godot/servers/spatial_sound_2d/spatial_sound_2d_server_sw.h
Juan Linietsky 22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00

266 lines
7.8 KiB
C++

/*************************************************************************/
/* spatial_sound_2d_server_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SPATIAL_SOUND_2D_SERVER_SW_H
#define SPATIAL_SOUND_2D_SERVER_SW_H
#include "servers/spatial_sound_2d_server.h"
#include "os/thread_safe.h"
class SpatialSound2DServerSW : public SpatialSound2DServer {
OBJ_TYPE(SpatialSound2DServerSW,SpatialSound2DServer);
_THREAD_SAFE_CLASS_
enum {
INTERNAL_BUFFER_SIZE=4096,
INTERNAL_BUFFER_MAX_CHANNELS=4,
VOICE_IS_STREAM=-1
};
struct InternalAudioStream : public AudioServer::AudioStream {
::SpatialSound2DServerSW *owner;
virtual int get_channel_count() const;
virtual void set_mix_rate(int p_rate); //notify the stream of the mix rate
virtual bool mix(int32_t *p_buffer,int p_frames);
virtual void update();
};
InternalAudioStream *internal_audio_stream;
RID internal_audio_stream_rid;
int32_t *internal_buffer;
int internal_buffer_channels;
bool internal_buffer_mix(int32_t *p_buffer,int p_frames);
struct Room;
struct Space : public RID_Data {
RID default_room;
Set<RID> rooms;
Set<RID> sources;
Set<RID> listeners;
//Octree<Room> octree;
};
mutable RID_Owner<Space> space_owner;
struct Room : public RID_Data {
RID space;
Matrix32 transform;
Matrix32 inverse_transform;
DVector<Point2> bounds;
RoomReverb reverb;
float params[ROOM_PARAM_MAX];
bool override_other_sources;
//OctreeElementID octree_id;
int level;
Room();
};
mutable RID_Owner<Room> room_owner;
struct Source : public RID_Data {
struct Voice {
RID voice_rid;
RID sample_rid;
bool active;
bool restart;
float pitch_scale;
float volume_scale;
int sample_mix_rate;
float last_volume;
float last_filter_gain;
float last_filter_cutoff;
Vector2 last_panning;
int last_mix_rate;
RoomReverb last_reverb_room;
float last_reverb_send;
Voice();
~Voice();
};
struct StreamData {
Vector2 panning;
RoomReverb reverb;
float reverb_send;
float volume;
float filter_gain;
float filter_cutoff;
struct FilterState {
float ha[2];
float hb[2];
} filter_state[4];
StreamData() {
reverb_send=0;
reverb=ROOM_REVERB_HALL;
volume=1.0;
filter_gain=1;
filter_cutoff=5000;
}
} stream_data;
RID space;
Matrix32 transform;
float params[SOURCE_PARAM_MAX];
AudioServer::AudioStream *stream;
Vector<Voice> voices;
int last_voice;
Source();
};
mutable RID_Owner<Source> source_owner;
struct Listener : public RID_Data {
RID space;
Matrix32 transform;
float params[LISTENER_PARAM_MAX];
Listener();
};
mutable RID_Owner<Listener> listener_owner;
struct ActiveVoice {
Source *source;
int voice;
bool operator<(const ActiveVoice& p_voice) const { return (voice==p_voice.voice)?(source<p_voice.source):(voice<p_voice.voice); }
ActiveVoice(Source *p_source=NULL,int p_voice=0) { source=p_source; voice=p_voice; }
};
// Room *cull_rooms[MAX_CULL_ROOMS];
Set<Source*> streaming_sources;
Set<ActiveVoice> active_voices;
void _clean_up_owner(RID_OwnerBase *p_owner, const char *p_area);
void _update_sources();
public:
/* SPACE */
virtual RID space_create();
/* ROOM */
virtual RID room_create();
virtual void room_set_space(RID p_room,RID p_space);
virtual RID room_get_space(RID p_room) const;
virtual void room_set_bounds(RID p_room, const DVector<Point2>& p_bounds);
virtual DVector<Point2> room_get_bounds(RID p_room) const;
virtual void room_set_transform(RID p_room, const Matrix32& p_transform);
virtual Matrix32 room_get_transform(RID p_room) const;
virtual void room_set_param(RID p_room, RoomParam p_param, float p_value);
virtual float room_get_param(RID p_room, RoomParam p_param) const;
virtual void room_set_level(RID p_room, int p_level);
virtual int room_get_level(RID p_room) const;
virtual void room_set_reverb(RID p_room, RoomReverb p_reverb);
virtual RoomReverb room_get_reverb(RID p_room) const;
//useful for underwater or rooms with very strange conditions
virtual void room_set_force_params_to_all_sources(RID p_room, bool p_force);
virtual bool room_is_forcing_params_to_all_sources(RID p_room) const;
/* SOURCE */
virtual RID source_create(RID p_space);
virtual void source_set_polyphony(RID p_source,int p_voice_count);
virtual int source_get_polyphony(RID p_source) const;
virtual void source_set_transform(RID p_source, const Matrix32& p_transform);
virtual Matrix32 source_get_transform(RID p_source) const;
virtual void source_set_param(RID p_source, SourceParam p_param, float p_value);
virtual float source_get_param(RID p_source, SourceParam p_param) const;
virtual void source_set_audio_stream(RID p_source, AudioServer::AudioStream *p_stream); //null to unset
virtual SourceVoiceID source_play_sample(RID p_source, RID p_sample, int p_mix_rate, int p_voice=SOURCE_NEXT_VOICE);
/* VOICES */
virtual void source_voice_set_pitch_scale(RID p_source, SourceVoiceID p_voice, float p_pitch_scale);
virtual void source_voice_set_volume_scale_db(RID p_source, SourceVoiceID p_voice, float p_volume);
virtual bool source_is_voice_active(RID p_source, SourceVoiceID p_voice) const;
virtual void source_stop_voice(RID p_source, SourceVoiceID p_voice);
/* LISTENER */
virtual RID listener_create();
virtual void listener_set_space(RID p_listener, RID p_space);
virtual void listener_set_transform(RID p_listener, const Matrix32& p_transform);
virtual Matrix32 listener_get_transform(RID p_listener) const;
virtual void listener_set_param(RID p_listener, ListenerParam p_param, float p_value);
virtual float listener_get_param(RID p_listener, ListenerParam p_param) const;
/* MISC */
virtual void free(RID p_id);
virtual void init();
virtual void update(float p_delta);
virtual void finish();
SpatialSound2DServerSW();
};
#endif // SPATIAL_SOUND_2D_SERVER_SW_H