Files
wagic/JGE/src/DirectX/JGfx.cpp
2014-12-14 22:04:31 +01:00

1428 lines
34 KiB
C++

//-------------------------------------------------------------------------------------
//
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
//
// Licensed under the BSD license, see LICENSE in root folder for details.
//
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
//
//-------------------------------------------------------------------------------------
#include "PrecompiledHeader.h"
#undef DebugTrace
#if (!defined IOS) && (!defined QT_CONFIG)
#if (defined WIN32) && (!defined WP8)
#pragma warning(disable : 4786)
#pragma comment( lib, "giflib.lib" )
#endif
#ifdef WP8
#include <wrl.h>
#include <wrl/client.h>
#include <d3d11_1.h>
#include <DirectXMath.h>
#include <ppl.h>
#include <ppltasks.h>
#include <agile.h>
#include <d2d1_1.h>
//using namespace BasicSprites;
using namespace Microsoft::WRL;
using namespace DirectX;
using namespace Windows::UI::Core;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
#include "SpriteBatch.h"
#include "CommonStates.h"
#include "PlatformHelpers.h"
using namespace DirectX;
#endif
#include <png.h>
#ifdef __cplusplus
extern "C" {
#endif
#define XMD_H
#include <jpeglib.h>
#ifdef __cplusplus
}
#endif
#endif //IOS
#include "../../include/JGE.h"
#include "../../include/JRenderer.h"
#include "../../include/JResourceManager.h"
#include "../../include/JFileSystem.h"
#include "../../include/JAssert.h"
#if (defined WIN32) && (!defined QT_CONFIG)
#ifndef __attribute__
#define __attribute__((a))
#endif
#endif
//typedef float4x4 ESMatrix;
typedef float GLfloat;
typedef struct {
GLfloat m[4][4];
} ESMatrix;
void esMatrixLoadIdentity(ESMatrix *result)
{
memset(result, 0x0, sizeof(ESMatrix));
result->m[0][0] = 1.0f;
result->m[1][1] = 1.0f;
result->m[2][2] = 1.0f;
result->m[3][3] = 1.0f;
}
void esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz)
{
result->m[0][0] *= sx;
result->m[0][1] *= sx;
result->m[0][2] *= sx;
result->m[0][3] *= sx;
result->m[1][0] *= sy;
result->m[1][1] *= sy;
result->m[1][2] *= sy;
result->m[1][3] *= sy;
result->m[2][0] *= sz;
result->m[2][1] *= sz;
result->m[2][2] *= sz;
result->m[2][3] *= sz;
}
void esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz)
{
result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[2][0] * tz);
result->m[3][1] += (result->m[0][1] * tx + result->m[1][1] * ty + result->m[2][1] * tz);
result->m[3][2] += (result->m[0][2] * tx + result->m[1][2] * ty + result->m[2][2] * tz);
result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[2][3] * tz);
}
void esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB)
{
ESMatrix tmp;
int i;
for (i=0; i<4; i++)
{
tmp.m[i][0] = (srcA->m[i][0] * srcB->m[0][0]) +
(srcA->m[i][1] * srcB->m[1][0]) +
(srcA->m[i][2] * srcB->m[2][0]) +
(srcA->m[i][3] * srcB->m[3][0]) ;
tmp.m[i][1] = (srcA->m[i][0] * srcB->m[0][1]) +
(srcA->m[i][1] * srcB->m[1][1]) +
(srcA->m[i][2] * srcB->m[2][1]) +
(srcA->m[i][3] * srcB->m[3][1]) ;
tmp.m[i][2] = (srcA->m[i][0] * srcB->m[0][2]) +
(srcA->m[i][1] * srcB->m[1][2]) +
(srcA->m[i][2] * srcB->m[2][2]) +
(srcA->m[i][3] * srcB->m[3][2]) ;
tmp.m[i][3] = (srcA->m[i][0] * srcB->m[0][3]) +
(srcA->m[i][1] * srcB->m[1][3]) +
(srcA->m[i][2] * srcB->m[2][3]) +
(srcA->m[i][3] * srcB->m[3][3]) ;
}
/*
* Actually, srcA and srcB are column-major order matrixes, while they
* use row-major multiplication. Then above result equals to (B * A) likes these:
for (i=0; i<4; i++){
tmp.m[0][i] = (srcB->m[0][i] * srcA->m[0][0]) +
(srcB->m[1][i] * srcA->m[0][1]) +
(srcB->m[2][i] * srcA->m[0][2]) +
(srcB->m[3][i] * srcA->m[0][3]) ;
tmp.m[1][i] = (srcB->m[0][i] * srcA->m[1][0]) +
(srcB->m[1][i] * srcA->m[1][1]) +
(srcB->m[2][i] * srcA->m[1][2]) +
(srcB->m[3][i] * srcA->m[1][3]) ;
tmp.m[2][i] = (srcB->m[0][i] * srcA->m[2][0]) +
(srcB->m[1][i] * srcA->m[2][1]) +
(srcB->m[2][i] * srcA->m[2][2]) +
(srcB->m[3][i] * srcA->m[2][3]) ;
tmp.m[3][i] = (srcB->m[0][i] * srcA->m[3][0]) +
(srcB->m[1][i] * srcA->m[3][1]) +
(srcB->m[2][i] * srcA->m[3][2]) +
(srcB->m[3][i] * srcA->m[3][3]) ;
}
* So, it works. (Refer to math method of Homogeneous Coordinate)
*/
memcpy(result, &tmp, sizeof(ESMatrix));
}
void esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
GLfloat sinAngle, cosAngle;
GLfloat mag = sqrtf(x * x + y * y + z * z);
sinAngle = sinf ( angle * M_PI / 180.0f );
cosAngle = cosf ( angle * M_PI / 180.0f );
if ( mag > 0.0f )
{
GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
GLfloat oneMinusCos;
ESMatrix rotMat;
x /= mag;
y /= mag;
z /= mag;
xx = x * x;
yy = y * y;
zz = z * z;
xy = x * y;
yz = y * z;
zx = z * x;
xs = x * sinAngle;
ys = y * sinAngle;
zs = z * sinAngle;
oneMinusCos = 1.0f - cosAngle;
// Note: matrixes in OpenGL ES are stored in column-major order!
rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle;
rotMat.m[1][0] = (oneMinusCos * xy) - zs;
rotMat.m[2][0] = (oneMinusCos * zx) + ys;
rotMat.m[3][0] = 0.0F;
rotMat.m[0][1] = (oneMinusCos * xy) + zs;
rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle;
rotMat.m[2][1] = (oneMinusCos * yz) - xs;
rotMat.m[3][1] = 0.0F;
rotMat.m[0][2] = (oneMinusCos * zx) - ys;
rotMat.m[1][2] = (oneMinusCos * yz) + xs;
rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle;
rotMat.m[3][2] = 0.0F;
rotMat.m[0][3] = 0.0F;
rotMat.m[1][3] = 0.0F;
rotMat.m[2][3] = 0.0F;
rotMat.m[3][3] = 1.0F;
esMatrixMultiply( result, &rotMat, result );
}
}
void esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
{
float deltaX = right - left;
float deltaY = top - bottom;
float deltaZ = farZ - nearZ;
ESMatrix ortho;
if ( (deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f) )
return;
esMatrixLoadIdentity(&ortho);
ortho.m[0][0] = 2.0f / deltaX;
ortho.m[3][0] = -(right + left) / deltaX;
ortho.m[1][1] = 2.0f / deltaY;
ortho.m[3][1] = -(top + bottom) / deltaY;
ortho.m[2][2] = -2.0f / deltaZ;
ortho.m[3][2] = -(nearZ + farZ) / deltaZ;
esMatrixMultiply(result, &ortho, result);
}
JQuad::JQuad(JTexture *tex, float x, float y, float width, float height)
:mTex(tex), mX(x), mY(y), mWidth(width), mHeight(height)
{
JASSERT(tex != NULL);
JRenderer::GetInstance()->TransferTextureToGLContext(*tex);
mHotSpotX = 0.0f;
mHotSpotY = 0.0f;
//mBlend = BLEND_DEFAULT;
for (int i=0;i<4;i++)
mColor[i].color = 0xFFFFFFFF;
mHFlipped = false;
mVFlipped = false;
SetTextureRect(x, y, width, height);
}
void JQuad::SetTextureRect(float x, float y, float w, float h)
{
mX = x;
mY = y;
mWidth = w;
mHeight = h;
mTX0 = x/mTex->mTexWidth;
mTY0 = y/mTex->mTexHeight;
mTX1 = (x+w)/mTex->mTexWidth;
mTY1 = (y+h)/mTex->mTexHeight;
}
void JQuad::GetTextureRect(float *x, float *y, float *w, float *h)
{
*x=mX; *y=mY; *w=mWidth; *h=mHeight;
}
void JQuad::SetColor(PIXEL_TYPE color)
{
for (int i=0;i<4;i++)
mColor[i].color = color;
}
void JQuad::SetHotSpot(float x, float y)
{
mHotSpotX = x;
mHotSpotY = y;
}
JRenderer* JRenderer::mInstance = NULL;
bool JRenderer::m3DEnabled = false;
//////////////////////////////////////////////////////////////////////////
JTexture::JTexture() : mBuffer(NULL)
{
mTexId = (ID3D11ShaderResourceView*)0;
}
JTexture::~JTexture()
{
if (mBuffer)
{
if(mTexId)
mTexId->Release();
delete [] mBuffer;
mBuffer = NULL;
}
}
void JTexture::UpdateBits(int x, int y, int width, int height, PIXEL_TYPE* bits)
{
}
//////////////////////////////////////////////////////////////////////////
void JRenderer::Set3DFlag(bool flag) { m3DEnabled = flag; }
JRenderer* JRenderer::GetInstance()
{
if (mInstance == NULL)
{
mInstance = new JRenderer();
JASSERT(mInstance != NULL);
mInstance->InitRenderer();
}
return mInstance;
}
void JRenderer::Destroy()
{
if (mInstance)
{
mInstance->DestroyRenderer();
delete mInstance;
mInstance = NULL;
}
}
JRenderer::JRenderer()
:
mLeft(0.0f),
mRight(SCREEN_WIDTH_F),
mTop(0.0f),
mBottom(SCREEN_HEIGHT_F),
mWindowWidth(0),
mWindowHeight(0),
m_Window(0)
{
}
JRenderer::~JRenderer()
{
}
void JRenderer::InitRenderer()
{
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// This array defines the set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DirectX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DirectX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DirectX::ThrowIfFailed(
context.As(&m_d3dContext)
);
m_spriteBatch = new SpriteBatch(m_d3dContext.Get());
}
void JRenderer::OnWindowsSizeChanged(void* window, float inWidth, float inHeight)
{
if (mWindowWidth != inWidth ||
mWindowHeight != inHeight
// || m_orientation != DisplayProperties::CurrentOrientation
)
{
mWindowWidth = inWidth;
mWindowHeight = inHeight;
if(window != NULL)
m_Window = (IUnknown*)window;
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
if(m_swapChain != nullptr)
{
// If the swap chain already exists, resize it.
DirectX::ThrowIfFailed(
m_swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
static_cast<UINT>(mWindowWidth),
static_cast<UINT>(mWindowHeight),
DXGI_FORMAT_R8G8B8A8_UNORM, //DXGI_FORMAT_B8G8R8A8_UNORM,
0
)
);
}
else
{
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = 0; // Use automatic sizing.
swapChainDesc.Height = 0;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
swapChainDesc.Stereo = false;
swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
swapChainDesc.Flags = 0;
ComPtr<IDXGIDevice1> dxgiDevice;
DirectX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
);
ComPtr<IDXGIAdapter> dxgiAdapter;
DirectX::ThrowIfFailed(
dxgiDevice->GetAdapter(&dxgiAdapter)
);
ComPtr<IDXGIFactory2> dxgiFactory;
DirectX::ThrowIfFailed(
dxgiAdapter->GetParent(
__uuidof(IDXGIFactory2),
&dxgiFactory
)
);
// Windows::UI::Core::CoreWindow* window = (Windows::UI::Core::CoreWindow*)window.Get();
DirectX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
m_Window.Get(),
&swapChainDesc,
nullptr, // Allow on all displays.
&m_swapChain
)
);
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
// ensures that the application will only render after each VSync, minimizing power consumption.
DirectX::ThrowIfFailed(
dxgiDevice->SetMaximumFrameLatency(1)
);
}
// Create a render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D> backBuffer;
DirectX::ThrowIfFailed(
m_swapChain->GetBuffer(
0,
__uuidof(ID3D11Texture2D),
&backBuffer
)
);
DirectX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&m_renderTargetView
)
);
// Cache the rendertarget dimensions in our helper class for convenient use.
D3D11_TEXTURE2D_DESC backBufferDesc = {0};
backBuffer->GetDesc(&backBufferDesc);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
backBufferDesc.Width,
backBufferDesc.Height,
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DirectX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DirectX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
mLeft,// 0.0f,
mTop, //0.0f,
mRight, //static_cast<float>(backBufferDesc.Width),
mBottom //static_cast<float>(backBufferDesc.Height)
);
m_d3dContext->RSSetViewports(1, &viewport);
}
}
void JRenderer::DestroyRenderer()
{
if(m_spriteBatch)
delete m_spriteBatch;
m_spriteBatch = NULL;
}
void JRenderer::BeginScene()
{
m_d3dContext->OMSetRenderTargets(
1,
m_renderTargetView.GetAddressOf(),
nullptr
);
m_d3dContext->ClearRenderTargetView(
m_renderTargetView.Get(),
reinterpret_cast<float*>(&D2D1::ColorF(D2D1::ColorF::MidnightBlue))
);
CommonStates states(m_d3dDevice.Get());
m_spriteBatch->Begin(SpriteSortMode_Deferred, states.NonPremultiplied());
}
void JRenderer::EndScene()
{
m_spriteBatch->End();
// The application may optionally specify "dirty" or "scroll"
// rects to improve efficiency in certain scenarios.
DXGI_PRESENT_PARAMETERS parameters = {0};
parameters.DirtyRectsCount = 0;
parameters.pDirtyRects = nullptr;
parameters.pScrollRect = nullptr;
parameters.pScrollOffset = nullptr;
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
HRESULT hr = m_swapChain->Present1(1, 0, &parameters);
// Discard the contents of the render target.
// This is a valid operation only when the existing contents will be entirely
// overwritten. If dirty or scroll rects are used, this call should be removed.
m_d3dContext->DiscardView(m_renderTargetView.Get());
// Discard the contents of the depth stencil.
m_d3dContext->DiscardView(m_depthStencilView.Get());
// If the device was removed either by a disconnect or a driver upgrade, we
// must recreate all device resources.
if (hr == DXGI_ERROR_DEVICE_REMOVED)
{
// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
float width = mWindowWidth;
float height = mWindowHeight;
mWindowWidth = 0;
mWindowHeight = 0;
m_swapChain = nullptr;
InitRenderer();
OnWindowsSizeChanged(NULL, width, height);
}
else
{
DirectX::ThrowIfFailed(hr);
}
}
void JRenderer::BindTexture(JTexture *tex)
{
}
void JRenderer::EnableTextureFilter(bool flag)
{
if (flag)
mCurrentTextureFilter = TEX_FILTER_LINEAR;
else
mCurrentTextureFilter = TEX_FILTER_NEAREST;
}
void Swap(float *a, float *b)
{
float n=*a;
*a = *b;
*b = n;
}
void JRenderer::RenderQuad(JQuad* quad, float xo, float yo, float angle, float xScale, float yScale)
{
float width = quad->mWidth;
float height = quad->mHeight;
float x = -quad->mHotSpotX;
float y = quad->mHotSpotY;
XMVECTORF32 position = {
((xo)*GetActualWidth())/SCREEN_WIDTH_F, ((yo)*GetActualHeight())/SCREEN_HEIGHT_F, 0, 0
};
XMVECTORF32 origin = {
-x, y, 0, 0
};
XMVECTORF32 color = {
quad->mColor[0].r/255.0f, quad->mColor[0].g/255.0f, quad->mColor[0].b/255.0f, quad->mColor[0].a/255.0f
};
RECT rect;
rect.bottom = quad->mY + height;
rect.top = quad->mY;
rect.left = quad->mX;;
rect.right = quad->mX + width;
XMVECTOR scale = {xScale*GetActualWidth()/SCREEN_WIDTH_F, yScale*GetActualHeight()/SCREEN_HEIGHT_F};
m_spriteBatch->Draw(
quad->mTex->mTexId,
// position
position,
// sourceRectangle
&rect,
// color
color,
// rotation
angle,
// origin
origin,
//scale
scale
);
}
void JRenderer::RenderQuad(JQuad* quad, VertexColor* pt)
{/*
float width = quad->mWidth;
float height = quad->mHeight;
float x = -quad->mHotSpotX;
float y = quad->mHotSpotY;
FXMVECTOR position = { 0, 0 };
FXMVECTOR origin = {
-x, y, 0, 0
};
FXMVECTOR color = {
pt[0].color, pt[1].color, pt[2].color, pt[3].color
};
RECT rect;
rect.bottom = quad->mY + height;
rect.top = quad->mY;
rect.left = quad->mX;
rect.right = quad->mX + width;
XMVECTOR scale = {1*GetActualWidth()/SCREEN_WIDTH_F, 1*GetActualHeight()/SCREEN_HEIGHT_F};
m_spriteBatch->Draw(
quad->mTex->mTexId,
// position
position,
// sourceRectangle
&rect,
// color
color,
// rotation
0,
// origin
origin,
//scale
scale
);*/
}
void JRenderer::FillRect(float x, float y, float width, float height, PIXEL_TYPE color)
{/*
FXMVECTOR position = {
((x)*GetActualWidth())/SCREEN_WIDTH_F, ((y)*GetActualHeight())/SCREEN_HEIGHT_F, 0, 0
};
FXMVECTOR origin = {
0, 0, 0, 0
};
JColor col;
col.color = color;
FXMVECTOR colorVector = {
col.r/255.0f, col.g/255.0f, col.b/255.0f, col.a/255.0f
};
RECT rect;
rect.bottom = height;
rect.top = 0;
rect.left = 0;
rect.right = width;
XMVECTOR scale = {GetActualWidth()/SCREEN_WIDTH_F, GetActualHeight()/SCREEN_HEIGHT_F};
m_spriteBatch->Draw(
NULL,//quad->mTex->mTexId,
// position
position,
// sourceRectangle
&rect,
// color
colorVector,
// rotation
0,
// origin
origin,
//scale
scale
);*/
}
void JRenderer::DrawRect(float x, float y, float width, float height, PIXEL_TYPE color)
{
}
void JRenderer::FillRect(float x, float y, float width, float height, PIXEL_TYPE* colors)
{
JColor col[4];
for (int i=0;i<4;i++)
col[i].color = colors[i];
FillRect(x, y, width, height, col);
}
void JRenderer::FillRect(float x, float y, float width, float height, JColor* colors)
{
}
void JRenderer::DrawLine(float x1, float y1, float x2, float y2, PIXEL_TYPE color)
{
}
void JRenderer::PlotArray(float *x, float *y, int count, PIXEL_TYPE color)
{
}
void JRenderer::ScreenShot(const char* filename __attribute__((unused)))
{
}
static int getNextPower2(int width)
{
int b = width;
int n;
for (n = 0; b != 0; n++) b >>= 1;
b = 1 << n;
if (b == 2 * width) b >>= 1;
return b;
}
static void jpg_null(j_decompress_ptr cinfo __attribute__((unused)))
{
}
static boolean jpg_fill_input_buffer(j_decompress_ptr cinfo __attribute__((unused)))
{
//// ri.Con_Printf(PRINT_ALL, "Premature end of JPEG data\n");
return 1;
}
static void jpg_skip_input_data(j_decompress_ptr cinfo, long num_bytes)
{
cinfo->src->next_input_byte += (size_t) num_bytes;
cinfo->src->bytes_in_buffer -= (size_t) num_bytes;
//// if (cinfo->src->bytes_in_buffer < 0)
//// ri.Con_Printf(PRINT_ALL, "Premature end of JPEG data\n");
}
static void jpeg_mem_src(j_decompress_ptr cinfo, byte *mem, int len)
{
cinfo->src = (struct jpeg_source_mgr *)(*cinfo->mem->alloc_small)((j_common_ptr) cinfo, JPOOL_PERMANENT, sizeof(struct jpeg_source_mgr));
cinfo->src->init_source = jpg_null;
cinfo->src->fill_input_buffer = jpg_fill_input_buffer;
cinfo->src->skip_input_data = jpg_skip_input_data;
cinfo->src->resync_to_restart = jpeg_resync_to_restart;
cinfo->src->term_source = jpg_null;
cinfo->src->bytes_in_buffer = len;
cinfo->src->next_input_byte = mem;
}
/*
==============
LoadJPG
==============
*/
void JRenderer::LoadJPG(TextureInfo &textureInfo, const char *filename, int mode __attribute__((unused)), int TextureFormat __attribute__((unused)))
{
textureInfo.mBits = NULL;
struct jpeg_decompress_struct cinfo;
struct jpeg_error_mgr jerr;
BYTE *rawdata, *rgbadata, *scanline, *p, *q;
int rawsize, i;
JFileSystem* fileSystem = JFileSystem::GetInstance();
if (!fileSystem->OpenFile(filename)) return;
rawsize = fileSystem->GetFileSize();
rawdata = new BYTE[rawsize];
if (!rawdata)
{
fileSystem->CloseFile();
return;
}
fileSystem->ReadFile(rawdata, rawsize);
fileSystem->CloseFile();
// Initialize libJpeg Object
cinfo.err = jpeg_std_error(&jerr);
jpeg_create_decompress(&cinfo);
jpeg_mem_src(&cinfo, rawdata, rawsize);
// Process JPEG header
jpeg_read_header(&cinfo, true);
// Start Decompression
jpeg_start_decompress(&cinfo);
// Check Colour Components
if(cinfo.output_components != 3 && cinfo.output_components != 4)
{
//// ri.Con_Printf(PRINT_ALL, "Invalid JPEG colour components\n");
jpeg_destroy_decompress(&cinfo);
//// ri.FS_FreeFile(rawdata);
return;
}
int tw = getNextPower2(cinfo.output_width);
int th = getNextPower2(cinfo.output_height);
// Allocate Memory for decompressed image
rgbadata = new BYTE[tw * th * 4];
if(!rgbadata)
{
//// ri.Con_Printf(PRINT_ALL, "Insufficient RAM for JPEG buffer\n");
jpeg_destroy_decompress(&cinfo);
//// ri.FS_FreeFile(rawdata);
delete [] rgbadata;
return;
}
// Pass sizes to output
// Allocate Scanline buffer
scanline = (byte *)malloc(cinfo.output_width * 3);
if(!scanline)
{
//// ri.Con_Printf(PRINT_ALL, "Insufficient RAM for JPEG scanline buffer\n");
jpeg_destroy_decompress(&cinfo);
//// ri.FS_FreeFile(rawdata);
delete [] rgbadata;
return;
}
// Read Scanlines, and expand from RGB to RGBA
BYTE* currRow = rgbadata;
while(cinfo.output_scanline < cinfo.output_height)
{
p = scanline;
jpeg_read_scanlines(&cinfo, &scanline, 1);
q = currRow;
for(i=0; i<(int)cinfo.output_width; i++)
{
q[0] = p[0];
q[1] = p[1];
q[2] = p[2];
q[3] = 255;
p+=3; q+=4;
}
currRow += tw*4;
}
// Free the scanline buffer
free(scanline);
textureInfo.mBits = rgbadata;
textureInfo.mWidth = cinfo.output_width;
textureInfo.mHeight = cinfo.output_height;
textureInfo.mTexWidth = tw;
textureInfo.mTexHeight = th;
// Finish Decompression
try {
jpeg_finish_decompress(&cinfo);
} catch(...) {}
// Destroy JPEG object
jpeg_destroy_decompress(&cinfo);
delete[] rawdata;
}
static void PNGCustomWarningFn(png_structp png_ptr __attribute__((unused)), png_const_charp warning_msg __attribute__((unused)))
{
// ignore PNG warnings
}
static void PNGCustomReadDataFn(png_structp png_ptr, png_bytep data, png_size_t length)
{
png_size_t check;
JFileSystem *fileSystem = (JFileSystem*)png_ptr->io_ptr;
check = fileSystem->ReadFile(data, length);
if (check != length)
{
png_error(png_ptr, "Read Error!");
}
}
JTexture* JRenderer::LoadTexture(const char* filename, int mode, int TextureFormat __attribute__((unused)))
{
TextureInfo textureInfo;
textureInfo.mBits = NULL;
if (strstr(filename, ".jpg")!=NULL || strstr(filename, ".JPG")!=NULL)
LoadJPG(textureInfo, filename);
#if (!defined IOS) && (!defined QT_CONFIG) && (!defined SDL_CONFIG) && (!defined WP8)
else if(strstr(filename, ".gif")!=NULL || strstr(filename, ".GIF")!=NULL)
LoadGIF(textureInfo,filename);
#endif
else if(strstr(filename, ".png")!=NULL || strstr(filename, ".PNG")!=NULL)
LoadPNG(textureInfo, filename);
if (textureInfo.mBits == NULL) {
printf("Texture %s failed to load\n", filename);
return NULL;
}
bool ret = false;
JTexture *tex = new JTexture();
if (tex)
{
if (mImageFilter != NULL)
mImageFilter->ProcessImage((PIXEL_TYPE*)textureInfo.mBits, textureInfo.mWidth, textureInfo.mHeight);
tex->mFilter = TEX_FILTER_LINEAR;
tex->mWidth = textureInfo.mWidth;
tex->mHeight = textureInfo.mHeight;
tex->mTexWidth = textureInfo.mTexWidth;
tex->mTexHeight = textureInfo.mTexHeight;
tex->mBuffer = textureInfo.mBits;
}
return tex;
}
int JRenderer::LoadPNG(TextureInfo &textureInfo, const char *filename, int mode __attribute__((unused)), int TextureFormat __attribute__((unused)))
{
textureInfo.mBits = NULL;
DWORD* p32;
png_structp png_ptr;
png_infop info_ptr;
unsigned int sig_read = 0;
png_uint_32 width, height, tw, th;
int bit_depth, color_type, interlace_type, x, y;
DWORD* line;
JFileSystem* fileSystem = JFileSystem::GetInstance();
if (!fileSystem->OpenFile(filename))
return JGE_ERR_CANT_OPEN_FILE;
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (png_ptr == NULL)
{
fileSystem->CloseFile();
return JGE_ERR_PNG;
}
png_set_error_fn(png_ptr, (png_voidp) NULL, (png_error_ptr) NULL, PNGCustomWarningFn);
info_ptr = png_create_info_struct(png_ptr);
if (info_ptr == NULL)
{
//fclose(fp);
fileSystem->CloseFile();
png_destroy_read_struct(&png_ptr, png_infopp_NULL, png_infopp_NULL);
return JGE_ERR_PNG;
}
png_init_io(png_ptr, NULL);
png_set_read_fn(png_ptr, (png_voidp)fileSystem, PNGCustomReadDataFn);
png_set_sig_bytes(png_ptr, sig_read);
png_read_info(png_ptr, info_ptr);
png_get_IHDR(png_ptr, info_ptr, &width, &height, &bit_depth, &color_type, &interlace_type, int_p_NULL, int_p_NULL);
png_set_strip_16(png_ptr);
png_set_packing(png_ptr);
if (color_type == PNG_COLOR_TYPE_PALETTE) png_set_palette_to_rgb(png_ptr);
if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8) png_set_gray_1_2_4_to_8(png_ptr);
if (png_get_valid(png_ptr, info_ptr, PNG_INFO_tRNS)) png_set_tRNS_to_alpha(png_ptr);
png_set_filler(png_ptr, 0xff, PNG_FILLER_AFTER);
line = (DWORD*) malloc(width * 4);
if (!line)
{
//fclose(fp);
fileSystem->CloseFile();
png_destroy_read_struct(&png_ptr, png_infopp_NULL, png_infopp_NULL);
return JGE_ERR_MALLOC_FAILED;
}
tw = getNextPower2(width);
th = getNextPower2(height);
int size = tw * th * 4; // RGBA
BYTE* buffer = new BYTE[size];
//JTexture *tex = new JTexture();
if (buffer)
{
p32 = (DWORD*) buffer;
for (y = 0; y < (int)height; y++)
{
png_read_row(png_ptr, (BYTE*) line, png_bytep_NULL);
for (x = 0; x < (int)width; x++)
{
DWORD color32 = line[x];
int a = (color32 >> 24) & 0xff;
int r = color32 & 0xff;
int g = (color32 >> 8) & 0xff;
int b = (color32 >> 16) & 0xff;
color32 = r | (g << 8) | (b << 16) | (a << 24);
*(p32+x) = color32;
}
p32 += tw;
}
}
free (line);
png_read_end(png_ptr, info_ptr);
png_destroy_read_struct(&png_ptr, &info_ptr, png_infopp_NULL);
fileSystem->CloseFile();
textureInfo.mBits = buffer;
textureInfo.mWidth = width;
textureInfo.mHeight = height;
textureInfo.mTexWidth = tw;
textureInfo.mTexHeight = th;
return 1;
//return textureInfo;
}
void JRenderer::TransferTextureToGLContext(JTexture& inTexture)
{
if (inTexture.mBuffer != NULL)
{
D3D11_TEXTURE2D_DESC desc;
HRESULT hr = E_FAIL;
desc.Width = static_cast<UINT>( inTexture.mTexWidth );
desc.Height = static_cast<UINT>( inTexture.mTexHeight );
desc.MipLevels = static_cast<UINT>( 1 );
desc.ArraySize = static_cast<UINT>( 1 );
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = inTexture.mBuffer;
initData.SysMemPitch = inTexture.mTexWidth*4;
initData.SysMemSlicePitch = inTexture.mTexHeight*inTexture.mTexWidth*4;
ID3D11Texture2D* tex2D = nullptr;
hr = m_d3dDevice->CreateTexture2D( &desc, &initData, &tex2D);
if( FAILED(hr) || tex2D == 0)
return;
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
memset( &SRVDesc, 0, sizeof( SRVDesc ) );
SRVDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SRVDesc.Texture2D.MipLevels = 1;
hr = m_d3dDevice->CreateShaderResourceView( tex2D, &SRVDesc, &inTexture.mTexId );
tex2D->Release();
delete [] inTexture.mBuffer;
inTexture.mBuffer = NULL;
}
}
JTexture* JRenderer::CreateTexture(int width, int height, int mode __attribute__((unused)))
{
JTexture *tex = new JTexture();
HRESULT hr = E_FAIL;
if (tex)
{
int size = width * height * sizeof(PIXEL_TYPE); // RGBA
BYTE* buffer = new BYTE[size];
if (buffer)
{
tex->mFilter = TEX_FILTER_LINEAR;
tex->mWidth = width;
tex->mHeight = height;
tex->mTexWidth = width;
tex->mTexHeight = height;
tex->mBuffer = buffer;
TransferTextureToGLContext(*tex);
}
else
{
delete tex;
tex = NULL;
}
}
return tex;
}
void JRenderer::EnableVSync(bool flag __attribute__((unused)))
{
// if (flag)
// hge->System_SetState(HGE_FPS, 60); // HGEFPS_VSYNC
// else
// hge->System_SetState(HGE_FPS, HGEFPS_UNLIMITED);
}
void JRenderer::ClearScreen(PIXEL_TYPE color)
{
JColor col;
col.color = color;
FLOAT colorf[4];
colorf[0] = col.r/255.0f;
colorf[1] = col.g/255.0f;
colorf[2] = col.b/255.0f;
colorf[3] = col.a/255.0f;
m_d3dContext->ClearRenderTargetView(
m_renderTargetView.Get(), colorf
);
}
void JRenderer::SetTexBlend(int src, int dest)
{
}
void JRenderer::SetTexBlendSrc(int src)
{// NOT USED
}
void JRenderer::SetTexBlendDest(int dest)
{// NOT USED
}
void JRenderer::Enable2D()
{// NOT USED
if (mCurrentRenderMode == MODE_2D)
return;
mCurrentRenderMode = MODE_2D;
}
void JRenderer::Enable3D()
{ /* NOT USED */
}
void JRenderer::SetClip(int, int, int, int)
{// NOT USED
}
void JRenderer::LoadIdentity()
{// NOT USED
}
void JRenderer::Translate(float, float, float)
{// NOT USED
}
void JRenderer::RotateX(float)
{// NOT USED
}
void JRenderer::RotateY(float)
{// NOT USED
}
void JRenderer::RotateZ(float)
{// NOT USED
}
void JRenderer::PushMatrix()
{// NOT USED
}
void JRenderer::PopMatrix()
{// NOT USED
}
void JRenderer::RenderTriangles(JTexture* texture, Vertex3D *vertices, int start, int count)
{// NOT USED
}
void JRenderer::SetFOV(float fov)
{// NOT USED
mFOV = fov;
}
void JRenderer::FillPolygon(float* x, float* y, int count, PIXEL_TYPE color)
{// NOT USED
}
void JRenderer::DrawPolygon(float* x, float* y, int count, PIXEL_TYPE color)
{// NOT USED
}
void JRenderer::DrawLine(float x1, float y1, float x2, float y2, float lineWidth, PIXEL_TYPE color)
{// NOT USED
float dy=y2-y1;
float dx=x2-x1;
if(dy==0 && dx==0)
return;
float l=(float)hypot(dx,dy);
float x[4];
float y[4];
x[0]=x1+lineWidth*(y2-y1)/l;
y[0]=y1-lineWidth*(x2-x1)/l;
x[1]=x1-lineWidth*(y2-y1)/l;
y[1]=y1+lineWidth*(x2-x1)/l;
x[2]=x2-lineWidth*(y2-y1)/l;
y[2]=y2+lineWidth*(x2-x1)/l;
x[3]=x2+lineWidth*(y2-y1)/l;
y[3]=y2-lineWidth*(x2-x1)/l;
FillPolygon(x, y, 4, color);
}
void JRenderer::DrawCircle(float x, float y, float radius, PIXEL_TYPE color)
{// NOT USED
}
void JRenderer::FillCircle(float x, float y, float radius, PIXEL_TYPE color)
{// NOT USED
}
void JRenderer::DrawPolygon(float x, float y, float size, int count, float startingAngle, PIXEL_TYPE color)
{// NOT USED
}
void JRenderer::FillPolygon(float x, float y, float size, int count, float startingAngle, PIXEL_TYPE color)
{// NOT USED
}
void JRenderer::SetImageFilter(JImageFilter* imageFilter)
{
mImageFilter = imageFilter;
}
void JRenderer::DrawRoundRect(float x, float y, float w, float h, float radius, PIXEL_TYPE color)
{// NOT USED
}
void JRenderer::FillRoundRect(float x, float y, float w, float h, float radius, PIXEL_TYPE color)
{// NOT USED
}