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itgmania212121/src/RageDisplay.h
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2011-03-17 01:47:30 -04:00

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/* RageDisplay - Renderer base class. */
#ifndef RAGEDISPLAY_H
#define RAGEDISPLAY_H
#include "RageTypes.h"
#include "ModelTypes.h"
#include <set>
class DisplayResolution;
typedef set<DisplayResolution> DisplayResolutions;
const int REFRESH_DEFAULT = 0;
struct RageSurface;
enum TextureUnit
{
TextureUnit_1,
TextureUnit_2,
TextureUnit_3,
TextureUnit_4,
NUM_TextureUnit
};
// RageCompiledGeometry holds vertex data in a format that is most efficient
// for the graphics API.
class RageCompiledGeometry
{
public:
virtual ~RageCompiledGeometry();
void Set( const vector<msMesh> &vMeshes, bool bNeedsNormals );
virtual void Allocate( const vector<msMesh> &vMeshes ) = 0; // allocate space
virtual void Change( const vector<msMesh> &vMeshes ) = 0; // new data must be the same size as was passed to Set()
virtual void Draw( int iMeshIndex ) const = 0;
protected:
size_t GetTotalVertices() const { if( m_vMeshInfo.empty() ) return 0; return m_vMeshInfo.back().iVertexStart + m_vMeshInfo.back().iVertexCount; }
size_t GetTotalTriangles() const { if( m_vMeshInfo.empty() ) return 0; return m_vMeshInfo.back().iTriangleStart + m_vMeshInfo.back().iTriangleCount; }
struct MeshInfo
{
int iVertexStart;
int iVertexCount;
int iTriangleStart;
int iTriangleCount;
bool m_bNeedsTextureMatrixScale;
};
vector<MeshInfo> m_vMeshInfo;
bool m_bNeedsNormals;
bool m_bAnyNeedsTextureMatrixScale;
};
enum PixelFormat
{
PixelFormat_RGBA8,
PixelFormat_BGRA8,
PixelFormat_RGBA4,
PixelFormat_RGB5A1,
PixelFormat_RGB5,
PixelFormat_RGB8,
PixelFormat_PAL,
/* The above formats differ between OpenGL and D3D. These are provided as
* alternatives for OpenGL that match some format in D3D. Don't use them
* directly; they'll be matched automatically by FindPixelFormat. */
PixelFormat_BGR8,
PixelFormat_A1BGR5,
PixelFormat_X1RGB5,
NUM_PixelFormat,
PixelFormat_Invalid
};
const RString& PixelFormatToString( PixelFormat i );
/** @brief The parameters used for the present Video Mode. */
class VideoModeParams
{
public:
// Initialize with a constructor so to guarantee all paramters
// are filled (in case new params are added).
VideoModeParams(
bool windowed_,
int width_,
int height_,
int bpp_,
int rate_,
bool vsync_,
bool interlaced_,
bool bSmoothLines_,
bool bTrilinearFiltering_,
bool bAnisotropicFiltering_,
RString sWindowTitle_,
RString sIconFile_,
bool PAL_,
float fDisplayAspectRatio_
):
windowed(windowed_),
width(width_),
height(height_),
bpp(bpp_),
rate(rate_),
vsync(vsync_),
interlaced(interlaced_),
bSmoothLines(bSmoothLines_),
bTrilinearFiltering(bTrilinearFiltering_),
bAnisotropicFiltering(bAnisotropicFiltering_),
sWindowTitle(sWindowTitle_),
sIconFile(sIconFile_),
PAL(PAL_),
fDisplayAspectRatio(fDisplayAspectRatio_) {}
VideoModeParams(): windowed(false), width(0), height(0),
bpp(0), rate(0), vsync(false), interlaced(false),
bSmoothLines(false), bTrilinearFiltering(false),
bAnisotropicFiltering(false), sWindowTitle(RString()),
sIconFile(RString()), PAL(false), fDisplayAspectRatio(0.0) {}
bool windowed;
int width;
int height;
int bpp;
int rate;
bool vsync;
bool interlaced;
bool bSmoothLines;
bool bTrilinearFiltering;
bool bAnisotropicFiltering;
RString sWindowTitle;
RString sIconFile;
bool PAL;
float fDisplayAspectRatio;
};
struct RenderTargetParam
{
RenderTargetParam():
iWidth(0),
iHeight(0),
bWithDepthBuffer(false),
bWithAlpha(false),
bFloat(false)
{
}
// The dimensions of the actual render target, analogous to a window size:
int iWidth, iHeight;
bool bWithDepthBuffer;
bool bWithAlpha;
bool bFloat;
};
struct RageTextureLock
{
virtual ~RageTextureLock() { }
/* Given a surface with a format and no pixel data, lock the texture into the
* surface. The data is write-only. */
virtual void Lock( unsigned iTexHandle, RageSurface *pSurface ) = 0;
/* Unlock and update the texture. If bChanged is false, the texture update
* may be omitted. */
virtual void Unlock( RageSurface *pSurface, bool bChanged = true ) = 0;
};
class RageDisplay
{
friend class RageTexture;
public:
struct PixelFormatDesc {
int bpp;
unsigned int masks[4];
};
virtual const PixelFormatDesc *GetPixelFormatDesc( PixelFormat pf ) const = 0;
RageDisplay();
virtual ~RageDisplay();
virtual RString Init( const VideoModeParams &p, bool bAllowUnacceleratedRenderer ) = 0;
virtual RString GetApiDescription() const = 0;
virtual void GetDisplayResolutions( DisplayResolutions &out ) const = 0;
// Don't override this. Override TryVideoMode() instead.
// This will set the video mode to be as close as possible to params.
// Return true if device was re-created and we need to reload textures.
RString SetVideoMode( VideoModeParams p, bool &bNeedReloadTextures );
// Call this when the resolution has been changed externally:
virtual void ResolutionChanged();
virtual bool BeginFrame();
virtual void EndFrame();
virtual VideoModeParams GetActualVideoModeParams() const = 0;
bool IsWindowed() const { return this->GetActualVideoModeParams().windowed; }
virtual void SetBlendMode( BlendMode mode ) = 0;
virtual bool SupportsTextureFormat( PixelFormat pixfmt, bool realtime=false ) = 0;
virtual bool SupportsThreadedRendering() { return false; }
virtual bool SupportsPerVertexMatrixScale() = 0;
// If threaded rendering is supported, these will be called from the
// rendering thread before and after rendering.
virtual void BeginConcurrentRenderingMainThread() { }
virtual void EndConcurrentRenderingMainThread() { }
virtual void BeginConcurrentRendering();
virtual void EndConcurrentRendering() { }
/* return 0 if failed or internal texture resource handle
* (unsigned in OpenGL, texture pointer in D3D) */
virtual unsigned CreateTexture(
PixelFormat pixfmt, // format of img and of texture in video mem
RageSurface* img, // must be in pixfmt
bool bGenerateMipMaps
) = 0;
virtual void UpdateTexture(
unsigned iTexHandle,
RageSurface* img,
int xoffset, int yoffset, int width, int height
) = 0;
virtual void DeleteTexture( unsigned iTexHandle ) = 0;
/* Return an object to lock pixels for streaming. If not supported, returns NULL.
* Delete the object normally. */
virtual RageTextureLock *CreateTextureLock() { return NULL; }
virtual void ClearAllTextures() = 0;
virtual int GetNumTextureUnits() = 0;
virtual void SetTexture( TextureUnit tu, unsigned iTexture ) = 0;
virtual void SetTextureMode( TextureUnit tu, TextureMode tm ) = 0;
virtual void SetTextureWrapping( TextureUnit tu, bool b ) = 0;
virtual int GetMaxTextureSize() const = 0;
virtual void SetTextureFiltering( TextureUnit tu, bool b ) = 0;
virtual void SetEffectMode( EffectMode effect ) { }
virtual bool IsEffectModeSupported( EffectMode effect ) { return effect == EffectMode_Normal; }
bool SupportsRenderToTexture() const { return false; }
/* Create a render target, returning a texture handle. In addition to normal
* texture functions, this can be passed to SetRenderTarget. Delete with
* DeleteTexture. (UpdateTexture is not permitted.) Returns 0 if render-to-
* texture is unsupported.
*/
virtual unsigned CreateRenderTarget( const RenderTargetParam &param, int &iTextureWidthOut, int &iTextureHeightOut ) { return 0; }
/* Set the render target, or 0 to resume rendering to the framebuffer. An active render
* target may not be used as a texture. If bPreserveTexture is true, the contents
* of the texture will be preserved from the previous call; otherwise, cleared. If
* bPreserveTexture is true the first time a render target is used, behave as if
* bPreserveTexture was false.
*/
virtual void SetRenderTarget( unsigned iHandle, bool bPreserveTexture = true ) { }
virtual bool IsZTestEnabled() const = 0;
virtual bool IsZWriteEnabled() const = 0;
virtual void SetZWrite( bool b ) = 0;
virtual void SetZTestMode( ZTestMode mode ) = 0;
virtual void SetZBias( float f ) = 0;
virtual void ClearZBuffer() = 0;
virtual void SetCullMode( CullMode mode ) = 0;
virtual void SetAlphaTest( bool b ) = 0;
virtual void SetMaterial(
const RageColor &emissive,
const RageColor &ambient,
const RageColor &diffuse,
const RageColor &specular,
float shininess
) = 0;
virtual void SetLighting( bool b ) = 0;
virtual void SetLightOff( int index ) = 0;
virtual void SetLightDirectional(
int index,
const RageColor &ambient,
const RageColor &diffuse,
const RageColor &specular,
const RageVector3 &dir ) = 0;
virtual void SetSphereEnvironmentMapping( TextureUnit tu, bool b ) = 0;
virtual void SetCelShaded( int stage ) = 0;
virtual RageCompiledGeometry* CreateCompiledGeometry() = 0;
virtual void DeleteCompiledGeometry( RageCompiledGeometry* p ) = 0;
void DrawQuads( const RageSpriteVertex v[], int iNumVerts );
void DrawQuadStrip( const RageSpriteVertex v[], int iNumVerts );
void DrawFan( const RageSpriteVertex v[], int iNumVerts );
void DrawStrip( const RageSpriteVertex v[], int iNumVerts );
void DrawTriangles( const RageSpriteVertex v[], int iNumVerts );
void DrawCompiledGeometry( const RageCompiledGeometry *p, int iMeshIndex, const vector<msMesh> &vMeshes );
void DrawLineStrip( const RageSpriteVertex v[], int iNumVerts, float LineWidth );
void DrawSymmetricQuadStrip( const RageSpriteVertex v[], int iNumVerts );
void DrawCircle( const RageSpriteVertex &v, float radius );
void DrawQuad( const RageSpriteVertex v[] ) { DrawQuads(v,4); } /* alias. upper-left, upper-right, lower-left, lower-right */
// hacks for cell-shaded models
virtual void SetPolygonMode( PolygonMode pm ) {}
virtual void SetLineWidth( float fWidth ) {}
enum GraphicsFileFormat
{
SAVE_LOSSLESS, // bmp
SAVE_LOSSLESS_SENSIBLE, // png
SAVE_LOSSY_LOW_QUAL, // jpg
SAVE_LOSSY_HIGH_QUAL // jpg
};
bool SaveScreenshot( RString sPath, GraphicsFileFormat format );
virtual RString GetTextureDiagnostics( unsigned id ) const { return RString(); }
virtual RageSurface* CreateScreenshot() = 0; // allocates a surface. Caller must delete it.
virtual RageSurface *GetTexture( unsigned iTexture ) { return NULL; } // allocates a surface. Caller must delete it.
protected:
virtual void DrawQuadsInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
virtual void DrawQuadStripInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
virtual void DrawFanInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
virtual void DrawStripInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
virtual void DrawTrianglesInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
virtual void DrawCompiledGeometryInternal( const RageCompiledGeometry *p, int iMeshIndex ) = 0;
virtual void DrawLineStripInternal( const RageSpriteVertex v[], int iNumVerts, float LineWidth );
virtual void DrawSymmetricQuadStripInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
virtual void DrawCircleInternal( const RageSpriteVertex &v, float radius );
// return RString() if mode change was successful, an error message otherwise.
// bNewDeviceOut is set true if a new device was created and textures
// need to be reloaded.
virtual RString TryVideoMode( const VideoModeParams &p, bool &bNewDeviceOut ) = 0;
void DrawPolyLine( const RageSpriteVertex &p1, const RageSpriteVertex &p2, float LineWidth );
// Stuff in RageDisplay.cpp
void SetDefaultRenderStates();
public:
// Statistics
int GetFPS() const;
int GetVPF() const;
int GetCumFPS() const; // average FPS since last reset
virtual void ResetStats();
virtual void ProcessStatsOnFlip();
virtual RString GetStats() const;
void StatsAddVerts( int iNumVertsRendered );
// World matrix stack functions.
void PushMatrix();
void PopMatrix();
void Translate( float x, float y, float z );
void TranslateWorld( float x, float y, float z );
void Scale( float x, float y, float z );
void RotateX( float deg );
void RotateY( float deg );
void RotateZ( float deg );
void SkewX( float fAmount );
void SkewY( float fAmount );
void MultMatrix( const RageMatrix &f ) { this->PostMultMatrix(f); } /* alias */
void PostMultMatrix( const RageMatrix &f );
void PreMultMatrix( const RageMatrix &f );
void LoadIdentity();
// Texture matrix functions
void TexturePushMatrix();
void TexturePopMatrix();
void TextureTranslate( float x, float y );
void TextureTranslate( const RageVector2 &v ) { this->TextureTranslate( v.x, v.y ); }
// Projection and View matrix stack functions.
void CameraPushMatrix();
void CameraPopMatrix();
void LoadMenuPerspective( float fFOVDegrees, float fWidth, float fHeight, float fVanishPointX, float fVanishPointY );
void LoadLookAt( float fov, const RageVector3 &Eye, const RageVector3 &At, const RageVector3 &Up );
// Centering matrix
void CenteringPushMatrix();
void CenteringPopMatrix();
void ChangeCentering( int trans_x, int trans_y, int add_width, int add_height );
RageSurface *CreateSurfaceFromPixfmt( PixelFormat pixfmt, void *pixels, int width, int height, int pitch );
PixelFormat FindPixelFormat( int bpp, int Rmask, int Gmask, int Bmask, int Amask, bool realtime=false );
// Lua
void PushSelf( lua_State *L );
protected:
RageMatrix GetPerspectiveMatrix( float fovy, float aspect, float zNear, float zFar );
// Different for D3D and OpenGL. Not sure why they're not compatible. -Chris
virtual RageMatrix GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf );
virtual RageMatrix GetFrustumMatrix( float l, float r, float b, float t, float zn, float zf );
// Matrix that adjusts position and scale of image on the screen
RageMatrix GetCenteringMatrix( float fTranslateX, float fTranslateY, float fAddWidth, float fAddHeight ) const;
void UpdateCentering();
// Called by the RageDisplay derivitives
const RageMatrix* GetCentering() const;
const RageMatrix* GetProjectionTop() const;
const RageMatrix* GetViewTop() const;
const RageMatrix* GetWorldTop() const;
const RageMatrix* GetTextureTop() const;
// To limit the framerate, call FrameLimitBeforeVsync before waiting
// for vsync and FrameLimitAfterVsync after.
void FrameLimitBeforeVsync( int iFPS );
void FrameLimitAfterVsync();
};
extern RageDisplay* DISPLAY; // global and accessable from anywhere in our program
#endif
/*
* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* 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, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* 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 OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/