Files
t5de-renderer/adapter/engine.hpp
T
dhkatzandClaude Opus 5.5 2d9da249fa
CI / build (push) Failing after 0s
Draw the whole 3D view in place of the client's renderer
The full view is now the default. While the renderer process covers the whole
view (Channel::covering, set after each frame it presents), the adapter skips
the client's renderer's clears and draws, decided per frame; the client's
renderer still gets state and resources, and draws again as soon as the
renderer process stops covering the view.

The client's window no longer gets WS_CLIPCHILDREN: the client draws when its
window gets WM_PAINT, which a window entirely covered by clipped children never
gets (it fell to about one frame a second). The flip model swap chain shows
above the client's drawing anyway.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:14:17 -07:00

94 lines
5.3 KiB
C++

#pragma once
// The adapter's engine: what the client draws with. Everything is recorded for the renderer process, which draws the
// 3D view. The client's own Direct3D renderer gets everything too (state and resources: it still draws into render
// targets and reads textures back, which the renderer process doesn't yet), but while the renderer process covers the
// whole view, the client's renderer skips its frames' clears and draws. When the renderer process doesn't cover it
// (it failed, or shows only part of the view, for comparing) the client's renderer draws everything, from the next
// frame on.
#include <cstdint>
#include <memory>
#include "recorder.hpp"
#include "t5de/imvu/render_engine.hpp"
namespace t5de {
class Engine final : public imvu::PiRenderEngine {
public:
// recorder may be inactive (no renderer process).
Engine(imvu::SharedPtr<imvu::PiRenderEngine> inner, std::shared_ptr<Recorder> recorder);
~Engine() override;
void resizeFrameBuffer(imvu::Vec2i size) override;
void enable2dFrameBuffer() override;
void clear(std::uint32_t flags, imvu::Color color) override;
void setProjection(imvu::Vec2i viewport, const imvu::Mat4f& projection) override;
void setModelSpace(const imvu::Transform& model) override;
void setViewSpace(const imvu::Transform& view) override;
void setTextures(imvu::PiRenderTexture* texture0, imvu::PiRenderTexture* texture1) override;
void setDepthTestingOn(bool on) override;
void setDepthWritingOn(bool on) override;
void setBlendMode(imvu::RenderBlendMode mode) override;
void setAlphaTestingOn(bool on) override;
void setAlphaTestValue(float value) override;
void setBlendingOn(bool on) override;
void setBackFaceCullingOn(bool on) override;
void setNormalInvertingOn(bool on) override;
void setLightingOn(bool on) override;
void setLightProperties(std::uint32_t index, const imvu::LightProperties& light) override;
void setFogOn(bool on) override;
void setFogAttributes(float start, float end, imvu::Color color) override;
void setTextureTransformMatrixIdentity(std::uint32_t stage) override;
void setTextureTransformMatrix(std::uint32_t stage, const imvu::TextureTransform& transform) override;
void setEnvironmentAmbient(imvu::Color color) override;
imvu::PiRenderTexture* newRenderTexture(const imvu::Pixmap& pixmap, std::uint32_t flags) override;
imvu::PiInternalIndexBuffer* newIndexBuffer(std::uint32_t count, const std::uint16_t* indices) override;
imvu::PiInternalVertexBuffer* newStaticVertexBuffer(const void* data, std::uint32_t stride,
std::uint32_t elementSize,
std::uint32_t elementCount) override;
imvu::PiInternalVertexBuffer* newDynamicVertexBuffer(std::uint32_t elementSize,
std::uint32_t elementCount) override;
imvu::SharedPtr<imvu::PiPixmapRenderTarget> newPixmapRenderTarget(imvu::Vec2i size) override;
imvu::SharedPtr<imvu::PiTextureRenderTarget> newTextureRenderTarget(imvu::Vec2i size) override;
void beginRendering(imvu::PiRenderTarget* target) override;
void endRendering() override;
void drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions,
imvu::PiInternalVertexBuffer* normals, imvu::PiInternalVertexBuffer* texCoords,
imvu::PiInternalVertexBuffer* colors) override;
void drawLine(imvu::Vec3f from, imvu::Vec3f to, imvu::Color color) override;
void drawPointSprites(const imvu::PointSpriteVector& sprites) override;
void drawTrianglesFromMemory(std::uint32_t vertexCount, std::uint32_t indexCount, const std::uint16_t* indices,
const imvu::VertexAttributeArray<imvu::Vec3f>& positions,
const imvu::VertexAttributeArray<imvu::Vec3f>& normals,
const imvu::VertexAttributeArray<imvu::Vec2f>& texCoords,
const imvu::VertexAttributeArray<imvu::Color>& colors) override;
private:
void setState(protocol::State state, std::uint32_t value);
// Whether the client's renderer should draw this frame's clears and draws.
[[nodiscard]] bool innerDraws() const { return !takenOver_; }
imvu::SharedPtr<imvu::PiRenderEngine> inner_;
std::shared_ptr<Recorder> recorder_;
std::uint64_t frames_ = 0;
bool takenOver_ = false; // this frame is drawn by the renderer process only
int foreignLogged_ = 0; // diagnostics: textures the client renderer made, render targets
// Diagnostics: what the client draws, summed over 300 frames and logged (the first few times).
struct Stats {
std::uint32_t triangles = 0; // drawTriangles with our buffers
std::uint32_t foreignTriangles = 0; // drawTriangles with buffers that aren't ours (not drawn)
std::uint32_t indexed = 0; // drawTrianglesFromMemory with indices
std::uint32_t unindexed = 0; // drawTrianglesFromMemory without
std::uint32_t sprites = 0;
std::uint32_t lines = 0;
std::uint32_t flat = 0; // setProjection with an orthographic projection (2D)
};
Stats stats_;
int statsLogged_ = 0;
};
} // namespace t5de