex buffer into memory
if ( !m_pQuadVertexes )
{
if ( !BLockEntireVertexBuffer( m_hQuadBuffer, (void**)&m_pQuadVertexes, m_dwQuadBufferBatchPos ? D3DLOCK_NOOVERWRITE : D3DLOCK_DISCARD ) )
{
m_pQuadVertexes = NULL;
OutputDebugString( "BDrawTexturedRect failed because locking vertex buffer failed\n" );
return false;
}
}
TexturedQuadVertex_t *pVertData = &m_pQuadVertexes[ m_dwQuadBufferBatchPos*4+m_dwQuadsToFlush*4 ];
#if GLMDEBUG && 0
GLMPRINTF(("-D- m_dwQuadBufferBatchPos = %d, m_dwQuadsToFlush = %d, net vertex index = %d(offset $%08x), m_pQuadVertexes is %08x, pVertData is %08x " ,
m_dwQuadBufferBatchPos,
m_dwQuadsToFlush,
m_dwQuadBufferBatchPos*4+m_dwQuadsToFlush*4,
(m_dwQuadBufferBatchPos*4+m_dwQuadsToFlush*4) * sizeof( m_pQuadVertexes[0] ),
m_pQuadVertexes,
pVertData
));
#endif
pVertData[0].color = dwColor;
pVertData[0].rhw = 1.0f;
pVertData[0].z = 1.0f;
pVertData[0].x = xPos0;
pVertData[0].y = yPos0;
pVertData[0].u = u0;
pVertData[0].v = v0;
pVertData[1].color = dwColor;
pVertData[1].rhw = 1.0f;
pVertData[1].z = 1.0f;
pVertData[1].x = xPos1;
pVertData[1].y = yPos1;
pVertData[1].u = u1;
pVertData[1].v = v0;
pVertData[2].color = dwColor;
pVertData[2].rhw = 1.0f;
pVertData[2].z = 1.0f;
pVertData[2].x = xPos2;
pVertData[2].y = yPos2;
pVertData[2].u = u0;
pVertData[2].v = v1;
pVertData[3].color = dwColor;
pVertData[3].rhw = 1.0f;
pVertData[3].z = 1.0f;
pVertData[3].x = xPos3;
pVertData[3].y = yPos3;
pVertData[3].u = u1;
pVertData[3].v = v1;
++m_dwQuadsToFlush;
#else
// Find the texture
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
iter = m_MapTextures.find( hTexture );
if ( iter == m_MapTextures.end() )
{
OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
return false;
}
// Check if we are out of room and need to flush the buffer, or if our texture is changing
// then we also need to flush the buffer.
if ( m_dwQuadsToFlush == QUAD_BUFFER_TOTAL_SIZE || m_hLastTexture != hTexture )
{
BFlushQuadBuffer();
}
// Bind the new texture
glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );
DWORD dwOffset = m_dwQuadsToFlush*12;
m_rgflQuadsData[dwOffset] = xPos0;
m_rgflQuadsData[dwOffset+1] = yPos0;
m_rgflQuadsData[dwOffset+2] = 1.0;
m_rgflQuadsData[dwOffset+3] = xPos1;
m_rgflQuadsData[dwOffset+4] = yPos1;
m_rgflQuadsData[dwOffset+5] = 1.0;
m_rgflQuadsData[dwOffset+6] = xPos2;
m_rgflQuadsData[dwOffset+7] = yPos2;
m_rgflQuadsData[dwOffset+8] = 1.0;
m_rgflQuadsData[dwOffset+9] = xPos3;
m_rgflQuadsData[dwOffset+10] = yPos3;
m_rgflQuadsData[dwOffset+11] = 1.0;
dwOffset = m_dwQuadsToFlush*16;
m_rgflQuadsColorData[dwOffset] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+4] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+5] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+6] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+7] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+8] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+9] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+10] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+11] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+12] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+13] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+14] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+15] = COLOR_ALPHA( dwColor );
dwOffset = m_dwQuadsToFlush*8;
m_rgflQuadsTextureData[dwOffset] = u0;
m_rgflQuadsTextureData[dwOffset+1] = v0;
m_rgflQuadsTextureData[dwOffset+2] = u1;
m_rgflQuadsTextureData[dwOffset+3] = v0;
m_rgflQuadsTextureData[dwOffset+4] = u1;
m_rgflQuadsTextureData[dwOffset+5] = v1;
m_rgflQuadsTextureData[dwOffset+6] = u0;
m_rgflQuadsTextureData[dwOffset+7] = v1;
++m_dwQuadsToFlush;
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Flush buffered quads
//-----------------------------------------------------------------------------
bool CGameEngineGL::BFlushQuadBuffer()
{
#if DX9MODE
// If the vert buffer isn't already locked into memory, then there is nothing to flush
if ( m_pQuadVertexes == NULL )
return true; // consider this successful since there was no error
// OK, it is locked, so unlock now
if ( !BUnlockVertexBuffer( m_hQuadBuffer ) )
{
OutputDebugString( "Failed flushing quad buffer because BUnlockVertexBuffer failed\n" );
return false;
}
// Clear the memory pointer as its invalid now that we unlocked
m_pQuadVertexes = NULL;
// If there is nothing to actual flush, we are done
if ( m_dwQuadsToFlush == 0 )
return true;
// Find the texture
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
iter = m_MapTextures.find( m_hLastTexture );
if ( iter == m_MapTextures.end() )
{
OutputDebugString( "BFlushQuadBuffer failed with invalid m_hLastTexture value\n" );
return false;
}
// See if we need to actually create the d3d texture
if ( !iter->second.m_pTexture )
{
//HRESULT CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
HRESULT hRes = m_pD3D9Device->CreateTexture(
(UINT)iter->second.m_uWidth,
(UINT)iter->second.m_uHeight,
(UINT)1, // mip map levels (0 = generate all levels down to 1x1 if supported)
(DWORD)0, // have to set the right flag here if you want to autogen mipmaps... we don't
(D3DFORMAT)D3DFMT_A8R8G8B8,
(D3DPOOL)D3DPOOL_MANAGED,
(IDirect3DTexture9** )&iter->second.m_pTexture,
(VD3DHANDLE*)NULL,
"debuglabel" );
if( FAILED( hRes ) )
{
OutputDebugString( "BFlushQuadBuffer failed because CreateTexture() call failed\n" );
iter->second.m_pTexture = NULL;
return false;
}
// Put the data into the texture
D3DLOCKED_RECT rect;
hRes = iter->second.m_pTexture->LockRect( 0, &rect, NULL, 0 );
if( FAILED( hRes ) )
{
OutputDebugString( "LockRect call failed\n" );
iter->second.m_pTexture->Release();
iter->second.m_pTexture = NULL;
return false;
}
DWORD *pARGB = (DWORD *) rect.pBits;
byte *pRGBA = (byte *) iter->second.m_pRGBAData;
byte r,g,b,a;
for( uint32 y = 0; y < iter->second.m_uHeight; ++y )
{
for( uint32 x = 0; x < iter->second.m_uWidth; ++x )
{
// swap position of alpha value from back to front to be in correct format for d3d...
r = *pRGBA++;
g = *pRGBA++;
b = *pRGBA++;
a = *pRGBA++;
*pARGB++ = D3DCOLOR_ARGB( a, r, g, b );
}
}
hRes = iter->second.m_pTexture->UnlockRect( 0 );
if( FAILED( hRes ) )
{
OutputDebugString( "UnlockRect call failed\n" );
iter->second.m_pTexture->Release();
iter->second.m_pTexture = NULL;
return false;
}
}
// Ok, texture should be created ok, do the drawing work
if ( FAILED( m_pD3D9Device->SetTexture( 0, iter->second.m_pTexture ) ) )
{
OutputDebugString( "BFlushQuadBuffer failed setting texture\n" );
return false;
}
for ( DWORD i=0; i < m_dwQuadsToFlush*4; i += 4 )
{
BUberRenderPrimitive( m_vsh_P4C1T2, m_psh_P4C1T2, m_decl_P4C1T2, 0, m_hQuadBuffer, 0, sizeof( TexturedQuadVertex_t ), D3DPT_TRIANGLESTRIP, (m_dwQuadBufferBatchPos*4)+i, 2 );
}
m_pD3D9Device->SetTexture( 0, NULL ); // need to clear the texture before other drawing ops
m_dwQuadsToFlush = 0;
m_dwQuadBufferBatchPos += QUAD_BUFFER_BATCH_SIZE;
if ( m_dwQuadBufferBatchPos >= QUAD_BUFFER_TOTAL_SIZE )
{
m_dwQuadBufferBatchPos = 0;
}
#else
if ( !m_rgflPointsColorData || !m_rgflPointsData || m_bShuttingDown )
return false;
if ( m_dwQuadsToFlush )
{
glEnable( GL_TEXTURE_2D );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflQuadsColorData );
glVertexPointer( 3, GL_FLOAT, 0, m_rgflQuadsData );
glTexCoordPointer( 2, GL_FLOAT, 0, m_rgflQuadsTextureData );
glDrawArrays( GL_QUADS, 0, m_dwQuadsToFlush*4 );
glDisable( GL_TEXTURE_2D );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
m_dwQuadsToFlush = 0;
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Creates a new texture
//-----------------------------------------------------------------------------
HGAMETEXTURE CGameEngineGL::HCreateTexture( byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat )
{
#if DX9MODE
if ( !m_pD3D9Device )
return 0;
TextureData_t TexData;
TexData.m_uWidth = uWidth;
TexData.m_uHeight = uHeight;
TexData.m_pRGBAData = new byte[uWidth*uHeight*4];
memcpy( TexData.m_pRGBAData, pRGBAData, uWidth*uHeight*4 );
TexData.m_pTexture = NULL;
int nHandle = m_nNextTextureHandle;
++m_nNextTextureHandle;
m_MapTextures[nHandle] = TexData;
return nHandle;
#else
if ( m_bShuttingDown )
return 0;
TextureData_t TexData;
TexData.m_uWidth = uWidth;
TexData.m_uHeight = uHeight;
TexData.m_uTextureID = 0;
glEnable( GL_TEXTURE_2D );
glGenTextures( 1, &TexData.m_uTextureID );
glBindTexture( GL_TEXTURE_2D, TexData.m_uTextureID );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0 );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0 );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
// build our texture mipmaps
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, uWidth, uHeight, 0, eTextureFormat == eTextureFormat_RGBA ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, (void *)pRGBAData );
glDisable( GL_TEXTURE_2D );
int nHandle = m_nNextTextureHandle;
++m_nNextTextureHandle;
m_MapTextures[nHandle] = TexData;
return nHandle;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: update an exiting textue
//-----------------------------------------------------------------------------
bool CGameEngineGL::UpdateTexture( HGAMETEXTURE texture, byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat )
{
#if DX9MODE
return false;
#else
if ( m_bShuttingDown )
return false;
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
iter = m_MapTextures.find( texture );
if ( iter == m_MapTextures.end() )
{
OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
return false;
}
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );
// build our texture mipmaps
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, uWidth, uHeight, 0, eTextureFormat == eTextureFormat_RGBA ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, (void *)pRGBAData );
glDisable( GL_TEXTURE_2D );
return true;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Creates a new font
//-----------------------------------------------------------------------------
HGAMEFONT CGameEngineGL::HCreateFont( int nHeight, int nFontWeight, bool bItalic, const char * pchFont )
{
#if DX9MODE
extern unsigned char g_glmDebugFontMap[ 128 * 128 ]; // raster order
#if GLMDEBUG
GLMPRINTF(("-D- CGameEngineGL::HCreateFont nHeight=%d, nFontWeight=%d, bItalic=%s, fontname=%s", nHeight, nFontWeight, bItalic?"T":"F", pchFont ));
#endif
byte *pRGBAData = new byte[ 128 * 128 * 4];
byte *src = (byte*)g_glmDebugFontMap;
byte *dst = pRGBAData;
for( uint y = 0; y< 128; y++)
{
for( uint x = 0; x< 128; x++)
{
if (*src == ' ')
{
dst[0] = 0;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
}
else
{
dst[0] = 0xFF;
dst[1] = 0xFF;
dst[2] = 0xFF;
dst[3] = 0xFF;
}
src++;
dst += 4;
}
}
HGAMETEXTURE font = HCreateTexture( pRGBAData, 128, 128 );
delete[] pRGBAData;
HGAMEFONT hFont = m_nNextFontHandle;
++m_nNextFontHandle;
m_MapGameFonts[ hFont ] = font;
return hFont;
#else
AutoReleasePool pool;
HGAMEFONT hFont = m_nNextFontHandle;
++m_nNextFontHandle;
NSString *fontName = [NSString stringWithUTF8String:pchFont];
NSFont *font = [NSFont fontWithName: fontName size: nHeight];
[font retain];
m_MapGameFonts[ hFont ] = font;
return hFont;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Draws text to the screen inside the given rectangular region, using the given font
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawString( HGAMEFONT hFont, RECT rect, DWORD dwColor, DWORD dwFormat, const char *pchText )
{
#if DX9MODE
HGAMETEXTURE font = (HGAMETEXTURE)m_MapGameFonts[ hFont ];
int stringlen = strlen( pchText );
float stringwidth = stringlen * 7.0f;
float stringheight = 11.0f;
float stringleft = rect.left + floor( ((rect.right - rect.left) - stringwidth) / 2.0f );
float stringtop = rect.top + floor( ((rect.bottom - rect.top) - stringheight) / 2.0f );
for( int charindex = 0; charindex < stringlen; charindex++ )
{
float leftU,rightU,topV,bottomV;
int character = (int)pchText[charindex];
character -= 0x20;
if ( (character<0) || (character > 0x7F) )
{
character = '*' - 0x20;
}
leftU = ((character & 0x0F) * 6.0f ) / 128.0f;
rightU = leftU + (6.0f / 128.0f);
topV = ((character >> 4) * 11.0f ) / 128.0f;
bottomV = topV + (11.0f / 128.0f);
float posx,posy;
posx = stringleft + (7.0f * (float)charindex);
posy = stringtop;
BDrawTexturedRect( posx, posy, posx + 6.0f, posy + 11.0f, leftU, topV, rightU, bottomV, dwColor, font );
}
#else
if ( !hFont )
{
OutputDebugString( "Someone is calling BDrawString with a null font handle\n" );
return false;
}
AutoReleasePool pool;
NSFont *pFont = (NSFont*) m_MapGameFonts[ hFont ];
NSRect box = { { static_cast<CGFloat>(rect.left), static_cast<CGFloat>(rect.top) }, { static_cast<CGFloat>(rect.right-rect.left), static_cast<CGFloat>(rect.bottom-rect.top) } };
NSColor *pColor = [NSColor colorWithCalibratedRed:COLOR_RED(dwColor)/255.0
green:COLOR_GREEN(dwColor)/255.0
blue:COLOR_BLUE(dwColor)/255.0
alpha:COLOR_ALPHA(dwColor)/255.0 ];
GLString *&string = m_MapStrings[ std::string(pchText) ];
NSString *nsString = [NSString stringWithUTF8String:pchText];
if ( string == NULL)
{
string = [[GLString alloc] initWithString:nsString
withFont:pFont
withTextColor:pColor
inBox:&box
withFlags:dwFormat];
}
else
{
[string setFont: pFont];
[string setColor: pColor];
[string setBox: &box];
}
[string drawWithBounds: box];
#endif
return true;
}
void CGameEngineGL::UpdateKey( uint32_t vkKey, int nDown )
{
if ( nDown )
m_SetKeysDown.insert( vkKey );
else
m_SetKeysDown.erase( vkKey );
}
//-----------------------------------------------------------------------------
// Purpose: Message pump for OS messages
//-----------------------------------------------------------------------------
void CGameEngineGL::MessagePump()
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSApplication *pApp = [GLApplication sharedApplication];
do
{
NSEvent *event = [pApp nextEventMatchingMask:NSEventMaskAny untilDate:nil inMode:NSDefaultRunLoopMode dequeue:YES];
if ( event == nil )
break;
// fprintf( stderr, ": %s\n", [[event description] UTF8String] );
uint32_t c = 0;
switch ( [event type] )
{
case NSEventTypeKeyDown:
case NSEventTypeKeyUp:
c = [[event charactersIgnoringModifiers] characterAtIndex:0];
switch ( c )
{
case NSUpArrowFunctionKey:
c = VK_UP;
break;
case NSDownArrowFunctionKey:
c = VK_DOWN;
break;
case NSLeftArrowFunctionKey:
c = VK_LEFT;
break;
case NSRightArrowFunctionKey:
c = VK_RIGHT;
break;
case 127: // on mac 'del' is backspace
c = VK_BACK;
break;
}
c = toupper(c);
if ( [event type] == NSEventTypeKeyDown )
m_SetKeysDown.insert( c );
else
m_SetKeysDown.erase( c );
continue;
case NSEventTypeFlagsChanged:
c = [event modifierFlags];
UpdateKey( VK_SHIFT, c & NSEventModifierFlagShift );
UpdateKey( VK_CONTROL, c & NSEventModifierFlagControl );
UpdateKey( VK_SELECT, c & NSEventModifierFlagOption );
continue;
default:
break;
}
[pApp sendEvent:event];
[pApp updateWindows];
} while ( !BShuttingDown() );
[pool release];
}
//-----------------------------------------------------------------------------
// Purpose: Find out if a key is currently down
//-----------------------------------------------------------------------------
bool CGameEngineGL::BIsKeyDown( DWORD dwVK )
{
std::set<DWORD>::iterator iter;
iter = m_SetKeysDown.find( dwVK );
if ( iter != m_SetKeysDown.end() )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Get a down key value
//-----------------------------------------------------------------------------
bool CGameEngineGL::BGetFirstKeyDown( DWORD *pdwVK )
{
std::set<DWORD>::iterator iter;
iter = m_SetKeysDown.begin();
if ( iter != m_SetKeysDown.end() )
{
*pdwVK = *iter;
m_SetKeysDown.erase( iter );
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
HGAMEVOICECHANNEL CGameEngineGL::HCreateVoiceChannel()
{
m_unVoiceChannelCount++;
CVoiceContext* pVoiceContext = new CVoiceContext;
m_MapVoiceChannel[m_unVoiceChannelCount] = pVoiceContext;
return m_unVoiceChannelCount;
}
void CGameEngineGL::RunAudio()
{
std::map<HGAMEVOICECHANNEL, CVoiceContext* >::iterator iter;
for( iter = m_MapVoiceChannel.begin(); iter!=m_MapVoiceChannel.end(); ++iter)
{
CVoiceContext* pVoice = iter->second;
const int nBufferCount = ARRAYSIZE( pVoice->m_buffers );
ALint nQueued, nProcessed;
alGetSourcei( pVoice->m_nSource, AL_BUFFERS_QUEUED, &nQueued );
alGetSourcei( pVoice->m_nSource, AL_BUFFERS_PROCESSED, &nProcessed );
if ( ( nQueued == nBufferCount ) && ( nProcessed == 0 ) )
{ // No room at the inn
continue;
}
ALuint nBufferID;
for ( int i = 0; i < nProcessed; i++ )
alSourceUnqueueBuffers( pVoice->m_nSource, 1, &nBufferID );
int nMaxToQueue = nBufferCount - nQueued + nProcessed;
bool bQueued = false;
while ( nMaxToQueue && !pVoice->m_pending.empty() )
{
Packet_t &packet = pVoice->m_pending.front();
nBufferID = pVoice->m_buffers[ pVoice->m_nNextFreeBuffer ];
alBufferData( nBufferID, AL_FORMAT_MONO16, packet.pData, packet.unSize, VOICE_OUTPUT_SAMPLE_RATE_IDEAL );
pVoice->m_nNextFreeBuffer = (pVoice->m_nNextFreeBuffer + 1 ) % nBufferCount;
alSourceQueueBuffers( pVoice->m_nSource, 1, &nBufferID);
nMaxToQueue--;
free( packet.pData );
pVoice->m_pending.pop();
bQueued = true;
}
if ( bQueued && ( (nQueued-nProcessed) == 0 ) )
{
alSourcePlay( pVoice->m_nSource );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameEngineGL::DestroyVoiceChannel( HGAMEVOICECHANNEL hChannel )
{
std::map<HGAMEVOICECHANNEL, CVoiceContext* >::iterator iter;
iter = m_MapVoiceChannel.find( hChannel );
if ( iter != m_MapVoiceChannel.end() )
{
CVoiceContext* pVoiceContext = iter->second;
// free outstanding voice packets
while( !pVoiceContext->m_pending.empty() )
{
free( pVoiceContext->m_pending.front().pData );
pVoiceContext->m_pending.pop();
}
delete pVoiceContext;
m_MapVoiceChannel.erase( iter );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CGameEngineGL::AddVoiceData( HGAMEVOICECHANNEL hChannel, const uint8 *pVoiceData, uint32 uLength )
{
std::map<HGAMEVOICECHANNEL, CVoiceContext* >::iterator iter;
iter = m_MapVoiceChannel.find( hChannel );
if ( iter == m_MapVoiceChannel.end() )
return false; // channel not found
CVoiceContext* pVoiceContext = iter->second;
Packet_t packet;
packet.pData = malloc ( uLength );
memcpy( packet.pData, pVoiceData, uLength );
packet.unSize = uLength;
pVoiceContext->m_pending.push( packet );
return true;
}
#if DX9MODE
//-----------------------------------------------------------------------------
// Purpose: return a pointer to a display db object, created on demand
//-----------------------------------------------------------------------------
GLMDisplayDB *CGameEngineGL::GetDisplayDB( void )
{
if (!m_displayDB)
{
m_displayDB = new GLMDisplayDB;
m_displayDB->Populate();
}
return m_displayDB;
}
//-----------------------------------------------------------------------------
// Purpose: allow dxabstract to read back the capabilities of the selected renderer
//-----------------------------------------------------------------------------
void CGameEngineGL::GetRendererInfo( GLMRendererInfoFields *rendInfoOut )
{
// hardwired to renderer 0 which is fine on any single monitor system
if (rendInfoOut)
{
GLMDisplayDB *db = GetDisplayDB();
*rendInfoOut = ((*db->m_renderers)[ 0 ])->m_info;
}
}
PseudoNSGLContextPtr CGameEngineGL::GetNSGLContextForWindow ( void* windowref )
{
WindowRef win = (WindowRef)windowref;
if (win==[m_window windowRef])
{
PseudoNSGLContextPtr nsctx = [ m_view openGLContext ];
Assert( nsctx != NULL );
return nsctx;
}
else
{
return NULL; // sorry, no idea
}
}
//-----------------------------------------------------------------------------
// Purpose: either set or get the rendered size
//-----------------------------------------------------------------------------
void CGameEngineGL::RenderedSize( uint &width, uint &height, bool set )
{
if (set)
{
Assert( 0 ); // not impl'd yet
}
else
{
width = m_nWindowWidth;
height = m_nWindowHeight;
}
}
//-----------------------------------------------------------------------------
// Purpose: get the displayed size which need not match the rendered size
//-----------------------------------------------------------------------------
void CGameEngineGL::DisplayedSize( uint &width, uint &height )
{
width = m_nWindowWidth;
height = m_nWindowHeight;
}
//-----------------------------------------------------------------------------
// Purpose: display completed frame - assumes GLM/DXA already blitted final bits into back buffer of m_view's context
//-----------------------------------------------------------------------------
void CGameEngineGL::ShowPixels ( CShowPixelsParams *params )
{
Assert( m_window != NULL );
Assert( m_view != NULL );
[ [ m_view openGLContext ] makeCurrentContext ];
//if (!params->m_onlySyncView)
{
// save old context
NSOpenGLContext *oldctx = [ NSOpenGLContext currentContext ];
// get target context
NSOpenGLContext *newctx = [ m_view openGLContext ];
// make it current
[newctx makeCurrentContext];
[newctx flushBuffer];
[oldctx makeCurrentContext];
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Return true if there is an active Steam Controller
//-----------------------------------------------------------------------------
bool CGameEngineGL::BIsSteamInputDeviceActive( )
{
if ( m_ActiveControllerHandle )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the steam controller actions
//-----------------------------------------------------------------------------
void CGameEngineGL::InitSteamInput( )
{
// Digital game actions
m_ControllerDigitalActionHandles[eControllerDigitalAction_TurnLeft] = SteamInput()->GetDigitalActionHandle( "turn_left" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_TurnRight] = SteamInput()->GetDigitalActionHandle( "turn_right" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_ForwardThrust] = SteamInput()->GetDigitalActionHandle( "forward_thrust" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_ReverseThrust] = SteamInput()->GetDigitalActionHandle( "backward_thrust" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_FireLasers] = SteamInput()->GetDigitalActionHandle( "fire_lasers" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_PauseMenu] = SteamInput()->GetDigitalActionHandle( "pause_menu" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuUp] = SteamInput()->GetDigitalActionHandle( "menu_up" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuDown] = SteamInput()->GetDigitalActionHandle( "menu_down" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuLeft] = SteamInput()->GetDigitalActionHandle( "menu_left" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuRight] = SteamInput()->GetDigitalActionHandle( "menu_right" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuSelect] = SteamInput()->GetDigitalActionHandle( "menu_select" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuCancel] = SteamInput()->GetDigitalActionHandle( "menu_cancel" );
// Analog game actions
m_ControllerAnalogActionHandles[eControllerAnalogAction_AnalogControls] = SteamInput()->GetAnalogActionHandle( "analog_controls" );
// Action set handles
m_ControllerActionSetHandles[eControllerActionSet_ShipControls] = SteamInput()->GetActionSetHandle( "ship_controls" );
m_ControllerActionSetHandles[eControllerActionSet_MenuControls] = SteamInput()->GetActionSetHandle( "menu_controls" );
}
//-----------------------------------------------------------------------------
// Purpose: Find an active Steam controller
//-----------------------------------------------------------------------------
void CGameEngineGL::FindActiveSteamInputDevice( )
{
// Use the first available steam controller for all interaction. We can call this each frame to handle
// a controller disconnecting and a different one reconnecting. Handles are guaranteed to be unique for
// a given controller, even across power cycles.
// See how many Steam Controllers are active.
ControllerHandle_t pHandles[STEAM_CONTROLLER_MAX_COUNT];
int nNumActive = SteamInput()->GetConnectedControllers( pHandles );
// If there's an active controller, and if we're not already using it, select the first one.
if ( nNumActive && (m_ActiveControllerHandle != pHandles[0]) )
{
m_ActiveControllerHandle = pHandles[0];
}
}
//--------------------------------------------------------------------------------------------------------------
// Purpose: For a given in-game action in a given action set, return a human-reaadable string to use as a prompt.
//--------------------------------------------------------------------------------------------------------------
const char *CGameEngineGL::GetTextStringForControllerOriginDigital( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERDIGITALACTION dwDigitalAction )
{
EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
int nNumOrigins = SteamInput()->GetDigitalActionOrigins( m_ActiveControllerHandle, m_ControllerActionSetHandles[dwActionSet], m_ControllerDigitalActionHandles[dwDigitalAction], origins );
if ( nNumOrigins )
{
// We should handle the case where this action is bound to multiple buttons, but
// here we just grab the first.
return SteamInput()->GetStringForActionOrigin( origins[0] );
}
return SteamInput()->GetStringForActionOrigin( k_EInputActionOrigin_None ); // Return "None"
}
//--------------------------------------------------------------------------------------------------------------
// Purpose: For a given in-game action in a given action set, return a human-reaadable string to use as a prompt.
//--------------------------------------------------------------------------------------------------------------
const char *CGameEngineGL::GetTextStringForControllerOriginAnalog( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERANALOGACTION dwDigitalAction )
{
EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
int nNumOrigins = SteamInput()->GetAnalogActionOrigins( m_ActiveControllerHandle, m_ControllerActionSetHandles[dwActionSet], m_ControllerDigitalActionHandles[dwDigitalAction], origins );
if ( nNumOrigins )
{
// We should handle the case where this action is bound to multiple buttons, but
// here we just grab the first.
return SteamInput()->GetStringForActionOrigin( origins[0] );
}
return SteamInput()->GetStringForActionOrigin( k_EInputActionOrigin_None ); // Return "None"
}
//-----------------------------------------------------------------------------
// Purpose: Called each frame
//-----------------------------------------------------------------------------
void CGameEngineGL::PollSteamInput( )
{
// There's a bug where the action handles aren't non-zero until a config is done loading. Soon config
// information will be available immediately. Until then try to init as long as the handles are invalid.
if ( m_ControllerDigitalActionHandles[eControllerDigitalAction_TurnLeft] == 0 )
{
InitSteamInput( );
return;
}
// Each frame check our active controller handle
FindActiveSteamInputDevice( );
}
//-----------------------------------------------------------------------------
// Purpose: Set the LED color on the controller, if supported by controller
//-----------------------------------------------------------------------------
void CGameEngineGL::SetControllerColor( uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
{
SteamInput()->SetLEDColor( m_ActiveControllerHandle, nColorR, nColorG, nColorB, nFlags );
}
//-----------------------------------------------------------------------------
// Purpose: Set the trigger effect on DualSense controllers
//-----------------------------------------------------------------------------
void CGameEngineGL::SetTriggerEffect( bool bEnabled )
{
ScePadTriggerEffectParam param;
memset( &param, 0, sizeof( param ) );
param.triggerMask = SCE_PAD_TRIGGER_EFFECT_TRIGGER_MASK_R2;
// Clear any existing effect
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].mode = SCE_PAD_TRIGGER_EFFECT_MODE_OFF;
SteamInput()->SetDualSenseTriggerEffect( m_ActiveControllerHandle, &param );
if ( bEnabled )
{
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].mode = SCE_PAD_TRIGGER_EFFECT_MODE_VIBRATION;
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].commandData.vibrationParam.position = 5;
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].commandData.vibrationParam.amplitude = 5;
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].commandData.vibrationParam.frequency = 8;
SteamInput()->SetDualSenseTriggerEffect( m_ActiveControllerHandle, &param );
}
}
//-----------------------------------------------------------------------------
// Purpose: Trigger vibration on the controller, if supported by controller
//-----------------------------------------------------------------------------
void CGameEngineGL::TriggerControllerVibration( unsigned short nLeftSpeed, unsigned short nRightSpeed )
{
SteamInput()->TriggerVibration( m_ActiveControllerHandle, nLeftSpeed, nRightSpeed );
}
//-----------------------------------------------------------------------------
// Purpose: Trigger haptics on the controller, if supported by controller
//-----------------------------------------------------------------------------
void CGameEngineGL::TriggerControllerHaptics( ESteamControllerPad ePad, unsigned short usOnMicroSec, unsigned short usOffMicroSec, unsigned short usRepeat )
{
SteamInput()->Legacy_TriggerRepeatedHapticPulse( m_ActiveControllerHandle, ePad, usOnMicroSec, usOffMicroSec, usRepeat, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Find out if a controller event is currently active
//-----------------------------------------------------------------------------
bool CGameEngineGL::BIsControllerActionActive( ECONTROLLERDIGITALACTION dwAction )
{
ControllerDigitalActionData_t digitalData = SteamInput()->GetDigitalActionData( m_ActiveControllerHandle, m_ControllerDigitalActionHandles[dwAction] );
// Actions are only 'active' when they're assigned to a control in an action set, and that action set is active.
if ( digitalData.bActive )
return digitalData.bState;
return false;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Get the current x,y state of the analog action. Examples of an analog action are a virtual joystick on the trackpad or the real joystick.
//---------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::GetControllerAnalogAction( ECONTROLLERANALOGACTION dwAction, float *x, float *y )
{
ControllerAnalogActionData_t analogData = SteamInput()->GetAnalogActionData( m_ActiveControllerHandle, m_ControllerAnalogActionHandles[dwAction] );
// Actions are only 'active' when they're assigned to a control in an action set, and that action set is active.
if ( analogData.bActive )
{
*x = analogData.x;
*y = analogData.y;
}
else
{
*x = 0.0f;
*y = 0.0f;
}
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Put the controller into a specific action set. Action sets are collections of game-context actions ie "walking", "flying" or "menu"
//-----------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::SetSteamControllerActionSet( ECONTROLLERACTIONSET dwActionSet )
{
if ( m_ActiveControllerHandle == 0 )
return;
// This call is low-overhead and can be called repeatedly from game code that is active in a specific mode.
SteamInput()->ActivateActionSet( m_ActiveControllerHandle, m_ControllerActionSetHandles[dwActionSet] );
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Put the controller into a specific action set layer. Action sets layers apply modifications to an existing action set.
//-----------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::ActivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSetLayer )
{
if ( m_ActiveControllerHandle == 0 )
return;
// This call is low-overhead and can be called repeatedly from game code that is active in a specific mode.
SteamInput()->ActivateActionSetLayer( m_ActiveControllerHandle, m_ControllerActionSetHandles[ dwActionSetLayer ] );
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Deactivate an existing action set layer
//-----------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::DeactivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSetLayer )
{
if ( m_ActiveControllerHandle == 0 )
return;
// This call is low-overhead and can be called repeatedly from game code that is active in a specific mode.
SteamInput()->DeactivateActionSetLayer( m_ActiveControllerHandle, m_ControllerActionSetHandles[ dwActionSetLayer ] );
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Determine whether an action set layer is currently active
//-----------------------------------------------------------------------------------------------------------------------------------------------------
bool CGameEngineGL::BIsActionSetLayerActive( ECONTROLLERACTIONSET dwActionSetLayer )
{
if ( m_ActiveControllerHandle == 0 )
return false;
ControllerActionSetHandle_t pActionSetLayerHandles[ 32 ];
int nActiveLayerCount = SteamInput()->GetActiveActionSetLayers( m_ActiveControllerHandle, pActionSetLayerHandles );
for ( int i = 0; i < nActiveLayerCount; i++ )
{
if ( pActionSetLayerHandles[ i ] == m_ControllerActionSetHandles[ dwActionSetLayer ] )
return true;
}
return false;
}