// to fix min max windows macros #define NOMINMAX // SDL //#include "../external/SDL2-2.0.4/include/SDL_syswm.h" #include "../external/SDL2-2.0.4/include/SDL.h" // This #include "shadersDemoContext.h" // Stubs for unsupported renderers //#if PLATFORM_LINUX #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; } }