/
api.cpp
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/
api.cpp
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//////////////////////////////////////////////////////////////////////////////
//
// API.CPP
//
// Copyright © 2006-2007, Rehno Lindeque. All rights reserved.
//
//////////////////////////////////////////////////////////////////////////////
/* DOCUMENTATION */
/*
DESCRIPTION:
QRayRE api implementation
*/
/* COMPILER MACROS */
#pragma warning(push)
#pragma warning(disable:4311) // 'type cast' : pointer truncation
#pragma warning(disable:4312) // 'type cast' : conversion to greater size
/* INCLUDES */
// Windows
#ifdef _WIN32
#include <windows.h>
#endif
// OpenGL
#include <GL/GLee.h>
#include <GL/gl.h>
// QRayRE
#include "api.h"
using namespace QRayRE;
using namespace BaseRE;
/* GLOBALS */
#ifdef _WIN32
std::stack<HDC> deviceContexts; // Windows
std::stack<HGLRC> renderContexts; // OpenGL
HDC oldHDC = null;
HGLRC oldHRC = null;
HWND hwnd;
#endif
RE_DISPLAY_MODE displayMode = RE_TEMPORARY;
/* IMPLEMENTATION */
OSobject reBeginScene()
{
QRayScene* sceneObject = beginObject<QRayScene>();
return cast_object(sceneObject);
}
void reEndScene()
{
QRayScene* sceneObject = endObject<QRayScene>();
sceneObject->build();
}
void reGeometryPool(OSobject geometryPool)
{
QRayScene* sceneObject = getActiveObject<QRayScene>();
sceneObject->geometryPool = geometryPool;
}
OSobject reBeginLight(RE_LIGHT type)
{
QRayLight* lightObject = beginObject<QRayLight>();
return cast_object(lightObject);
}
void reEndLight()
{
QRayLight* lightObject = endObject<QRayLight>();
}
void reLightPosition(OSfloat x, OSfloat y, OSfloat z)
{
QRayLight* lightObject = getActiveObject<QRayLight>();
lightObject->position.set(x,y,z);
}
void reLightPosition(const OSfloat* position)
{
QRayLight* lightObject = getActiveObject<QRayLight>();
lightObject->position.set(position);
}
void reLightDirection(const OSfloat* direction)
{
QRayLight* lightObject = getActiveObject<QRayLight>();
//lightObject->direction.set(direction)
}
OSobject reBeginCamera(bool referenceFrame)
{
QRayCamera* cameraObject = beginObject<QRayCamera>();
return cast_object(cameraObject);
}
void reEndCamera()
{
Camera* cameraObject = endObject<QRayCamera>();
}
void reCameraPosition(OSfloat x, OSfloat y, OSfloat z)
{
QRayCamera* cameraObject = getActiveObject<QRayCamera>();
cameraObject->position.set(x,y,z);
}
void reCameraPosition(const OSfloat* position)
{
QRayCamera* cameraObject = getActiveObject<QRayCamera>();
cameraObject->position.set(position);
}
void reCameraDirection(const OSfloat* direction)
{
QRayCamera* cameraObject = getActiveObject<QRayCamera>();
cameraObject->direction.set(direction);
}
OSobject reBeginRender(RE_RENDER_TARGET renderTarget, OSobject scene)
{
QRayRender* renderObject = beginObject<QRayRender>();
renderObject->scene = cast_id<Scene>(scene);
switch(displayMode)
{
case RE_TEMPORARY:
break;
case RE_PERSISTENT:
break;
case RE_INCREMENTAL:
break;
}
return cast_object(renderObject);
}
void reEndRender()
{
endObject<QRayRender>();
}
void reCamera(OSobject camera)
{
QRayRender* renderObject = getActiveObject<QRayRender>();
renderObject->camera = cast_id<Camera>(camera);
}
void reLight(OSobject light)
{
QRayScene& sceneObject = *getActiveObject<QRayScene>();
sceneObject.addLight(cast_id<QRayLight>(light));
}
void reParameter(RE_PARAMETER type, OSid param)
{
Render* renderObject = getActiveObject<Render>();
//todo: renderObject->setParameter();
}
void reQuality(RE_PARAMETER type, OSid param, float quality)
{
//todo
}
void reParameterQuality(RE_PARAMETER type, OSid param, OSint quality)
{
//todo
}
void reParameterQuality(RE_PARAMETER type, OSid param, float quality)
{
//todo
}
const REParameterInfo* reGetParameters(RE_PARAMETER type, int& num)
{
switch(type)
{
case RE_GLOBAL_ILLUMINATION:
//todo: (See GLRasRE for an example)
num = 0;
return null;
case RE_LOCAL_ILLUMINATION:
//todo
num = 0;
return null;
default:
num = 0;
return null; //error
}
}
const RESettingInfo* reGetParameterQualitySettings(RE_PARAMETER type, OSid param, int& num)
{
switch(type)
{
case RE_GLOBAL_ILLUMINATION:
//todo: (See GLRasRE for an example)
/*
switch(param)
{
case RE_AMBIENT_OCCLUSION:
num = 0;
return null;
default:
num = 0;
return null; //error
}*/
case RE_LOCAL_ILLUMINATION:
//todo
num = 0;
return null;
default:
num = 0;
return null; //error
}
}
void reRender(OSobject render)
{
// initialize variables
QRayRender* renderObject = cast_id<QRayRender>(render);
if(renderObject == null)
return; //error
// render scene
renderObject->render();
}
// misc
void reDebugRender(OSobject object, OSuint flag)
{
//todo
}
void reInit()
{
// Set up glee
//GLeeInit();
// Set up opengl
glViewport(0, 0, 512, 512);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
void reShutdown()
{
/* triangleStream.destroy();*/
#ifdef _WIN32
// Restore previous OpenGL Render Contex and GDI Device Context (needed?)
wglMakeCurrent(oldHDC, oldHRC);
// Destroy all other contexts
while(!renderContexts.empty())
{
wglDeleteContext(renderContexts.top());
renderContexts.pop();
}
while(!renderContexts.empty())
{
ReleaseDC(hwnd, deviceContexts.top());
deviceContexts.pop();
}
#endif
}
void reDisplayMode(RE_DISPLAY_MODE displayMode)
{
::displayMode = displayMode;
}
void reDisplay()
{
switch(displayMode)
{
case RE_TEMPORARY:
// Swap display buffers
#ifdef _WIN32
if(deviceContexts.empty())
return; //error
SwapBuffers(deviceContexts.top());
#endif
break;
case RE_INCREMENTAL:
case RE_PERSISTENT:
// Swap display buffers
#ifdef _WIN32
if(deviceContexts.empty())
return; //error
SwapBuffers(deviceContexts.top());
#endif
break;
}
}
RErc reCopyRenderContext(RErc originalRC)
{
/*todo: see GLRayRE*/
return (RErc)null;
}
void reBackgroundColor(OSfloat* color)
{
//todo
}
void reDelObject(OSobject object)
{
delObject((Object*)object);
}
#ifdef _WIN32
RErc wreCreateRenderContext(HWND hwnd)
{
/* PFD_SWAP_EXCHANGE flag alows the back buffer to be swapped rather than copied
Also, this is important for SLI cards (see GPU_Programming_Guide.pdf by nvidia) */
// Store the original contexts (needed?)
oldHRC = wglGetCurrentContext();
oldHDC = wglGetCurrentDC();
::hwnd = hwnd;
// Get & store the window's Device Context
HDC hDC = ::GetDC(hwnd);
if(!hDC)
return null;
deviceContexts.push(hDC);
// Set up an appropriate pixel format
int pixelFormat;
static PIXELFORMATDESCRIPTOR PFD =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_SWAP_EXCHANGE | //PFD_SWAP_COPY
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
if(!(pixelFormat = ChoosePixelFormat(hDC, &PFD)))
{
ReleaseDC(hwnd, hDC);
deviceContexts.pop();
return null;
}
if(!SetPixelFormat(hDC, pixelFormat, &PFD))
{
ReleaseDC(hwnd, hDC);
deviceContexts.pop();
return null;
}
// Set up an appropriate pixel format
HGLRC hRC;
if(!(hRC = wglCreateContext(hDC)))
{
ReleaseDC(hwnd, hDC);
deviceContexts.pop();
return null;
}
if(!(wglMakeCurrent(hDC, hRC)))
{
wglMakeCurrent(oldHDC, oldHRC);
wglDeleteContext(hRC);
ReleaseDC(hwnd, hDC);
deviceContexts.pop();
return null;
}
renderContexts.push(hRC);
return (RErc)hRC;
}
#endif
/* COMPILER MACROS */
#pragma warning(pop)