the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "Orbis_UIController.h"
3
4// Temp
5#include "..\Minecraft.h"
6#include "..\Textures.h"
7
8#define _ENABLEIGGY
9
10ConsoleUIController ui;
11
12void ConsoleUIController::init(S32 w, S32 h)
13{
14#ifdef _ENABLEIGGY
15
16 // Shared init
17 preInit(w,h);
18
19 /* Now that Iggy is ready, we need to create a set of draw
20 callbacks for it to use to draw things on the target platform.
21 We're using the GNM GDraw implementation that's included with
22 the Iggy SDK. To get it set up, we need to provide it with
23 memory for the different resource type. GDraw needs memory
24 for render targets (color buffers), textures, and vertex buffers.
25 There's also command buffers and the staging buffer; we'll get to
26 them later.
27
28 We recommend that all resource pools be allocated in Garlic memory
29 for performance reasons.
30
31 Note that render target memory is really only used while Iggy is
32 rendering; you can share the memory space with other resources that
33 aren't in use while Iggy is rendering - for example, post-processing
34 render targets or shadow maps.
35
36 The texture and vertex buffer pools contain multiple textures and
37 vertex buffers. Each object requires a bit of main memory for management
38 overhead. We need to specify how many object handles can be in use at
39 the same time in any given pool. If Iggy runs out of GDraw handles, it
40 won't crash, but instead throw out old cache data in a LRU fashion.
41 If the number of handles is too small, this will happen frequently, and
42 textures will need to decoded multiple times (or vertex buffers re-generated
43 multiple times), which causes a performance hit. */
44
45 // Size of the various memory pools. All these values are intentionally
46 // picked to be way larger than necessary for typical Flash files.
47 S32 rt_mem_size = 32*1024*1024; // Render target space
48 S32 tex_mem_size = 30*1024*1024; // Texture pool
49 S32 vert_mem_size = 2*1024*1024; // Vertex buffer pool
50
51 S32 tex_handles = 200;
52 S32 vert_handles = 1000;
53
54 /* SetResourceMemory is the call that actually sets up the location and size
55 of a resource pool. */
56 gdraw_orbis_SetResourceMemory(GDRAW_ORBIS_RESOURCE_rendertarget, // Pool type
57 0, // Number of handles (unused for render targets)
58 RenderManager.MemoryAllocateGPUMem(GDRAW_ORBIS_TEXTURE_ALIGNMENT,rt_mem_size), // Pointer
59 rt_mem_size); // Size
60 gdraw_orbis_SetResourceMemory(GDRAW_ORBIS_RESOURCE_texture, tex_handles,
61 RenderManager.MemoryAllocateGPUMem(GDRAW_ORBIS_TEXTURE_ALIGNMENT,tex_mem_size), tex_mem_size);
62 gdraw_orbis_SetResourceMemory(GDRAW_ORBIS_RESOURCE_vertexbuffer, vert_handles,
63 RenderManager.MemoryAllocateGPUMem(GDRAW_ORBIS_VERTEXBUFFER_ALIGNMENT,vert_mem_size), vert_mem_size);
64
65 /* There's one more resource-related buffer we need to allocate: the staging
66 buffer. The staging buffer is used as a staging area for texture and vertex
67 buffer uploads. GDraw doesn't write such data directly to resource memory
68 from the CPU because doing so would require us to synchronize GPU and CPU such
69 that the CPU never accesses memory that the GPU might currently be using. This
70 wastes both CPU and GPU time, and makes it very hard to record command buffers
71 (GfxContexts) early in the frame and then kick them off later.
72
73 Instead, GDraw writes all data to the staging buffer, and lets the GPU copy it
74 from the there to its final location. While this costs more memory, it avoids
75 all need for fine-grained CPU/GPU synchronization and makes it easy to, say,
76 have Iggy rendering happen on a second thread.
77
78 The staging buffer is also where per-frame dynamic vertex data and dynamic
79 textures (which in the case of Iggy means animated gradients) get allocated
80 from. The right way to think of the staging buffer is just as an extra block
81 of memory associated with the Iggy command buffer: if you always use the same
82 command buffer for Iggy rendering, you only need one staging buffer, if you
83 double-buffer commands, you need to use the same scheme for the staging buffer,
84 and so forth. Since this example uses only one GfxContext, we also use a single
85 staging buffer.
86
87 It's not immediately obvious how big the staging buffer should be; this example
88 sizes it so it's big enough to replace all resource pools every frame. This keeps
89 things simple but is excessive in practice. $gdraw_orbis_End can report back how
90 much of the staging buffer was used every frame, so you can use this as a guideline
91 to size it appropriately. If the staging buffer is too small, Iggy will issue a
92 warning, and some textures or shapes might pop in a frame late (because they
93 couldn't be uploaded in time).
94 */
95 staging_buf_size = 12 * 1024 * 1024; // This value determined by experimentation - was (with original comment): tex_mem_size + vert_mem_size; // This is very generous!
96 staging_buf[0] = RenderManager.MemoryAllocateCPUMem(Gnm::kAlignmentOfBufferInBytes,staging_buf_size);
97 staging_buf[1] = RenderManager.MemoryAllocateCPUMem(Gnm::kAlignmentOfBufferInBytes,staging_buf_size);
98 currentStagingBuf = 0;
99
100 /* Whew! Now that the GDraw memory configuration is set up, we need to initialize
101 GDraw. But first, we need to allocate yet another block of video memory for
102 GDraw to store its shaders etc. in. Unlike the rest of the memory configuration,
103 the work area is reserved to GDraw and can't be freed or relocated afterwards
104 without shutting GDraw and all attached Iggys down completely. But it's fairly
105 small (64k as of this writing) so this shouldn't be much of a problem. It should
106 be allocated in Garlic memory. */
107 void *gdraw_context_mem = RenderManager.MemoryAllocateGPUMem(1,GDRAW_ORBIS_CONTEXT_MEM_SIZE);
108
109 /* Finally, we can actually create the GDraw GNM driver and pass it to Iggy. */
110 gdraw_funcs = gdraw_orbis_CreateContext(
111 w,
112 h,
113 gdraw_context_mem);
114 IggySetGDraw(gdraw_funcs);
115
116 /* Flash content can have audio embedded. We'd like to be able
117 to play back any audio there is in the Flash that we load,
118 but in this tutorial we don't care about processing the sound
119 ourselves. So we call $IggyAudioUseDefault to tell Iggy
120 to go ahead and use the default sound driver. */
121 //IggyAudioUseDefault();
122
123 // Shared init
124 postInit();
125#endif
126}
127
128void ConsoleUIController::render()
129{
130#ifdef _ENABLEIGGY
131 /* Tell GDraw which command buffer and staging buffer to use
132 for rendering. GDraw can either render to its own command
133 buffer or resume writing to a GfxContext you're already
134 using. In this example, we render only Iggy content, so
135 we have the command buffer to ourselves. Between this
136 call and $gdraw_orbis_End, you are not allowed to write
137 to the command buffer ("gfxc" in this case). */
138 gdraw_orbis_Begin(RenderManager.GetCurrentBackBufferContext(), staging_buf[currentStagingBuf], staging_buf_size);
139 currentStagingBuf ^= 1;
140
141 /* We need to tell GDraw which surface to render to.
142 This tutorial just uses our main color and depth buffers,
143 but for in-game UI usage, you might want to use another
144 render target (like a texture) instead. */
145 gdraw_orbis_SetTileOrigin(RenderManager.GetCurrentBackBufferTarget(), RenderManager.GetCurrentBackBufferDepthTarget(), 0, 0);
146
147 renderScenes();
148
149 /* That's it for this frame, so tell GDraw we're done rendering.
150 This function can optionally return $gdraw_orbis_staging_stats
151 to track staging buffer usage, which is useful information to
152 size the buffer appropriately. In this example though, we
153 don't bother.
154
155 After this call, you may resume writing to the command buffer
156 passed to $gdraw_orbis_Begin ("gfxc" in this example). */
157
158#if 0
159 gdraw_orbis_staging_stats stagingStats;
160 gdraw_orbis_End(&stagingStats);
161
162 static int throttle = 0;
163 static int maxAttempted = 0;
164 static int maxSucceeded = 0;
165
166 if( stagingStats.bytes_attempted > maxAttempted ) maxAttempted = stagingStats.bytes_attempted;
167 if( stagingStats.bytes_succeeded > maxSucceeded ) maxSucceeded = stagingStats.bytes_succeeded;
168
169 if( ( throttle & 400 ) == 0 )
170 {
171 app.DebugPrintf("\nIGGY END DRAW\n");
172 app.DebugPrintf(" - allocs_attempted = %d\n", stagingStats.allocs_attempted); // number of allocations attempted from the staging buffer
173 app.DebugPrintf(" - allocs_succeeded = %d\n", stagingStats.allocs_succeeded);// number of allocations that succeeded
174 app.DebugPrintf(" - bytes_attempted = %d\n", stagingStats.bytes_attempted);// number of bytes attempted to allocate
175 app.DebugPrintf(" - bytes_succeeded = %d\n", stagingStats.bytes_succeeded);// number of bytes successfully allocated
176 app.DebugPrintf(" - max bytes_attempted = %d\n", maxAttempted);
177 app.DebugPrintf(" - max bytes_succeeded = %d\n", maxSucceeded);
178 app.DebugPrintf(" - largest_bytes_attempted = %d\n", stagingStats.largest_bytes_attempted);// number of bytes in largest attempted alloc
179 app.DebugPrintf(" - largest_bytes_succeeded = %d\n", stagingStats.largest_bytes_succeeded);// number of bytes in lagrest successful allo
180 app.DebugPrintf("\n\n");
181 }
182 throttle++;
183
184#else
185 gdraw_orbis_End(NULL);
186#endif
187
188#endif
189}
190
191void ConsoleUIController::beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion)
192{
193 PIXBeginNamedEvent(0,"Starting Iggy custom draw\n");
194
195 PIXBeginNamedEvent(0,"Gdraw setup");
196 // get the correct object-to-world matrix from GDraw, and set the render state to a normal state
197 gdraw_orbis_BeginCustomDraw(region, customDrawRegion->mat);
198 PIXEndNamedEvent();
199}
200
201CustomDrawData *ConsoleUIController::setupCustomDraw(UIScene *scene, IggyCustomDrawCallbackRegion *region)
202{
203 CustomDrawData *customDrawRegion = new CustomDrawData();
204 customDrawRegion->x0 = region->x0;
205 customDrawRegion->x1 = region->x1;
206 customDrawRegion->y0 = region->y0;
207 customDrawRegion->y1 = region->y1;
208
209 // get the correct object-to-world matrix from GDraw, and set the render state to a normal state
210 gdraw_orbis_BeginCustomDraw(region, customDrawRegion->mat);
211
212 setupCustomDrawGameStateAndMatrices(scene, customDrawRegion);
213
214 return customDrawRegion;
215}
216
217CustomDrawData *ConsoleUIController::calculateCustomDraw(IggyCustomDrawCallbackRegion *region)
218{
219 CustomDrawData *customDrawRegion = new CustomDrawData();
220 customDrawRegion->x0 = region->x0;
221 customDrawRegion->x1 = region->x1;
222 customDrawRegion->y0 = region->y0;
223 customDrawRegion->y1 = region->y1;
224
225 gdraw_orbis_CalculateCustomDraw_4J(region, customDrawRegion->mat);
226
227 return customDrawRegion;
228}
229
230void ConsoleUIController::endCustomDraw(IggyCustomDrawCallbackRegion *region)
231{
232 endCustomDrawGameStateAndMatrices();
233
234 gdraw_orbis_EndCustomDraw(region);
235}
236
237void ConsoleUIController::setTileOrigin(S32 xPos, S32 yPos)
238{
239 gdraw_orbis_SetTileOrigin(RenderManager.GetCurrentBackBufferTarget(), RenderManager.GetCurrentBackBufferDepthTarget(), xPos, yPos);
240}
241
242GDrawTexture *ConsoleUIController::getSubstitutionTexture(int textureId)
243{
244 /* Create a wrapped texture from a shader resource view.
245 A wrapped texture can be used to let Iggy draw using the contents of a texture
246 you create and manage on your own. For example, you might render to this texture,
247 or stream video into it. Wrapped textures take up a handle. They will never be
248 freed or otherwise modified by GDraw; nor will GDraw change any reference counts.
249 All this is up to the application. */
250
251 sce::Gnm::Texture *tex = RenderManager.TextureGetTexture(textureId);
252 GDrawTexture *gdrawTex = gdraw_orbis_WrappedTextureCreate(tex);
253 return gdrawTex;
254
255 return NULL;
256}
257
258void ConsoleUIController::destroySubstitutionTexture(void *destroyCallBackData, GDrawTexture *handle)
259{
260 /* Destroys the GDraw wrapper for a wrapped texture object. This will free up
261 a GDraw texture handle but not release the associated D3D texture; that is
262 up to you. */
263 gdraw_orbis_WrappedTextureDestroy(handle);
264}
265
266void ConsoleUIController::shutdown()
267{
268#ifdef _ENABLEIGGY
269 /* Destroy the GDraw context. This frees all resources, shaders etc.
270 allocated by GDraw. Note this is only safe to call after all
271 active Iggy player have been destroyed! */
272 gdraw_orbis_DestroyContext();
273#endif
274}
275
276
277void ConsoleUIController::handleUnlockFullVersionCallback()
278{
279 for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
280 {
281 ui.m_groups[i]->handleUnlockFullVersion();
282 }
283}
284