jak-project/game/graphics/gfx.cpp

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/*!
* @file gfx.cpp
* Graphics component for the runtime. Abstraction layer for the main graphics routines.
*/
#include "gfx.h"
#include <functional>
#include "common/log/log.h"
#include "game/runtime.h"
#include "display.h"
#include "pipelines/opengl.h"
namespace {
// initializes a gfx settings.
// TODO save and load from file
void InitSettings(GfxSettings& settings) {
// use opengl by default for now
settings.renderer = Gfx::GetRenderer(GfxPipeline::OpenGL); // Gfx::renderers[0];
// 1 screen update per frame
settings.vsync = 1;
return;
}
} // namespace
namespace Gfx {
GfxVertex g_vertices_temp[VERTEX_BUFFER_LENGTH_TEMP];
GfxSettings g_settings;
// const std::vector<const GfxRendererModule*> renderers = {&moduleOpenGL};
const GfxRendererModule* GetRenderer(GfxPipeline pipeline) {
switch (pipeline) {
case GfxPipeline::Invalid:
lg::error("Requested invalid graphics pipeline!");
return NULL;
break;
case GfxPipeline::OpenGL:
return &moduleOpenGL;
default:
lg::error("Unknown graphics pipeline {}", (u64)pipeline);
return NULL;
}
}
u32 Init() {
lg::info("GFX Init");
// initialize settings
InitSettings(g_settings);
if (g_settings.renderer->init()) {
lg::error("Gfx::Init error");
return 1;
}
if (g_main_thread_id != std::this_thread::get_id()) {
lg::warn("ran Gfx::Init outside main thread. Init display elsewhere?");
} else {
Display::InitMainDisplay(640, 480, "testy", g_settings);
}
return 0;
}
void Loop(std::function<bool()> f) {
lg::info("GFX Loop");
while (f()) {
// check if we have a display
if (Display::GetMainDisplay()) {
// lg::debug("run display");
Display::GetMainDisplay()->render_graphics();
}
}
}
u32 Exit() {
lg::info("GFX Exit");
Display::KillDisplay(Display::GetMainDisplay());
g_settings.renderer->exit();
return 0;
}
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u32 vsync() {
return g_settings.renderer->vsync();
}
void send_chain(const void* data, u32 offset) {
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if (g_settings.renderer) {
g_settings.renderer->send_chain(data, offset);
}
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}
void texture_upload_now(const u8* tpage, int mode, u32 s7_ptr) {
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if (g_settings.renderer) {
g_settings.renderer->texture_upload_now(tpage, mode, s7_ptr);
}
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}
void texture_relocate(u32 destination, u32 source) {
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if (g_settings.renderer) {
g_settings.renderer->texture_relocate(destination, source);
}
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}
} // namespace Gfx