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NativeEngine.h
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NativeEngine.h
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#pragma once
#include "ShaderCompiler.h"
#include "BgfxCallback.h"
#include <Babylon/JsRuntime.h>
#include <Babylon/JsRuntimeScheduler.h>
#include <Babylon/TicketedCollection.h>
#include <NativeWindow.h>
#include <napi/napi.h>
#include <bgfx/bgfx.h>
#include <bgfx/platform.h>
#include <bimg/bimg.h>
#include <bx/readerwriter.h>
#include <gsl/gsl>
#include <assert.h>
#include <arcana/threading/cancellation.h>
namespace Babylon
{
class ViewClearState final
{
public:
ViewClearState(uint16_t viewId)
: m_viewId{viewId}
{
}
void UpdateFlags(const Napi::CallbackInfo& info)
{
const auto flags = static_cast<uint16_t>(info[0].As<Napi::Number>().Uint32Value());
m_flags = flags;
Update();
}
void UpdateColor(const Napi::CallbackInfo& info)
{
const auto r = info[0].As<Napi::Number>().FloatValue();
const auto g = info[1].As<Napi::Number>().FloatValue();
const auto b = info[2].As<Napi::Number>().FloatValue();
const auto a = info[3].IsUndefined() ? 1.f : info[3].As<Napi::Number>().FloatValue();
UpdateColor(r, g, b, a);
}
void UpdateColor(float r, float g, float b, float a = 1.f)
{
const bool needToUpdate = r != m_red || g != m_green || b != m_blue || a != m_alpha;
if (needToUpdate)
{
m_red = r;
m_green = g;
m_blue = b;
m_alpha = a;
Update();
}
}
void UpdateDepth(const Napi::CallbackInfo& info)
{
const auto depth = info[0].As<Napi::Number>().FloatValue();
const bool needToUpdate = m_depth != depth;
if (needToUpdate)
{
m_depth = depth;
Update();
}
}
void UpdateStencil(const Napi::CallbackInfo& info)
{
const auto stencil = static_cast<uint8_t>(info[0].As<Napi::Number>().Int32Value());
const bool needToUpdate = m_stencil != stencil;
if (needToUpdate)
{
m_stencil = stencil;
Update();
}
}
void Update() const
{
bgfx::setViewClear(m_viewId, m_flags, Color(), m_depth, m_stencil);
// discard any previous set state
bgfx::discard();
bgfx::touch(m_viewId);
}
void UpdateViewId(uint16_t viewId)
{
m_viewId = viewId;
}
private:
uint16_t m_viewId{};
float m_red{68.f / 255.f};
float m_green{51.f / 255.f};
float m_blue{85.f / 255.f};
float m_alpha{1.f};
float m_depth{1.f};
uint16_t m_flags{BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH};
uint8_t m_stencil{0};
uint32_t Color() const
{
uint32_t color = 0x0;
color += static_cast<uint8_t>(m_red * std::numeric_limits<uint8_t>::max());
color = color << 8;
color += static_cast<uint8_t>(m_green * std::numeric_limits<uint8_t>::max());
color = color << 8;
color += static_cast<uint8_t>(m_blue * std::numeric_limits<uint8_t>::max());
color = color << 8;
color += static_cast<uint8_t>(m_alpha * std::numeric_limits<uint8_t>::max());
return color;
}
};
struct FrameBufferData final
{
FrameBufferData(bgfx::FrameBufferHandle frameBuffer, uint16_t viewId, uint16_t width, uint16_t height)
: FrameBuffer{frameBuffer}
, ViewId{viewId}
, ViewClearState{ViewId}
, Width{width}
, Height{height}
{
assert(ViewId < bgfx::getCaps()->limits.maxViews);
}
FrameBufferData(FrameBufferData&) = delete;
~FrameBufferData()
{
bgfx::destroy(FrameBuffer);
}
void UseViewId(uint16_t viewId)
{
ViewId = viewId;
ViewClearState.UpdateViewId(ViewId);
}
void SetUpView(uint16_t viewId)
{
UseViewId(viewId);
bgfx::setViewFrameBuffer(ViewId, FrameBuffer);
ViewClearState.Update();
bgfx::setViewRect(ViewId, 0, 0, Width, Height);
}
bgfx::FrameBufferHandle FrameBuffer{bgfx::kInvalidHandle};
bgfx::ViewId ViewId{};
ViewClearState ViewClearState;
uint16_t Width{};
uint16_t Height{};
};
struct FrameBufferManager final
{
FrameBufferManager()
{
m_boundFrameBuffer = m_backBuffer = new FrameBufferData(BGFX_INVALID_HANDLE, GetNewViewId(), bgfx::getStats()->width, bgfx::getStats()->height);
}
FrameBufferData* CreateNew(bgfx::FrameBufferHandle frameBufferHandle, uint16_t width, uint16_t height)
{
return new FrameBufferData(frameBufferHandle, GetNewViewId(), width, height);
}
void Bind(FrameBufferData* data)
{
m_boundFrameBuffer = data;
// TODO: Consider doing this only on bgfx::reset(); the effects of this call don't survive reset, but as
// long as there's no reset this doesn't technically need to be called every time the frame buffer is bound.
m_boundFrameBuffer->SetUpView(GetNewViewId());
// bgfx::setTexture()? Why?
// TODO: View order?
}
FrameBufferData& GetBound() const
{
return *m_boundFrameBuffer;
}
void Unbind(FrameBufferData* data)
{
assert(m_boundFrameBuffer == data);
m_boundFrameBuffer = m_backBuffer;
}
uint16_t GetNewViewId()
{
m_nextId++;
assert(m_nextId < bgfx::getCaps()->limits.maxViews);
return m_nextId;
}
void Reset()
{
m_nextId = 0;
}
private:
FrameBufferData* m_boundFrameBuffer{nullptr};
FrameBufferData* m_backBuffer{nullptr};
uint16_t m_nextId{0};
};
struct UniformInfo final
{
uint8_t Stage{};
// uninitilized bgfx resource is BGFX_INVALID_HANDLE. 0 can be a valid handle.
bgfx::UniformHandle Handle{bgfx::kInvalidHandle};
};
struct TextureData final
{
~TextureData()
{
if (bgfx::isValid(Handle))
{
bgfx::destroy(Handle);
}
}
bgfx::TextureHandle Handle{bgfx::kInvalidHandle};
uint32_t Width{0};
uint32_t Height{0};
uint32_t Flags{0};
uint8_t AnisotropicLevel{0};
};
struct ImageData final
{
~ImageData()
{
if (Image)
{
bimg::imageFree(Image.get());
}
}
std::unique_ptr<bimg::ImageContainer> Image;
};
struct ProgramData final
{
ProgramData() = default;
ProgramData(const ProgramData&) = delete;
ProgramData(ProgramData&&) = delete;
~ProgramData()
{
bgfx::destroy(Program);
}
std::unordered_map<std::string, uint32_t> AttributeLocations{};
std::unordered_map<std::string, UniformInfo> VertexUniformNameToInfo{};
std::unordered_map<std::string, UniformInfo> FragmentUniformNameToInfo{};
bgfx::ProgramHandle Program{};
struct UniformValue
{
std::vector<float> Data{};
uint16_t ElementLength{};
};
std::unordered_map<uint16_t, UniformValue> Uniforms{};
void SetUniform(bgfx::UniformHandle handle, gsl::span<const float> data, size_t elementLength = 1)
{
UniformValue& value = Uniforms[handle.idx];
value.Data.assign(data.begin(), data.end());
value.ElementLength = static_cast<uint16_t>(elementLength);
}
};
struct VertexArray final
{
struct IndexBuffer
{
bgfx::IndexBufferHandle handle;
};
IndexBuffer indexBuffer;
struct VertexBuffer
{
bgfx::VertexBufferHandle handle;
uint32_t startVertex;
bgfx::VertexLayoutHandle vertexLayoutHandle;
};
std::vector<VertexBuffer> vertexBuffers;
};
class NativeEngine final : public Napi::ObjectWrap<NativeEngine>
{
static constexpr auto JS_CLASS_NAME = "_NativeEngine";
static constexpr auto JS_ENGINE_CONSTRUCTOR_NAME = "Engine";
public:
NativeEngine(const Napi::CallbackInfo& info);
NativeEngine(const Napi::CallbackInfo& info, Plugins::Internal::NativeWindow& nativeWindow);
~NativeEngine();
static void InitializeWindow(void* nativeWindowPtr, uint32_t width, uint32_t height);
static void DeinitializeWindow();
static void Initialize(Napi::Env);
FrameBufferManager& GetFrameBufferManager();
void Dispatch(std::function<void()>);
void EndFrame();
private:
void Dispose();
void Dispose(const Napi::CallbackInfo& info);
Napi::Value GetEngine(const Napi::CallbackInfo& info); // TODO: Hack, temporary method. Remove as part of the change to get rid of NapiBridge.
void RequestAnimationFrame(const Napi::CallbackInfo& info);
Napi::Value CreateVertexArray(const Napi::CallbackInfo& info);
void DeleteVertexArray(const Napi::CallbackInfo& info);
void BindVertexArray(const Napi::CallbackInfo& info);
Napi::Value CreateIndexBuffer(const Napi::CallbackInfo& info);
void DeleteIndexBuffer(const Napi::CallbackInfo& info);
void RecordIndexBuffer(const Napi::CallbackInfo& info);
Napi::Value CreateVertexBuffer(const Napi::CallbackInfo& info);
void DeleteVertexBuffer(const Napi::CallbackInfo& info);
void RecordVertexBuffer(const Napi::CallbackInfo& info);
Napi::Value CreateProgram(const Napi::CallbackInfo& info);
Napi::Value GetUniforms(const Napi::CallbackInfo& info);
Napi::Value GetAttributes(const Napi::CallbackInfo& info);
void SetProgram(const Napi::CallbackInfo& info);
void SetState(const Napi::CallbackInfo& info);
void SetZOffset(const Napi::CallbackInfo& info);
Napi::Value GetZOffset(const Napi::CallbackInfo& info);
void SetDepthTest(const Napi::CallbackInfo& info);
Napi::Value GetDepthWrite(const Napi::CallbackInfo& info);
void SetDepthWrite(const Napi::CallbackInfo& info);
void SetColorWrite(const Napi::CallbackInfo& info);
void SetBlendMode(const Napi::CallbackInfo& info);
void SetMatrix(const Napi::CallbackInfo& info);
void SetInt(const Napi::CallbackInfo& info);
void SetIntArray(const Napi::CallbackInfo& info);
void SetIntArray2(const Napi::CallbackInfo& info);
void SetIntArray3(const Napi::CallbackInfo& info);
void SetIntArray4(const Napi::CallbackInfo& info);
void SetFloatArray(const Napi::CallbackInfo& info);
void SetFloatArray2(const Napi::CallbackInfo& info);
void SetFloatArray3(const Napi::CallbackInfo& info);
void SetFloatArray4(const Napi::CallbackInfo& info);
void SetMatrices(const Napi::CallbackInfo& info);
void SetMatrix3x3(const Napi::CallbackInfo& info);
void SetMatrix2x2(const Napi::CallbackInfo& info);
void SetFloat(const Napi::CallbackInfo& info);
void SetFloat2(const Napi::CallbackInfo& info);
void SetFloat3(const Napi::CallbackInfo& info);
void SetFloat4(const Napi::CallbackInfo& info);
Napi::Value CreateTexture(const Napi::CallbackInfo& info);
void LoadTexture(const Napi::CallbackInfo& info);
void LoadCubeTexture(const Napi::CallbackInfo& info);
void LoadCubeTextureWithMips(const Napi::CallbackInfo& info);
Napi::Value GetTextureWidth(const Napi::CallbackInfo& info);
Napi::Value GetTextureHeight(const Napi::CallbackInfo& info);
void SetTextureSampling(const Napi::CallbackInfo& info);
void SetTextureWrapMode(const Napi::CallbackInfo& info);
void SetTextureAnisotropicLevel(const Napi::CallbackInfo& info);
void SetTexture(const Napi::CallbackInfo& info);
void DeleteTexture(const Napi::CallbackInfo& info);
Napi::Value CreateFrameBuffer(const Napi::CallbackInfo& info);
void DeleteFrameBuffer(const Napi::CallbackInfo& info);
void BindFrameBuffer(const Napi::CallbackInfo& info);
void UnbindFrameBuffer(const Napi::CallbackInfo& info);
void DrawIndexed(const Napi::CallbackInfo& info);
void Draw(const Napi::CallbackInfo& info);
void Clear(const Napi::CallbackInfo& info);
void ClearColor(const Napi::CallbackInfo& info);
void ClearStencil(const Napi::CallbackInfo& info);
void ClearDepth(const Napi::CallbackInfo& info);
Napi::Value GetRenderWidth(const Napi::CallbackInfo& info);
Napi::Value GetRenderHeight(const Napi::CallbackInfo& info);
void SetViewPort(const Napi::CallbackInfo& info);
Napi::Value GetFramebufferData(const Napi::CallbackInfo& info);
void UpdateSize(size_t width, size_t height);
Napi::Value DecodeImage(const Napi::CallbackInfo& info);
Napi::Value GetImageData(const Napi::CallbackInfo& info);
Napi::Value EncodeImage(const Napi::CallbackInfo& info);
arcana::cancellation_source m_cancelSource{};
ShaderCompiler m_shaderCompiler;
ProgramData* m_currentProgram;
TicketedCollection<std::unique_ptr<ProgramData>> m_programDataCollection{};
JsRuntime& m_runtime;
JsRuntimeScheduler m_runtimeScheduler;
bx::DefaultAllocator m_allocator;
uint64_t m_engineState;
static inline BgfxCallback s_bgfxCallback{};
FrameBufferManager m_frameBufferManager{};
Plugins::Internal::NativeWindow::NativeWindow::OnResizeCallbackTicket m_resizeCallbackTicket;
template<int size, typename arrayType>
void SetTypeArrayN(const Napi::CallbackInfo& info);
template<int size>
void SetFloatN(const Napi::CallbackInfo& info);
template<int size>
void SetMatrixN(const Napi::CallbackInfo& info);
// Scratch vector used for data alignment.
std::vector<float> m_scratch{};
};
}