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xbox: start working on an Xbox/Direct3D port.

legacy
Sam Hocevar sam 12年前
コミット
60a2e83d54
15個のファイルの変更143行の追加31行の削除
  1. +1
    -0
      configure.ac
  2. +7
    -1
      src/Makefile.am
  3. +5
    -1
      src/application/application.cpp
  4. +5
    -2
      src/debug/quad.cpp
  5. +5
    -2
      src/debug/sphere.cpp
  6. +2
    -2
      src/dict.cpp
  7. +4
    -1
      src/gradient.cpp
  8. +6
    -1
      src/real.cpp
  9. +3
    -1
      src/shader/shader.cpp
  10. +7
    -1
      src/thread/threadbase.h
  11. +3
    -1
      src/timer.cpp
  12. +7
    -2
      src/vector.cpp
  13. +76
    -15
      src/video.cpp
  14. +3
    -1
      win32/lolcore.vcxproj
  15. +9
    -0
      win32/lolcore.vcxproj.filters

+ 1
- 0
configure.ac ファイルの表示

@@ -46,6 +46,7 @@ PKG_PROG_PKG_CONFIG()

dnl Available platforms: some of these are not public
AM_CONDITIONAL(HAVE_PS3, test -f src/platform/ps3/ps3app.cpp)
AM_CONDITIONAL(HAVE_XBOX, false)

AM_CONDITIONAL(USE_GLEW, test "${ac_cv_my_have_glew}" != "no")
dnl conditional builds


+ 7
- 1
src/Makefile.am ファイルの表示

@@ -19,6 +19,7 @@ liblol_a_SOURCES = \
eglapp.cpp eglapp.h \
\
$(ps3_sources) \
$(xbox_sources) \
$(nacl_sources) \
$(sdl_sources) \
\
@@ -54,9 +55,14 @@ nacl_sources = \
endif

if HAVE_PS3
ps3_sources = \
ps3_sources = \
platform/ps3/threadbase.h \
platform/ps3/ps3app.cpp platform/ps3/ps3app.h \
platform/ps3/ps3input.cpp platform/ps3/ps3input.h
endif

if HAVE_XBOX
xbox_sources = \
platform/xbox/xboxapp.cpp platform/xbox/xboxapp.h
endif


+ 5
- 1
src/application/application.cpp ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -17,6 +17,8 @@

#if defined __CELLOS_LV2__
# include "platform/ps3/ps3app.h"
#elif defined _XBOX
# include "platform/xbox/xboxapp.h"
#elif defined __native_client__
# include "platform/nacl/naclapp.h"
#elif defined HAVE_GLES_2X
@@ -41,6 +43,8 @@ class ApplicationData

#if defined __CELLOS_LV2__
Ps3App app;
#elif defined _XBOX
XboxApp app;
#elif defined __native_client__
NaClApp app;
#elif defined HAVE_GLES_2X


+ 5
- 2
src/debug/quad.cpp ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -12,7 +12,9 @@
# include "config.h"
#endif

#if defined WIN32 && !defined _XBOX
#if !defined _XBOX /* This file is meaningless on Xbox */

#if defined WIN32 && !_XBOX
# define _USE_MATH_DEFINES /* for M_PI */
# define WIN32_LEAN_AND_MEAN
# include <windows.h>
@@ -1117,3 +1119,4 @@ void DebugQuad::ResetState()

} /* namespace lol */

#endif /* !defined _XBOX */

+ 5
- 2
src/debug/sphere.cpp ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -12,7 +12,9 @@
# include "config.h"
#endif

#if defined WIN32 && !defined _XBOX
#if !defined _XBOX /* This file is meaningless on Xbox */

#if defined WIN32
# define _USE_MATH_DEFINES /* for M_PI */
# define WIN32_LEAN_AND_MEAN
# include <windows.h>
@@ -208,3 +210,4 @@ DebugSphere::~DebugSphere()

} /* namespace lol */

#endif /* !defined _XBOX */

+ 2
- 2
src/dict.cpp ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -17,7 +17,7 @@

#include "core.h"

#if defined WIN32
#if defined _WIN32 || defined _XBOX
# define strcasecmp _stricmp
#endif



+ 4
- 1
src/gradient.cpp ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -12,6 +12,8 @@
# include "config.h"
#endif

#if !defined _XBOX /* This file is meaningless on Xbox */

#include <cmath>

#include "core.h"
@@ -241,3 +243,4 @@ Gradient::~Gradient()

} /* namespace lol */

#endif /* !defined _XBOX */

+ 6
- 1
src/real.cpp ファイルの表示

@@ -12,7 +12,12 @@
# include "config.h"
#endif

#if defined WIN32 && !defined _XBOX
#if defined _XBOX
# define _USE_MATH_DEFINES /* for M_PI */
# include <xtl.h>
# undef near /* Fuck Microsoft */
# undef far /* Fuck Microsoft again */
#elif defined WIN32
# define _USE_MATH_DEFINES /* for M_PI */
# define WIN32_LEAN_AND_MEAN
# include <windows.h>


+ 3
- 1
src/shader/shader.cpp ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -38,6 +38,8 @@ class ShaderData
friend class Shader;

private:
#if defined _XBOX

#if !defined __CELLOS_LV2__
GLuint prog_id, vert_id, frag_id;
#else


+ 7
- 1
src/thread/threadbase.h ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -18,8 +18,14 @@

#if defined HAVE_PTHREAD_H
# include <pthread.h>
#elif defined _XBOX
# include <xtl.h>
# undef near /* Fuck Microsoft */
# undef far /* Fuck Microsoft again */
#elif defined _WIN32
# include <windows.h>
# undef near /* Fuck Microsoft */
# undef far /* Fuck Microsoft again */
#else
# error No threading support yet :(
#endif


+ 3
- 1
src/timer.cpp ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -20,6 +20,8 @@
# include <unistd.h>
#elif defined _XBOX
# include <xtl.h>
# undef near /* Fuck Microsoft */
# undef far /* Fuck Microsoft again */
# include <xbox.h>
#elif defined _WIN32
# define WIN32_LEAN_AND_MEAN


+ 7
- 2
src/vector.cpp ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -12,7 +12,12 @@
# include "config.h"
#endif

#if defined WIN32 && !defined _XBOX
#if defined _XBOX
# define _USE_MATH_DEFINES /* for M_PI */
# include <xtl.h>
# undef near /* Fuck Microsoft */
# undef far /* Fuck Microsoft again */
#elif defined _WIN32
# define _USE_MATH_DEFINES /* for M_PI */
# define WIN32_LEAN_AND_MEAN
# include <windows.h>


+ 76
- 15
src/video.cpp ファイルの表示

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
@@ -14,7 +14,11 @@

#include <cmath>

#if defined _WIN32 && !defined _XBOX
#if _XBOX
# include <xtl.h>
# undef near /* Fuck Microsoft */
# undef far /* Fuck Microsoft again */
#elif defined _WIN32
# define WIN32_LEAN_AND_MEAN
# include <windows.h>
# undef near /* Fuck Microsoft */
@@ -36,20 +40,64 @@ class VideoData
private:
static mat4 proj_matrix, view_matrix;
static ivec2 saved_viewport;
#if defined _XBOX
static Direct3D *d3d_ctx;
static D3DDevice *d3d_dev;
#endif
};

mat4 VideoData::proj_matrix;
mat4 VideoData::view_matrix;

ivec2 VideoData::saved_viewport(0, 0);

#if defined _XBOX
Direct3D *VideoData::d3d_ctx;
D3DDevice *VideoData::d3d_dev;
#endif

/*
* Public Video class
*/

void Video::Setup(ivec2 size)
{
#if defined USE_GLEW && !defined __APPLE__
#if defined _XBOX
VideoData::d3d_ctx = Direct3DCreate9(D3D_SDK_VERSION);
if (!VideoData::d3d_ctx)
{
Log::Error("cannot initialise D3D\n");
exit(EXIT_FAILURE);
}

D3DPRESENT_PARAMETERS d3dpp;
memset(&d3dpp, 0, sizeof(d3dpp));

XVIDEO_MODE VideoMode;
XGetVideoMode( &VideoMode );
if (size.x > VideoMode.dwDisplayWidth)
size.x = VideoMode.dwDisplayWidth;
if (size.y > VideoMode.dwDisplayHeight)
size.y = VideoMode.dwDisplayHeight;
VideoData::saved_viewport = size;

d3dpp.BackBufferWidth = size.x;
d3dpp.BackBufferHeight = size.y;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;

if (!VideoData::d3d_ctx->CreateDevice(0, D3DDEVTYPE_HAL, NULL,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &VideoData::d3d_dev))
{
Log::Error("cannot create D3D device\n");
exit(EXIT_FAILURE);
}
#else
# if defined USE_GLEW && !defined __APPLE__
/* Initialise GLEW if necessary */
GLenum glerr = glewInit();
if (glerr != GLEW_OK)
@@ -57,7 +105,7 @@ void Video::Setup(ivec2 size)
Log::Error("cannot initialise GLEW: %s\n", glewGetErrorString(glerr));
exit(EXIT_FAILURE);
}
#endif
# endif

/* Initialise OpenGL */
glViewport(0, 0, size.x, size.y);
@@ -66,9 +114,10 @@ void Video::Setup(ivec2 size)
glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
glClearDepth(1.0);

#if defined HAVE_GL_2X && !defined __APPLE__
# if defined HAVE_GL_2X && !defined __APPLE__
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
# endif
#endif
}

@@ -126,8 +175,14 @@ void Video::SetDepth(bool set)
void Video::Clear()
{
ivec2 size = GetSize();
#if defined _XBOX
VideoData::d3d_dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER
| D3DCLEAR_STENCIL,
D3DCOLOR_XRGB(26, 51, 77), 1.0f, 0);
#else
glViewport(0, 0, size.x, size.y);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#endif

SetFov(0.0f);
}
@@ -139,26 +194,29 @@ void Video::Destroy()

void Video::Capture(uint32_t *buffer)
{
#if _XBOX
/* TODO */
#else
GLint v[4];
#if defined __CELLOS_LV2__
# if defined __CELLOS_LV2__
// FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions
v[2] = 1920;
v[3] = 1080;
#else
# else
glGetIntegerv(GL_VIEWPORT, v);
#endif
# endif
int width = v[2], height = v[3];

#if defined HAVE_GL_2X
# if defined HAVE_GL_2X
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
#endif
# endif
glPixelStorei(GL_PACK_ALIGNMENT, 1);

#if defined GL_BGRA
# if defined GL_BGRA
glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
#else
# else
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
#endif
# endif

for (int j = 0; j < height / 2; j++)
for (int i = 0; i < width; i++)
@@ -167,13 +225,16 @@ void Video::Capture(uint32_t *buffer)
buffer[j * width + i] = buffer[(height - j - 1) * width + i];
buffer[(height - j - 1) * width + i] = tmp;
}
#endif
}

ivec2 Video::GetSize()
{
#if _XBOX
return VideoData::saved_viewport;
#elif 1
/* GetSize() is called too often on the game thread; we cannot rely on
* the GL context at this point */
#if 1
return VideoData::saved_viewport;
#elif defined __CELLOS_LV2__
// FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions


+ 3
- 1
win32/lolcore.vcxproj ファイルの表示

@@ -169,6 +169,7 @@
<ClCompile Include="..\src\platform.cpp" />
<ClCompile Include="..\src\platform\sdl\sdlapp.cpp" />
<ClCompile Include="..\src\platform\sdl\sdlinput.cpp" />
<ClCompile Include="..\src\platform\xbox\xboxapp.cpp" />
<ClCompile Include="..\src\profiler.cpp" />
<ClCompile Include="..\src\real.cpp" />
<ClCompile Include="..\src\sample.cpp" />
@@ -223,6 +224,7 @@
<ClInclude Include="..\src\platform.h" />
<ClInclude Include="..\src\platform\sdl\sdlapp.h" />
<ClInclude Include="..\src\platform\sdl\sdlinput.h" />
<ClInclude Include="..\src\platform\xbox\xboxapp.h" />
<ClInclude Include="..\src\profiler.h" />
<ClInclude Include="..\src\sample.h" />
<ClInclude Include="..\src\sampler.h" />
@@ -245,4 +247,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

+ 9
- 0
win32/lolcore.vcxproj.filters ファイルの表示

@@ -38,6 +38,9 @@
<Filter Include="src\image\codec">
<UniqueIdentifier>{123803f1-1722-4421-8245-098667654cda}</UniqueIdentifier>
</Filter>
<Filter Include="src\platform\xbox">
<UniqueIdentifier>{317cb5cc-5dcc-4e14-be90-40a125a2e2ec}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\src\image\image.cpp">
@@ -184,6 +187,9 @@
<ClCompile Include="..\src\image\codec\sdl-image.cpp">
<Filter>src\image\codec</Filter>
</ClCompile>
<ClCompile Include="..\src\platform\xbox\xboxapp.cpp">
<Filter>src\platform\xbox</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\src\image\image.h">
@@ -345,5 +351,8 @@
<ClInclude Include="..\src\image\image-private.h">
<Filter>src\image</Filter>
</ClInclude>
<ClInclude Include="..\src\platform\xbox\xboxapp.h">
<Filter>src\platform\xbox</Filter>
</ClInclude>
</ItemGroup>
</Project>

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