341 lines
11 KiB
C++
341 lines
11 KiB
C++
/* RageDisplay - Renderer base class. */
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#ifndef RAGEDISPLAY_H
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#define RAGEDISPLAY_H
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#include "global.h"
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#include "RageTypes.h"
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#include "ModelTypes.h"
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const int REFRESH_DEFAULT = 0;
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struct RageSurface;
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const int MAX_TEXTURE_UNITS = 2;
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// RageCompiledGeometry holds vertex data in a format that is most efficient
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// for the graphics API.
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class RageCompiledGeometry
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{
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public:
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virtual ~RageCompiledGeometry();
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void Set( const vector<msMesh> &vMeshes, bool bNeedsNormals );
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virtual void Allocate( const vector<msMesh> &vMeshes ) = 0; // allocate space
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virtual void Change( const vector<msMesh> &vMeshes ) = 0; // new data must be the same size as was passed to Set()
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virtual void Draw( int iMeshIndex ) const = 0;
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protected:
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size_t GetTotalVertices() const { if( m_vMeshInfo.empty() ) return 0; return m_vMeshInfo.back().iVertexStart + m_vMeshInfo.back().iVertexCount; }
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size_t GetTotalTriangles() const { if( m_vMeshInfo.empty() ) return 0; return m_vMeshInfo.back().iTriangleStart + m_vMeshInfo.back().iTriangleCount; }
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struct MeshInfo
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{
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int iVertexStart;
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int iVertexCount;
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int iTriangleStart;
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int iTriangleCount;
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};
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vector<MeshInfo> m_vMeshInfo;
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bool m_bNeedsNormals;
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bool m_bNeedsTextureMatrixScale;
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};
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class RageDisplay
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{
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friend class RageTexture;
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public:
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struct PixelFormatDesc {
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int bpp;
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unsigned int masks[4];
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};
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enum PixelFormat {
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FMT_RGBA8,
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FMT_RGBA4,
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FMT_RGB5A1,
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FMT_RGB5,
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FMT_RGB8,
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FMT_PAL,
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/* The above formats differ between OpenGL and D3D. These are provided as
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* alternatives for OpenGL that match some format in D3D. Don't use them
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* directly; they'll be matched automatically by FindPixelFormat. */
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FMT_BGR8,
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FMT_A1BGR5,
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NUM_PIX_FORMATS
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};
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static CString PixelFormatToString( PixelFormat pixfmt );
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virtual const PixelFormatDesc *GetPixelFormatDesc(PixelFormat pf) const = 0;
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struct VideoModeParams
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{
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// Initialize with a constructor so to guarantee all paramters
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// are filled (in case new params are added).
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VideoModeParams(
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bool windowed_,
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int width_,
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int height_,
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int bpp_,
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int rate_,
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bool vsync_,
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bool interlaced_,
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bool bSmoothLines_,
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bool bTrilinearFiltering_,
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bool bAnisotropicFiltering_,
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CString sWindowTitle_,
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CString sIconFile_,
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bool PAL_,
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float fDisplayAspectRatio_
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)
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{
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windowed = windowed_;
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width = width_;
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height = height_;
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bpp = bpp_;
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rate = rate_;
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vsync = vsync_;
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interlaced = interlaced_;
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bSmoothLines = bSmoothLines_;
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bTrilinearFiltering = bTrilinearFiltering_;
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bAnisotropicFiltering = bAnisotropicFiltering_;
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sWindowTitle = sWindowTitle_;
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sIconFile = sIconFile_;
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PAL = PAL_;
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fDisplayAspectRatio = fDisplayAspectRatio_;
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}
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VideoModeParams() {}
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bool windowed;
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int width;
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int height;
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int bpp;
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int rate;
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bool vsync;
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bool bSmoothLines;
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bool bTrilinearFiltering;
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bool bAnisotropicFiltering;
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bool interlaced;
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bool PAL;
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float fDisplayAspectRatio;
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CString sWindowTitle;
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CString sIconFile;
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};
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/* This is needed or the overridden classes' dtors will not be called. */
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virtual ~RageDisplay() { }
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virtual void Update(float fDeltaTime) { }
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// Don't override this. Override TryVideoMode() instead.
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// This will set the video mode to be as close as possible to params.
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// Return true if device was re-created and we need to reload textures.
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CString SetVideoMode( VideoModeParams p, bool &bNeedReloadTextures );
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/* Call this when the resolution has been changed externally: */
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virtual void ResolutionChanged() { }
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virtual bool BeginFrame() = 0;
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virtual void EndFrame() = 0;
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virtual VideoModeParams GetVideoModeParams() const = 0;
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bool IsWindowed() const { return this->GetVideoModeParams().windowed; }
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virtual void SetBlendMode( BlendMode mode ) = 0;
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virtual bool SupportsTextureFormat( PixelFormat pixfmt, bool realtime=false ) = 0;
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/* return 0 if failed or internal texture resource handle
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* (unsigned in OpenGL, texture pointer in D3D) */
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virtual unsigned CreateTexture(
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PixelFormat pixfmt, // format of img and of texture in video mem
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RageSurface* img, // must be in pixfmt
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bool bGenerateMipMaps
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) = 0;
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virtual void UpdateTexture(
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unsigned uTexHandle,
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RageSurface* img,
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int xoffset, int yoffset, int width, int height
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) = 0;
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virtual void DeleteTexture( unsigned uTexHandle ) = 0;
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virtual void ClearAllTextures() = 0;
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virtual int GetNumTextureUnits() = 0;
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virtual void SetTexture( int iTextureUnitIndex, RageTexture* pTexture ) = 0;
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virtual void SetTextureModeModulate() = 0;
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virtual void SetTextureModeGlow() = 0;
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virtual void SetTextureModeAdd() = 0;
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virtual void SetTextureWrapping( bool b ) = 0;
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virtual int GetMaxTextureSize() const = 0;
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virtual void SetTextureFiltering( bool b ) = 0;
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virtual bool IsZTestEnabled() const = 0;
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virtual bool IsZWriteEnabled() const = 0;
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virtual void SetZWrite( bool b ) = 0;
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virtual void SetZTestMode( ZTestMode mode ) = 0;
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virtual void ClearZBuffer() = 0;
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virtual void SetCullMode( CullMode mode ) = 0;
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virtual void SetAlphaTest( bool b ) = 0;
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virtual void SetMaterial(
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const RageColor &emissive,
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const RageColor &ambient,
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const RageColor &diffuse,
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const RageColor &specular,
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float shininess
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) = 0;
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virtual void SetLighting( bool b ) = 0;
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virtual void SetLightOff( int index ) = 0;
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virtual void SetLightDirectional(
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int index,
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const RageColor &ambient,
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const RageColor &diffuse,
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const RageColor &specular,
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const RageVector3 &dir ) = 0;
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virtual void SetSphereEnvironmentMapping( bool b ) = 0;
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virtual RageCompiledGeometry* CreateCompiledGeometry() = 0;
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virtual void DeleteCompiledGeometry( RageCompiledGeometry* p ) = 0;
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void DrawQuads( const RageSpriteVertex v[], int iNumVerts );
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void DrawQuadStrip( const RageSpriteVertex v[], int iNumVerts );
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void DrawFan( const RageSpriteVertex v[], int iNumVerts );
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void DrawStrip( const RageSpriteVertex v[], int iNumVerts );
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void DrawTriangles( const RageSpriteVertex v[], int iNumVerts );
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void DrawCompiledGeometry( const RageCompiledGeometry *p, int iMeshIndex, const vector<msMesh> &vMeshes );
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void DrawLineStrip( const RageSpriteVertex v[], int iNumVerts, float LineWidth );
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void DrawCircle( const RageSpriteVertex &v, float radius );
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void DrawQuad( const RageSpriteVertex v[] ) { DrawQuads(v,4); } /* alias. upper-left, upper-right, lower-left, lower-right */
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// hacks for cell-shaded models
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virtual void SetPolygonMode( PolygonMode pm ) {}
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virtual void SetLineWidth( float fWidth ) {}
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enum GraphicsFileFormat
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{
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SAVE_LOSSLESS, // bmp
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SAVE_LOSSY_LOW_QUAL, // jpg
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SAVE_LOSSY_HIGH_QUAL // jpg
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};
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bool SaveScreenshot( CString sPath, GraphicsFileFormat format );
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virtual CString GetTextureDiagnostics( unsigned id ) const { return ""; }
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virtual RageSurface* CreateScreenshot() = 0; // allocates a surface. Caller must delete it.
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protected:
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virtual void DrawQuadsInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
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virtual void DrawQuadStripInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
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virtual void DrawFanInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
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virtual void DrawStripInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
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virtual void DrawTrianglesInternal( const RageSpriteVertex v[], int iNumVerts ) = 0;
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virtual void DrawCompiledGeometryInternal( const RageCompiledGeometry *p, int iMeshIndex ) = 0;
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virtual void DrawLineStripInternal( const RageSpriteVertex v[], int iNumVerts, float LineWidth );
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virtual void DrawCircleInternal( const RageSpriteVertex &v, float radius );
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// Return "" if mode change was successful, an error message otherwise.
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// bNewDeviceOut is set true if a new device was created and textures
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// need to be reloaded.
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virtual CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut ) = 0;
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virtual void SetViewport(int shift_left, int shift_down) = 0;
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void DrawPolyLine(const RageSpriteVertex &p1, const RageSpriteVertex &p2, float LineWidth );
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// Stuff in RageDisplay.cpp
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void SetDefaultRenderStates();
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public:
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/* Statistics */
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int GetFPS() const;
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int GetVPF() const;
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int GetCumFPS() const; /* average FPS since last reset */
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virtual void ResetStats();
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virtual void ProcessStatsOnFlip();
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virtual CString GetStats() const;
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void StatsAddVerts( int iNumVertsRendered );
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/* World matrix stack functions. */
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void PushMatrix();
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void PopMatrix();
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void Translate( float x, float y, float z );
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void TranslateWorld( float x, float y, float z );
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void Scale( float x, float y, float z );
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void RotateX( float deg );
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void RotateY( float deg );
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void RotateZ( float deg );
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void MultMatrix( const RageMatrix &f ) { this->PostMultMatrix(f); } /* alias */
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void PostMultMatrix( const RageMatrix &f );
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void PreMultMatrix( const RageMatrix &f );
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void LoadIdentity();
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/* Texture matrix functions */
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void TexturePushMatrix();
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void TexturePopMatrix();
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void TextureTranslate( float x, float y, float z );
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/* Projection and View matrix stack functions. */
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void CameraPushMatrix();
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void CameraPopMatrix();
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void LoadMenuPerspective( float fovDegrees, float fVanishPointX, float fVanishPointY );
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void LoadLookAt( float fov, const RageVector3 &Eye, const RageVector3 &At, const RageVector3 &Up );
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/* Centering matrix */
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void ChangeCentering( int trans_x, int trans_y, int add_width, int add_height );
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RageSurface *CreateSurfaceFromPixfmt( PixelFormat pixfmt, void *pixels, int width, int height, int pitch );
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PixelFormat FindPixelFormat( int bpp, int Rmask, int Gmask, int Bmask, int Amask, bool realtime=false );
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protected:
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RageMatrix GetPerspectiveMatrix(float fovy, float aspect, float zNear, float zFar);
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// Different for D3D and OpenGL. Not sure why they're not compatible. -Chris
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virtual RageMatrix GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf );
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virtual RageMatrix GetFrustumMatrix( float l, float r, float b, float t, float zn, float zf );
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//
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// Matrix that adjusts position and scale of image on the screen
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//
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RageMatrix m_Centering;
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// Called by the RageDisplay derivitives
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const RageMatrix* GetCentering() { return &m_Centering; }
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const RageMatrix* GetProjectionTop();
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const RageMatrix* GetViewTop();
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const RageMatrix* GetWorldTop();
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const RageMatrix* GetTextureTop();
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};
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extern RageDisplay* DISPLAY; // global and accessable from anywhere in our program
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#endif
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/*
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* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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