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Why Genesis 3D is portable for Directx and GL

Posted on 2003-03-03
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respected men, i started experimenting with Genesis3D in Last january , i soon found that it is very simple and flexible. One thing i don't understand is how they made it portable for DirectX ,OpenGL and Glide at the same time.I mean how  that "drivers" work? Can any body clear it.
 
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Question by:smallbug005
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Expert Comment

by:joachimc
ID: 8056656
I haven't used Genesis but I would imagen that they have made an abstract interface and then the interface has to translate the calls to the sublayer that handles DX, GL etc.

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Author Comment

by:smallbug005
ID: 8117546
u re right jo but i ant the answer in more detail
will any body comeup with more details about source code.
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Expert Comment

by:DSole
ID: 8221553
the drivers are dll files that are called by the engine. From what I remember, it just changes the dll file name to call based on which driver is selected by the user, but it can also auto-detect which to use.
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Accepted Solution

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DSole earned 300 total points
ID: 8221624
the drivers available are enumerated in the function
EnumSubDrivers

in the system.c file.

it loops through the DriverFileNames Array and adds info abt each one (DriverInfo class) available to an instance of the Sys_DriverInfo object.

this is called in the Sys_EngineCreate() function.

if (!EnumSubDrivers(&NewEngine->DriverInfo, DriverDirectory))
goto ExitWithError;


the drivers are abstracted through a struct called DRV_Driver :

typedef struct
{
     char                    *Name;
     S32                         VersionMajor;
     S32                         VersionMinor;

     // Error handling hooks set by driver
     S32                         LastError;                                   // Last error driver made
     char                    *LastErrorStr;                              // NULL terminated error string
     
     // Enum Modes/Drivers
     DRV_ENUM_DRIVER          *EnumSubDrivers;
     DRV_ENUM_MODES          *EnumModes;
     
     DRV_ENUM_PFORMAT     *EnumPixelFormats;

     // Init/DeInit functions
     DRV_INIT                         *Init;
     DRV_SHUTDOWN                    *Shutdown;
     DRV_RESET                         *Reset;
     DRV_UPDATE_WINDOW               *UpdateWindow;
     DRV_SET_ACTIVE                    *SetActive;
     
     // Create/Destroy texture functions
     CREATE_TEXTURE          *THandle_Create;
     DESTROY_TEXTURE          *THandle_Destroy;

     // Texture manipulation functions
     LOCK_THANDLE          *THandle_Lock;
     UNLOCK_THANDLE          *THandle_UnLock;

     // Palette access functions
     SET_PALETTE               *THandle_SetPalette;
     GET_PALETTE               *THandle_GetPalette;

     // Palette access functions
     SET_ALPHA               *THandle_SetAlpha;
     GET_ALPHA                 *THandle_GetAlpha;

     THANDLE_GET_INFO     *THandle_GetInfo;

     // Scene management functions
     BEGIN_SCENE               *BeginScene;
     END_SCENE               *EndScene;
     BEGIN_WORLD               *BeginWorld;
     END_WORLD               *EndWorld;
     BEGIN_MESHES          *BeginMeshes;
     END_MESHES               *EndMeshes;
     BEGIN_MODELS          *BeginModels;
     END_MODELS               *EndModels;
     
     // Render functions
     RENDER_G_POLY          *RenderGouraudPoly;
     RENDER_W_POLY          *RenderWorldPoly;
     RENDER_MT_POLY          *RenderMiscTexturePoly;

     //Decal functions
     DRAW_DECAL               *DrawDecal;

     S32                         NumWorldPixels;
     S32                         NumWorldSpans;
     S32                         NumRenderedPolys;
     DRV_CacheInfo          *CacheInfo;

     SCREEN_SHOT               *ScreenShot;

     SET_GAMMA               *SetGamma;
     GET_GAMMA               *GetGamma;

     DRV_SET_FOG_ENABLE     *SetFogEnable;
     
     // Driver preferences
     DRV_EngineSettings     *EngineSettings;

     // The engine supplies these for the drivers misc use
     SETUP_LIGHTMAP_CB     *SetupLightmap;

     // Temp hack global
     GInfo                    *GlobalInfo;
} DRV_Driver;
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Author Comment

by:smallbug005
ID: 8277859
Yes Dsole this is the answer i want,but it will be better if you detail the overall working for other viewers in more simple language. Thanks for your efforts
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