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Diffstat (limited to 'demo/shadersDemoContext.cpp')
| -rw-r--r-- | demo/shadersDemoContext.cpp | 207 |
1 files changed, 207 insertions, 0 deletions
diff --git a/demo/shadersDemoContext.cpp b/demo/shadersDemoContext.cpp new file mode 100644 index 0000000..8b56922 --- /dev/null +++ b/demo/shadersDemoContext.cpp @@ -0,0 +1,207 @@ +// to fix min max windows macros +#define NOMINMAX + +// SDL +//#include "../external/SDL2-2.0.4/include/SDL_syswm.h" +#include "../external/SDL2-2.0.4/include/SDL.h" + +// This +#include "shadersDemoContext.h" + +// Stubs for unsupported renderers +//#if PLATFORM_LINUX +#ifdef __linux__ +DemoContext* CreateDemoContextD3D11() { assert(0); return 0; }; +DemoContext* CreateDemoContextD3D12() { assert(0); return 0; }; +#else +#if FLEX_DX +DemoContext* CreateDemoContextOGL() { assert(0); return 0; }; +#endif +#endif + +extern DemoContext* CreateDemoContextOGL(); +extern DemoContext* CreateDemoContextD3D11(); +extern DemoContext* CreateDemoContextD3D12(); + +DemoContext* s_context = NULL; + +void CreateDemoContext(int type) +{ + DemoContext* context = 0; +#ifndef ANDROID + switch (type) + { + case 0: context = CreateDemoContextOGL(); break; + case 1: context = CreateDemoContextD3D11(); break; + case 2: context = CreateDemoContextD3D12(); break; + default: assert(0); + } +#endif + s_context = context; +} + +DemoContext* GetDemoContext() +{ + return s_context; +} + +void ReshapeRender(SDL_Window* window) +{ + int width, height; + SDL_GetWindowSize(window, &width, &height); + s_context->onSizeChanged(width, height, false); +} + +void DestroyRender() +{ + if (s_context) + { + delete s_context; + s_context = nullptr; + } +} + +void StartFrame(Vec4 colorIn) { s_context->startFrame(colorIn); } +void EndFrame() { s_context->endFrame(); } +void PresentFrame(bool fullSync) { s_context->presentFrame(fullSync); } + +void FlushGraphicsAndWait() { s_context->flushGraphicsAndWait(); } + +void ReadFrame(int* backbuffer, int width, int height) { s_context->readFrame(backbuffer, width, height); } + +void GetViewRay(int x, int y, Vec3& origin, Vec3& dir) { return s_context->getViewRay(x, y, origin, dir); } + +void SetFillMode(bool wire) { s_context->setFillMode(wire); } + +void SetCullMode(bool enabled) { s_context->setCullMode(enabled); } + +void SetView(Matrix44 view, Matrix44 projection) { return s_context->setView(view, projection); } + +FluidRenderer* CreateFluidRenderer(uint32_t width, uint32_t height) { return s_context->createFluidRenderer(width, height); } + +void DestroyFluidRenderer(FluidRenderer* renderer) { return s_context->destroyFluidRenderer(renderer); } + +FluidRenderBuffers* CreateFluidRenderBuffers(int numParticles, bool enableInterop) { return s_context->createFluidRenderBuffers(numParticles, enableInterop); } + +void UpdateFluidRenderBuffers(FluidRenderBuffers* buffers, Vec4* particles, float* densities, Vec4* anisotropy1, Vec4* anisotropy2, Vec4* anisotropy3, int numParticles, int* indices, int numIndices) +{ + s_context->updateFluidRenderBuffers(buffers, particles, densities, anisotropy1, anisotropy2, anisotropy3, numParticles, indices, numIndices); +} + +void UpdateFluidRenderBuffers(FluidRenderBuffers* buffers, NvFlexSolver* flex, bool anisotropy, bool density) { return s_context->updateFluidRenderBuffers(buffers, flex, anisotropy, density); } + +void DestroyFluidRenderBuffers(FluidRenderBuffers* buffers) { return s_context->destroyFluidRenderBuffers(buffers); } + +ShadowMap* ShadowCreate() { return s_context->shadowCreate(); } + +void ShadowDestroy(ShadowMap* map) { s_context->shadowDestroy(map); } + +void ShadowBegin(ShadowMap* map) { s_context->shadowBegin(map); } + +void ShadowEnd() { s_context->shadowEnd(); } + + +void BindSolidShader(Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowMap, float bias, Vec4 fogColor) +{ + s_context->bindSolidShader(lightPos, lightTarget, lightTransform, shadowMap, bias, fogColor); +} + +void UnbindSolidShader() { s_context->unbindSolidShader(); } + +void DrawMesh(const Mesh* m, Vec3 color) { s_context->drawMesh(m, color); } + +void DrawCloth(const Vec4* positions, const Vec4* normals, const float* uvs, const int* indices, int numTris, int numPositions, int colorIndex, float expand, bool twosided, bool smooth) +{ + s_context->drawCloth(positions, normals, uvs, indices, numTris, numPositions, colorIndex, expand, twosided, smooth); +} + +void DrawRope(Vec4* positions, int* indices, int numIndices, float radius, int color) +{ + s_context->drawRope(positions, indices, numIndices, radius, color); +} + +void DrawPlane(const Vec4& p, bool color) { s_context->drawPlane(p, color); } + +void DrawPlanes(Vec4* planes, int n, float bias) { s_context->drawPlanes(planes, n, bias); } + +GpuMesh* CreateGpuMesh(const Mesh* m) +{ + return m ? s_context->createGpuMesh(m) : nullptr; +} + +void DestroyGpuMesh(GpuMesh* m) { s_context->destroyGpuMesh(m); } + +void DrawGpuMesh(GpuMesh* m, const Matrix44& xform, const Vec3& color) { s_context->drawGpuMesh(m, xform, color); } + +void DrawGpuMeshInstances(GpuMesh* m, const Matrix44* xforms, int n, const Vec3& color) { s_context->drawGpuMeshInstances(m, xforms, n, color); } + +void DrawPoints(FluidRenderBuffers* buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowTex, bool showDensity) +{ + s_context->drawPoints(buffers, n, offset, radius, screenWidth, screenAspect, fov, lightPos, lightTarget, lightTransform, shadowTex, showDensity); +} + +void RenderEllipsoids(FluidRenderer* renderer, FluidRenderBuffers* buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowMap, Vec4 color, float blur, float ior, bool debug) +{ + s_context->renderEllipsoids(renderer, buffers, n, offset, radius, screenWidth, screenAspect, fov, lightPos, lightTarget, lightTransform, shadowMap, color, blur, ior, debug); +} + +DiffuseRenderBuffers* CreateDiffuseRenderBuffers(int numDiffuseParticles, bool& enableInterop) { return s_context->createDiffuseRenderBuffers(numDiffuseParticles, enableInterop); } + +void DestroyDiffuseRenderBuffers(DiffuseRenderBuffers* buffers) { return s_context->destroyDiffuseRenderBuffers(buffers); } + +void UpdateDiffuseRenderBuffers(DiffuseRenderBuffers* buffers, Vec4* diffusePositions, Vec4* diffuseVelocities, int numDiffuseParticles) +{ + s_context->updateDiffuseRenderBuffers(buffers, diffusePositions, diffuseVelocities, numDiffuseParticles); +} + +void UpdateDiffuseRenderBuffers(DiffuseRenderBuffers* buffers, NvFlexSolver* solver) { return s_context->updateDiffuseRenderBuffers(buffers, solver); } + +int GetNumDiffuseRenderParticles(DiffuseRenderBuffers* buffers) { return s_context->getNumDiffuseRenderParticles(buffers); } + +void RenderDiffuse(FluidRenderer* render, DiffuseRenderBuffers* buffers, int n, float radius, float screenWidth, float screenAspect, float fov, Vec4 color, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowMap, float motionBlur, float inscatter, float outscatter, bool shadowEnabled, bool front) +{ + s_context->drawDiffuse(render, buffers, n, radius, screenWidth, screenAspect, fov, color, lightPos, lightTarget, lightTransform, shadowMap, motionBlur, inscatter, outscatter, shadowEnabled, front); +} + +void BeginLines() { s_context->beginLines(); } + +void DrawLine(const Vec3& p, const Vec3& q, const Vec4& color) { s_context->drawLine(p, q, color); } + +void EndLines() { s_context->endLines(); } + +void BeginPoints(float size) {} +void DrawPoint(const Vec3& p, const Vec4& color) {} +void EndPoints() {} + +float RendererGetDeviceTimestamps(unsigned long long* begin, unsigned long long* end, unsigned long long* freq) +{ + return s_context->rendererGetDeviceTimestamps(begin, end, freq); +} + +void* GetGraphicsCommandQueue() { return s_context->getGraphicsCommandQueue(); } +void GraphicsTimerBegin() { s_context->graphicsTimerBegin(); } +void GraphicsTimerEnd() { s_context->graphicsTimerEnd(); } + +void StartGpuWork() { s_context->startGpuWork(); } +void EndGpuWork() { s_context->endGpuWork(); } + +void DrawImguiGraph() { return s_context->drawImguiGraph(); } + +void GetRenderDevice(void** deviceOut, void** contextOut) { return s_context->getRenderDevice(deviceOut, contextOut); } + +void InitRender(const RenderInitOptions& options) +{ + if (!s_context) + { + assert(false && "A context has not been set with SetDemoContext!"); + return; + } + if (!s_context->initialize(options)) + { + assert(!"Unable to initialize context!"); + delete s_context; + s_context = nullptr; + return; + } +} + |