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296
Kha/Sources/kha/graphics1/Graphics4.hx
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296
Kha/Sources/kha/graphics1/Graphics4.hx
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package kha.graphics1;
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import kha.arrays.Float32Array;
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import kha.arrays.Int32Array;
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import kha.Blob;
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import kha.Color;
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import kha.FastFloat;
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import kha.Image;
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import kha.graphics4.ConstantLocation;
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import kha.graphics4.IndexBuffer;
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import kha.graphics4.MipMapFilter;
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import kha.graphics4.PipelineState;
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import kha.graphics4.TextureFilter;
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import kha.graphics4.TextureAddressing;
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import kha.graphics4.TextureUnit;
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import kha.graphics4.VertexBuffer;
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import kha.graphics4.VertexData;
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import kha.math.FastMatrix3;
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import kha.math.FastMatrix4;
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import kha.math.FastVector2;
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import kha.math.FastVector3;
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import kha.math.FastVector4;
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import kha.Video;
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class Graphics4 implements kha.graphics4.Graphics {
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var canvas: Canvas;
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var g1: kha.graphics1.Graphics;
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var indexBuffer: IndexBuffer;
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var vertexBuffer: VertexBuffer;
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var pipeline: PipelineState;
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public function new(canvas: Canvas) {
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this.canvas = canvas;
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}
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public function begin(additionalRenderTargets: Array<Canvas> = null): Void {
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this.g1 = canvas.g1;
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g1.begin();
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}
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public function beginFace(face: Int): Void {}
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public function beginEye(eye: Int): Void {}
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public function end(): Void {
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g1.end();
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}
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public function vsynced(): Bool {
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return true;
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}
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public function refreshRate(): Int {
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return 60;
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}
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public function clear(?color: Color, ?depth: Float, ?stencil: Int): Void {}
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public function viewport(x: Int, y: Int, width: Int, height: Int): Void {}
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public function scissor(x: Int, y: Int, width: Int, height: Int): Void {}
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public function disableScissor(): Void {}
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public function setVertexBuffer(vertexBuffer: VertexBuffer): Void {
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this.vertexBuffer = vertexBuffer;
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}
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public function setVertexBuffers(vertexBuffers: Array<kha.graphics4.VertexBuffer>): Void {}
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public function setIndexBuffer(indexBuffer: IndexBuffer): Void {
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this.indexBuffer = indexBuffer;
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}
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public function setTexture(unit: TextureUnit, texture: Image): Void {}
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public function setTextureDepth(unit: TextureUnit, texture: Image): Void {}
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public function setTextureArray(unit: TextureUnit, texture: Image): Void {}
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public function setVideoTexture(unit: TextureUnit, texture: Video): Void {}
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public function setImageTexture(unit: TextureUnit, texture: Image): Void {}
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public function setTextureParameters(texunit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
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minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void {}
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public function setTexture3DParameters(texunit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
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wAddressing: TextureAddressing, minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void {}
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public function setTextureCompareMode(texunit: TextureUnit, enabled: Bool): Void {}
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public function setCubeMapCompareMode(texunit: TextureUnit, enabled: Bool): Void {}
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public function setCubeMap(stage: kha.graphics4.TextureUnit, cubeMap: kha.graphics4.CubeMap): Void {}
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public function setCubeMapDepth(stage: kha.graphics4.TextureUnit, cubeMap: kha.graphics4.CubeMap): Void {}
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public function renderTargetsInvertedY(): Bool {
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return false;
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}
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public function instancedRenderingAvailable(): Bool {
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return false;
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}
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public function setPipeline(pipeline: PipelineState): Void {
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this.pipeline = pipeline;
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}
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public function setStencilReferenceValue(value: Int): Void {}
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public function setBool(location: ConstantLocation, value: Bool): Void {}
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public function setInt(location: ConstantLocation, value: Int): Void {}
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public function setInt2(location: ConstantLocation, value1: Int, value2: Int): Void {}
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public function setInt3(location: ConstantLocation, value1: Int, value2: Int, value3: Int): Void {}
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public function setInt4(location: ConstantLocation, value1: Int, value2: Int, value3: Int, value4: Int): Void {}
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public function setInts(location: ConstantLocation, ints: Int32Array): Void {}
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public function setFloat(location: ConstantLocation, value: FastFloat): Void {}
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public function setFloat2(location: ConstantLocation, value1: FastFloat, value2: FastFloat): Void {}
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public function setFloat3(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat): Void {}
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public function setFloat4(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat, value4: FastFloat): Void {}
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public function setFloats(location: ConstantLocation, floats: Float32Array): Void {}
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public function setFloat4s(location: ConstantLocation, float4s: Float32Array): Void {}
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public function setVector2(location: ConstantLocation, value: FastVector2): Void {}
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public function setVector3(location: ConstantLocation, value: FastVector3): Void {}
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public function setVector4(location: ConstantLocation, value: FastVector4): Void {}
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public function setMatrix(location: ConstantLocation, value: FastMatrix4): Void {}
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public function setMatrix3(location: ConstantLocation, value: FastMatrix3): Void {}
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static inline function min(a: FastFloat, b: FastFloat, c: FastFloat): FastFloat {
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var min1 = a < b ? a : b;
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return min1 < c ? min1 : c;
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}
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static inline function max(a: FastFloat, b: FastFloat, c: FastFloat): FastFloat {
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var max1 = a > b ? a : b;
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return max1 > c ? max1 : c;
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}
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inline function xtopixel(x: FastFloat): Int {
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return Std.int((x + 1) / 2 * canvas.width);
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}
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inline function ytopixel(y: FastFloat): Int {
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return Std.int((y + 1) / 2 * canvas.height);
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}
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public function drawIndexedVertices(start: Int = 0, count: Int = -1): Void {
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#if js
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// var vertexShaderSource = "output.gl_Position = new vec4(input.pos.x,input.pos.y,0.5,1.0);";
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// var vertexShader = untyped __js__("new Function([\"input\", \"output\", \"vec4\"], vertexShaderSource)");
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// var vertexShader = untyped __js__("window[this.pipeline.vertexShader.name]");
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var vertexShader = untyped __js__("shader_vert");
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// var fragmentShaderSource = "output.gl_FragColor = new vec4(1.0, 0.0, 0.0, 1.0);";
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// var fragmentShader = untyped __js__("new Function([\"input\", \"output\", \"vec4\"], fragmentShaderSource)");
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// var fragmentShader = untyped __js__("window[this.pipeline.fragmentShader.name]");
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var fragmentShader = untyped __js__("shader_frag");
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var index = 0;
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while (index < indexBuffer._data.length) {
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var indices = [
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indexBuffer._data[index + 0],
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indexBuffer._data[index + 1],
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indexBuffer._data[index + 2]
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];
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var layout = pipeline.inputLayout[0];
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var vertexStride = Std.int(layout.byteSize() / 4);
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var offsets = [indices[0] * vertexStride, indices[1] * vertexStride, indices[2] * vertexStride];
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var vsinputs = new Array<Dynamic>();
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for (index in 0...3) {
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var vsinput: Dynamic = {};
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var vindex = 0;
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for (element in layout.elements) {
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switch (element.data) {
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case VertexData.Float1:
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var data1 = vertexBuffer._data.get(offsets[index] + vindex + 0);
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untyped vsinput[element.name] = data1;
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vindex += 1;
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case VertexData.Float2:
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var data2 = [
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vertexBuffer._data.get(offsets[index] + vindex + 0),
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vertexBuffer._data.get(offsets[index] + vindex + 1)
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];
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untyped vsinput[element.name] = data2;
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vindex += 2;
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case VertexData.Float3:
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var data3 = [
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vertexBuffer._data.get(offsets[index] + vindex + 0),
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vertexBuffer._data.get(offsets[index] + vindex + 1),
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vertexBuffer._data.get(offsets[index] + vindex + 2)
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];
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untyped vsinput[element.name] = data3;
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vindex += 3;
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case VertexData.Float4:
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var data4 = [
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vertexBuffer._data.get(offsets[index] + vindex + 0),
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vertexBuffer._data.get(offsets[index] + vindex + 1),
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vertexBuffer._data.get(offsets[index] + vindex + 2),
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vertexBuffer._data.get(offsets[index] + vindex + 3)
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];
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untyped vsinput[element.name] = data4;
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vindex += 4;
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case VertexData.Float4x4:
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case Short2Norm:
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case Short4Norm:
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}
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}
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vsinputs.push(vsinput);
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}
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var vsoutputs: Array<Dynamic> = [{}, {}, {}, {}];
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for (i in 0...3)
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vertexShader(vsinputs[i], vsoutputs[i], vec2, vec3, vec4, mat4);
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var positions: Array<Array<FastFloat>> = [vsoutputs[0].gl_Position, vsoutputs[1].gl_Position, vsoutputs[2].gl_Position];
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var minx = min(positions[0][0], positions[1][0], positions[2][0]);
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var maxx = max(positions[0][0], positions[1][0], positions[2][0]);
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var miny = min(positions[0][1], positions[1][1], positions[2][1]);
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var maxy = max(positions[0][1], positions[1][1], positions[2][1]);
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var minxp = xtopixel(minx);
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var maxxp = xtopixel(maxx);
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var minyp = ytopixel(miny);
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var maxyp = ytopixel(maxy);
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for (y in minyp...maxyp)
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for (x in minxp...maxxp) {
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var bc_screen: FastVector3 = barycentric(xtopixel(positions[0][0]), ytopixel(positions[0][1]), xtopixel(positions[1][0]),
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ytopixel(positions[1][1]), xtopixel(positions[2][0]), ytopixel(positions[2][1]), x, y);
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if (bc_screen.x < 0 || bc_screen.y < 0 || bc_screen.z < 0)
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continue;
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var fsoutput: Dynamic = {};
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fragmentShader({}, fsoutput, vec2, vec3, vec4, mat4);
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var color: Array<FastFloat> = fsoutput.gl_FragColor;
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g1.setPixel(x, y, Color.fromFloats(color[2], color[1], color[0], color[3]));
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}
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index += 3;
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}
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#end
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}
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static function vec2(x: FastFloat, y: FastFloat): Array<FastFloat> {
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return [x, y];
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}
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static function vec3(x: FastFloat, y: FastFloat, z: FastFloat): Array<FastFloat> {
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return [x, y, z];
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}
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static function vec4(x: FastFloat, y: FastFloat, z: FastFloat, w: FastFloat): Array<FastFloat> {
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return [x, y, z, w];
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}
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static function mat4(x: FastFloat, y: FastFloat): Array<FastFloat> {
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return [x, y];
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}
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static inline function barycentric(_1x: Int, _1y: Int, _2x: Int, _2y: Int, _3x: Int, _3y: Int, x: Int, y: Int): FastVector3 {
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var a = new FastVector3(_3x - _1x, _2x - _1x, _1x - x);
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var b = new FastVector3(_3y - _1y, _2y - _1y, _1y - y);
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var u: FastVector3 = a.cross(b);
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if (Math.abs(u.z) < 1)
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return new FastVector3(-1, 1, 1); // degenerate
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return new FastVector3(1.0 - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z);
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}
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public function drawIndexedVerticesInstanced(instanceCount: Int, start: Int = 0, count: Int = -1): Void {}
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public function flush(): Void {}
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public function maxBoundTextures(): Int {
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return 16;
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}
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}
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