Files
itgmania212121/stepmania/src/RageDisplay.h
T

341 lines
11 KiB
C++

/* RageDisplay - Renderer base class. */
#ifndef RAGEDISPLAY_H
#define RAGEDISPLAY_H
#include "global.h"
#include "RageTypes.h"
#include "ModelTypes.h"
const int REFRESH_DEFAULT = 0;
struct RageSurface;
const int MAX_TEXTURE_UNITS = 2;
// 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;
};
vector<MeshInfo> m_vMeshInfo;
bool m_bNeedsNormals;
bool m_bNeedsTextureMatrixScale;
};
class RageDisplay
{
friend class RageTexture;
public:
struct PixelFormatDesc {
int bpp;
unsigned int masks[4];
};
enum PixelFormat {
FMT_RGBA8,
FMT_RGBA4,
FMT_RGB5A1,
FMT_RGB5,
FMT_RGB8,
FMT_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. */
FMT_BGR8,
FMT_A1BGR5,
NUM_PIX_FORMATS
};
static CString PixelFormatToString( PixelFormat pixfmt );
virtual const PixelFormatDesc *GetPixelFormatDesc(PixelFormat pf) const = 0;
struct VideoModeParams
{
// 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_,
CString sWindowTitle_,
CString 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() {}
bool windowed;
int width;
int height;
int bpp;
int rate;
bool vsync;
bool bSmoothLines;
bool bTrilinearFiltering;
bool bAnisotropicFiltering;
bool interlaced;
bool PAL;
float fDisplayAspectRatio;
CString sWindowTitle;
CString sIconFile;
};
/* This is needed or the overridden classes' dtors will not be called. */
virtual ~RageDisplay() { }
virtual void Update(float fDeltaTime) { }
// 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.
CString SetVideoMode( VideoModeParams p, bool &bNeedReloadTextures );
/* Call this when the resolution has been changed externally: */
virtual void ResolutionChanged() { }
virtual bool BeginFrame() = 0;
virtual void EndFrame() = 0;
virtual VideoModeParams GetVideoModeParams() const = 0;
bool IsWindowed() const { return this->GetVideoModeParams().windowed; }
virtual void SetBlendMode( BlendMode mode ) = 0;
virtual bool SupportsTextureFormat( PixelFormat pixfmt, bool realtime=false ) = 0;
/* 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 uTexHandle,
RageSurface* img,
int xoffset, int yoffset, int width, int height
) = 0;
virtual void DeleteTexture( unsigned uTexHandle ) = 0;
virtual void ClearAllTextures() = 0;
virtual int GetNumTextureUnits() = 0;
virtual void SetTexture( int iTextureUnitIndex, RageTexture* pTexture ) = 0;
virtual void SetTextureModeModulate() = 0;
virtual void SetTextureModeGlow() = 0;
virtual void SetTextureModeAdd() = 0;
virtual void SetTextureWrapping( bool b ) = 0;
virtual int GetMaxTextureSize() const = 0;
virtual void SetTextureFiltering( bool b ) = 0;
virtual bool IsZTestEnabled() const = 0;
virtual bool IsZWriteEnabled() const = 0;
virtual void SetZWrite( bool b ) = 0;
virtual void SetZTestMode( ZTestMode mode ) = 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( bool b ) = 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 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_LOSSY_LOW_QUAL, // jpg
SAVE_LOSSY_HIGH_QUAL // jpg
};
bool SaveScreenshot( CString sPath, GraphicsFileFormat format );
virtual CString GetTextureDiagnostics( unsigned id ) const { return ""; }
virtual RageSurface* CreateScreenshot() = 0; // 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 DrawCircleInternal( const RageSpriteVertex &v, float radius );
// Return "" 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 CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut ) = 0;
virtual void SetViewport(int shift_left, int shift_down) = 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 CString 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 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, float z );
/* Projection and View matrix stack functions. */
void CameraPushMatrix();
void CameraPopMatrix();
void LoadMenuPerspective( float fovDegrees, float fVanishPointX, float fVanishPointY );
void LoadLookAt( float fov, const RageVector3 &Eye, const RageVector3 &At, const RageVector3 &Up );
/* Centering matrix */
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 );
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 m_Centering;
// Called by the RageDisplay derivitives
const RageMatrix* GetCentering() { return &m_Centering; }
const RageMatrix* GetProjectionTop();
const RageMatrix* GetViewTop();
const RageMatrix* GetWorldTop();
const RageMatrix* GetTextureTop();
};
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.
*/