| | |
| | #define NOMINMAX |
| |
|
| | |
| | |
| | #include "../external/SDL2-2.0.4/include/SDL.h" |
| |
|
| | |
| | #include "shadersDemoContext.h" |
| |
|
| | |
| | |
| | #ifdef __linux__ |
| | DemoContext* CreateDemoContextD3D11() { assert(0); return 0; }; |
| | DemoContext* CreateDemoContextD3D12() { assert(0); return 0; }; |
| | #else |
| | #if FLEX_DX |
| | DemoContext* CreateDemoContextOGL() { assert(0); return 0; }; |
| | #endif |
| | #endif |
| |
|
| | extern DemoContext* CreateDemoContextOGL(); |
| | extern DemoContext* CreateDemoContextD3D11(); |
| | extern DemoContext* CreateDemoContextD3D12(); |
| |
|
| | DemoContext* s_context = NULL; |
| |
|
| | void CreateDemoContext(int type) |
| | { |
| | DemoContext* context = 0; |
| | #ifndef ANDROID |
| | switch (type) |
| | { |
| | case 0: context = CreateDemoContextOGL(); break; |
| | case 1: context = CreateDemoContextD3D11(); break; |
| | case 2: context = CreateDemoContextD3D12(); break; |
| | default: assert(0); |
| | } |
| | #endif |
| | s_context = context; |
| | } |
| |
|
| | DemoContext* GetDemoContext() |
| | { |
| | return s_context; |
| | } |
| |
|
| | void ReshapeRender(SDL_Window* window) |
| | { |
| | int width, height; |
| | SDL_GetWindowSize(window, &width, &height); |
| | s_context->onSizeChanged(width, height, false); |
| | } |
| |
|
| | void DestroyRender() |
| | { |
| | if (s_context) |
| | { |
| | delete s_context; |
| | s_context = nullptr; |
| | } |
| | } |
| |
|
| | void StartFrame(Vec4 colorIn) { s_context->startFrame(colorIn); } |
| | void EndFrame() { s_context->endFrame(); } |
| | void PresentFrame(bool fullSync) { s_context->presentFrame(fullSync); } |
| |
|
| | void FlushGraphicsAndWait() { s_context->flushGraphicsAndWait(); } |
| |
|
| | void ReadFrame(int* backbuffer, int width, int height) { s_context->readFrame(backbuffer, width, height); } |
| |
|
| | void GetViewRay(int x, int y, Vec3& origin, Vec3& dir) { return s_context->getViewRay(x, y, origin, dir); } |
| |
|
| | void SetFillMode(bool wire) { s_context->setFillMode(wire); } |
| |
|
| | void SetCullMode(bool enabled) { s_context->setCullMode(enabled); } |
| |
|
| | void SetView(Matrix44 view, Matrix44 projection) { return s_context->setView(view, projection); } |
| |
|
| | FluidRenderer* CreateFluidRenderer(uint32_t width, uint32_t height) { return s_context->createFluidRenderer(width, height); } |
| |
|
| | void DestroyFluidRenderer(FluidRenderer* renderer) { return s_context->destroyFluidRenderer(renderer); } |
| |
|
| | FluidRenderBuffers* CreateFluidRenderBuffers(int numParticles, bool enableInterop) { return s_context->createFluidRenderBuffers(numParticles, enableInterop); } |
| |
|
| | void UpdateFluidRenderBuffers(FluidRenderBuffers* buffers, Vec4* particles, float* densities, Vec4* anisotropy1, Vec4* anisotropy2, Vec4* anisotropy3, int numParticles, int* indices, int numIndices) |
| | { |
| | s_context->updateFluidRenderBuffers(buffers, particles, densities, anisotropy1, anisotropy2, anisotropy3, numParticles, indices, numIndices); |
| | } |
| |
|
| | void UpdateFluidRenderBuffers(FluidRenderBuffers* buffers, NvFlexSolver* flex, bool anisotropy, bool density) { return s_context->updateFluidRenderBuffers(buffers, flex, anisotropy, density); } |
| |
|
| | void DestroyFluidRenderBuffers(FluidRenderBuffers* buffers) { return s_context->destroyFluidRenderBuffers(buffers); } |
| |
|
| | ShadowMap* ShadowCreate() { return s_context->shadowCreate(); } |
| |
|
| | void ShadowDestroy(ShadowMap* map) { s_context->shadowDestroy(map); } |
| |
|
| | void ShadowBegin(ShadowMap* map) { s_context->shadowBegin(map); } |
| |
|
| | void ShadowEnd() { s_context->shadowEnd(); } |
| |
|
| |
|
| | void BindSolidShader(Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowMap, float bias, Vec4 fogColor) |
| | { |
| | s_context->bindSolidShader(lightPos, lightTarget, lightTransform, shadowMap, bias, fogColor); |
| | } |
| |
|
| | void UnbindSolidShader() { s_context->unbindSolidShader(); } |
| |
|
| | void DrawMesh(const Mesh* m, Vec3 color) { s_context->drawMesh(m, color); } |
| |
|
| | void DrawCloth(const Vec4* positions, const Vec4* normals, const float* uvs, const int* indices, int numTris, int numPositions, int colorIndex, float expand, bool twosided, bool smooth) |
| | { |
| | s_context->drawCloth(positions, normals, uvs, indices, numTris, numPositions, colorIndex, expand, twosided, smooth); |
| | } |
| |
|
| | void DrawRope(Vec4* positions, int* indices, int numIndices, float radius, int color) |
| | { |
| | s_context->drawRope(positions, indices, numIndices, radius, color); |
| | } |
| |
|
| | void DrawPlane(const Vec4& p, bool color) { s_context->drawPlane(p, color); } |
| |
|
| | void DrawPlanes(Vec4* planes, int n, float bias) { s_context->drawPlanes(planes, n, bias); } |
| |
|
| | GpuMesh* CreateGpuMesh(const Mesh* m) |
| | { |
| | return m ? s_context->createGpuMesh(m) : nullptr; |
| | } |
| |
|
| | void DestroyGpuMesh(GpuMesh* m) { s_context->destroyGpuMesh(m); } |
| |
|
| | void DrawGpuMesh(GpuMesh* m, const Matrix44& xform, const Vec3& color) { s_context->drawGpuMesh(m, xform, color); } |
| |
|
| | void DrawGpuMeshInstances(GpuMesh* m, const Matrix44* xforms, int n, const Vec3& color) { s_context->drawGpuMeshInstances(m, xforms, n, color); } |
| |
|
| | void DrawPoints(FluidRenderBuffers* buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowTex, bool showDensity) |
| | { |
| | s_context->drawPoints(buffers, n, offset, radius, screenWidth, screenAspect, fov, lightPos, lightTarget, lightTransform, shadowTex, showDensity); |
| | } |
| |
|
| | void RenderEllipsoids(FluidRenderer* renderer, FluidRenderBuffers* buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowMap, Vec4 color, float blur, float ior, bool debug) |
| | { |
| | s_context->renderEllipsoids(renderer, buffers, n, offset, radius, screenWidth, screenAspect, fov, lightPos, lightTarget, lightTransform, shadowMap, color, blur, ior, debug); |
| | } |
| |
|
| | DiffuseRenderBuffers* CreateDiffuseRenderBuffers(int numDiffuseParticles, bool& enableInterop) { return s_context->createDiffuseRenderBuffers(numDiffuseParticles, enableInterop); } |
| |
|
| | void DestroyDiffuseRenderBuffers(DiffuseRenderBuffers* buffers) { return s_context->destroyDiffuseRenderBuffers(buffers); } |
| |
|
| | void UpdateDiffuseRenderBuffers(DiffuseRenderBuffers* buffers, Vec4* diffusePositions, Vec4* diffuseVelocities, int numDiffuseParticles) |
| | { |
| | s_context->updateDiffuseRenderBuffers(buffers, diffusePositions, diffuseVelocities, numDiffuseParticles); |
| | } |
| |
|
| | void UpdateDiffuseRenderBuffers(DiffuseRenderBuffers* buffers, NvFlexSolver* solver) { return s_context->updateDiffuseRenderBuffers(buffers, solver); } |
| |
|
| | int GetNumDiffuseRenderParticles(DiffuseRenderBuffers* buffers) { return s_context->getNumDiffuseRenderParticles(buffers); } |
| |
|
| | void RenderDiffuse(FluidRenderer* render, DiffuseRenderBuffers* buffers, int n, float radius, float screenWidth, float screenAspect, float fov, Vec4 color, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowMap, float motionBlur, float inscatter, float outscatter, bool shadowEnabled, bool front) |
| | { |
| | s_context->drawDiffuse(render, buffers, n, radius, screenWidth, screenAspect, fov, color, lightPos, lightTarget, lightTransform, shadowMap, motionBlur, inscatter, outscatter, shadowEnabled, front); |
| | } |
| |
|
| | void BeginLines() { s_context->beginLines(); } |
| |
|
| | void DrawLine(const Vec3& p, const Vec3& q, const Vec4& color) { s_context->drawLine(p, q, color); } |
| |
|
| | void EndLines() { s_context->endLines(); } |
| |
|
| | void BeginPoints(float size) {} |
| | void DrawPoint(const Vec3& p, const Vec4& color) {} |
| | void EndPoints() {} |
| |
|
| | float RendererGetDeviceTimestamps(unsigned long long* begin, unsigned long long* end, unsigned long long* freq) |
| | { |
| | return s_context->rendererGetDeviceTimestamps(begin, end, freq); |
| | } |
| |
|
| | void* GetGraphicsCommandQueue() { return s_context->getGraphicsCommandQueue(); } |
| | void GraphicsTimerBegin() { s_context->graphicsTimerBegin(); } |
| | void GraphicsTimerEnd() { s_context->graphicsTimerEnd(); } |
| |
|
| | void StartGpuWork() { s_context->startGpuWork(); } |
| | void EndGpuWork() { s_context->endGpuWork(); } |
| |
|
| | void DrawImguiGraph() { return s_context->drawImguiGraph(); } |
| |
|
| | void GetRenderDevice(void** deviceOut, void** contextOut) { return s_context->getRenderDevice(deviceOut, contextOut); } |
| |
|
| | void InitRender(const RenderInitOptions& options) |
| | { |
| | if (!s_context) |
| | { |
| | assert(false && "A context has not been set with SetDemoContext!"); |
| | return; |
| | } |
| | if (!s_context->initialize(options)) |
| | { |
| | assert(!"Unable to initialize context!"); |
| | delete s_context; |
| | s_context = nullptr; |
| | return; |
| | } |
| | } |
| |
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| |
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