BizHawk/Bizware/BizHawk.Bizware.BizwareGL/GuiRenderer.cs

444 lines
12 KiB
C#

//http://stackoverflow.com/questions/6893302/decode-rgb-value-to-single-float-without-bit-shift-in-glsl
//why this stupid assert on the blendstate. just set one by default, geeze.
using System;
using System.Diagnostics;
using System.Collections;
using System.Collections.Generic;
using sd = System.Drawing;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace BizHawk.Bizware.BizwareGL
{
/// <summary>
/// A simple renderer useful for rendering GUI stuff.
/// When doing GUI rendering, run everything through here (if you need a GL feature not done through here, run it through here first)
/// Call Begin, then draw, then End, and dont use other Renderers or GL calls in the meantime, unless you know what youre doing.
/// This can perform batching (well.. maybe not yet), which is occasionally necessary for drawing large quantities of things.
/// </summary>
public class GuiRenderer : IDisposable, IGuiRenderer
{
public GuiRenderer(IGL owner)
{
Owner = owner;
VertexLayout = owner.CreateVertexLayout();
VertexLayout.DefineVertexAttribute("aPosition", 0, 2, VertexAttribPointerType.Float, AttributeUsage.Position, false, 32, 0);
VertexLayout.DefineVertexAttribute("aTexcoord", 1, 2, VertexAttribPointerType.Float, AttributeUsage.Texcoord0, false, 32, 8);
VertexLayout.DefineVertexAttribute("aColor", 2, 4, VertexAttribPointerType.Float, AttributeUsage.Texcoord1, false, 32, 16);
VertexLayout.Close();
_Projection = new MatrixStack();
_Modelview = new MatrixStack();
string psProgram, vsProgram;
if (owner.API == "D3D9")
{
vsProgram = DefaultShader_d3d9;
psProgram = DefaultShader_d3d9;
}
else
{
vsProgram = DefaultVertexShader_gl;
psProgram = DefaultPixelShader_gl;
}
var vs = Owner.CreateVertexShader(false, vsProgram, "vsmain", true);
var ps = Owner.CreateFragmentShader(false, psProgram, "psmain", true);
CurrPipeline = DefaultPipeline = Owner.CreatePipeline(VertexLayout, vs, ps, true, "xgui");
}
OpenTK.Graphics.Color4[] CornerColors = new OpenTK.Graphics.Color4[4] {
new OpenTK.Graphics.Color4(1.0f,1.0f,1.0f,1.0f),new OpenTK.Graphics.Color4(1.0f,1.0f,1.0f,1.0f),new OpenTK.Graphics.Color4(1.0f,1.0f,1.0f,1.0f),new OpenTK.Graphics.Color4(1.0f,1.0f,1.0f,1.0f)
};
public void SetCornerColor(int which, OpenTK.Graphics.Color4 color)
{
Flush(); //dont really need to flush with current implementation. we might as well roll modulate color into it too.
CornerColors[which] = color;
}
public void SetCornerColors(OpenTK.Graphics.Color4[] colors)
{
Flush(); //dont really need to flush with current implementation. we might as well roll modulate color into it too.
if (colors.Length != 4) throw new ArgumentException("array must be size 4", nameof(colors));
for (int i = 0; i < 4; i++)
CornerColors[i] = colors[i];
}
public void Dispose()
{
DefaultPipeline.Dispose();
}
public void SetPipeline(Pipeline pipeline)
{
if (IsActive)
throw new InvalidOperationException("Can't change pipeline while renderer is running!");
Flush();
CurrPipeline = pipeline;
//clobber state cache
sTexture = null;
//save the modulate color? user beware, I guess, for now.
}
public void SetDefaultPipeline()
{
SetPipeline(DefaultPipeline);
}
public void SetModulateColorWhite()
{
SetModulateColor(sd.Color.White);
}
public void SetModulateColor(sd.Color color)
{
Flush();
CurrPipeline["uModulateColor"].Set(new Vector4(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f));
}
public void SetBlendState(IBlendState rsBlend)
{
#if DEBUG
BlendStateSet = true;
#endif
Flush();
Owner.SetBlendState(rsBlend);
}
MatrixStack _Projection, _Modelview;
public MatrixStack Projection
{
get { return _Projection; }
set
{
_Projection = value;
_Projection.IsDirty = true;
}
}
public MatrixStack Modelview
{
get { return _Modelview; }
set
{
_Modelview = value;
_Modelview.IsDirty = true;
}
}
public void Begin(sd.Size size) { Begin(size.Width, size.Height); }
public void Begin(int width, int height)
{
Begin();
Projection = Owner.CreateGuiProjectionMatrix(width, height);
Modelview = Owner.CreateGuiViewMatrix(width, height);
Owner.SetViewport(width, height);
}
public void Begin()
{
//uhhmmm I want to throw an exception if its already active, but its annoying.
if (CurrPipeline == null)
throw new InvalidOperationException("Pipeline hasn't been set!");
IsActive = true;
Owner.BindPipeline(CurrPipeline);
//clear state cache
sTexture = null;
CurrPipeline["uSamplerEnable"].Set(false);
Modelview.Clear();
Projection.Clear();
SetModulateColorWhite();
#if DEBUG
BlendStateSet = false;
#endif
}
public void Flush()
{
//no batching, nothing to do here yet
}
public void End()
{
if (!IsActive)
throw new InvalidOperationException($"{nameof(GuiRenderer)} is not active!");
IsActive = false;
}
public void RectFill(float x, float y, float w, float h)
{
PrepDrawSubrectInternal(null);
EmitRectangleInternal(x, y, w, h, 0, 0, 0, 0);
}
public void DrawSubrect(Texture2d tex, float x, float y, float w, float h, float u0, float v0, float u1, float v1)
{
DrawSubrectInternal(tex, x, y, w, h, u0, v0, u1, v1);
}
public void Draw(Art art) { DrawInternal(art, 0, 0, art.Width, art.Height, false, false); }
public void Draw(Art art, float x, float y) { DrawInternal(art, x, y, art.Width, art.Height, false, false); }
public void Draw(Art art, float x, float y, float width, float height) { DrawInternal(art, x, y, width, height, false, false); }
public void Draw(Art art, Vector2 pos) { DrawInternal(art, pos.X, pos.Y, art.Width, art.Height, false, false); }
public void Draw(Texture2d tex) { DrawInternal(tex, 0, 0, tex.Width, tex.Height); }
public void Draw(Texture2d tex, float x, float y) { DrawInternal(tex, x, y, tex.Width, tex.Height); }
public void DrawFlipped(Art art, bool xflip, bool yflip) { DrawInternal(art, 0, 0, art.Width, art.Height, xflip, yflip); }
public void Draw(Texture2d art, float x, float y, float width, float height)
{
DrawInternal(art, x, y, width, height);
}
unsafe void DrawInternal(Texture2d tex, float x, float y, float w, float h)
{
Art art = new Art((ArtManager)null);
art.Width = w;
art.Height = h;
art.u0 = art.v0 = 0;
art.u1 = art.v1 = 1;
art.BaseTexture = tex;
DrawInternal(art, x, y, w, h, false, tex.IsUpsideDown);
}
unsafe void DrawInternal(Art art, float x, float y, float w, float h, bool fx, bool fy)
{
//TEST: d3d shouldnt ever use this, it was a gl hack. maybe we can handle it some other way in gl (fix the projection? take a render-to-texture arg to the gui view transforms?)
fy = false;
float u0, v0, u1, v1;
if (fx) { u0 = art.u1; u1 = art.u0; }
else { u0 = art.u0; u1 = art.u1; }
if (fy) { v0 = art.v1; v1 = art.v0; }
else { v0 = art.v0; v1 = art.v1; }
float[] data = new float[32] {
x,y, u0,v0, CornerColors[0].R, CornerColors[0].G, CornerColors[0].B, CornerColors[0].A,
x+art.Width,y, u1,v0, CornerColors[1].R, CornerColors[1].G, CornerColors[1].B, CornerColors[1].A,
x,y+art.Height, u0,v1, CornerColors[2].R, CornerColors[2].G, CornerColors[2].B, CornerColors[2].A,
x+art.Width,y+art.Height, u1,v1, CornerColors[3].R, CornerColors[3].G, CornerColors[3].B, CornerColors[3].A,
};
Texture2d tex = art.BaseTexture;
PrepDrawSubrectInternal(tex);
fixed (float* pData = &data[0])
{
Owner.BindArrayData(pData);
Owner.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
}
}
unsafe void PrepDrawSubrectInternal(Texture2d tex)
{
if (sTexture != tex)
{
sTexture = tex;
CurrPipeline["uSampler0"].Set(tex);
if (sTexture == null)
{
CurrPipeline["uSamplerEnable"].Set(false);
}
else
{
CurrPipeline["uSamplerEnable"].Set(true);
}
}
if (_Projection.IsDirty)
{
CurrPipeline["um44Projection"].Set(ref _Projection.Top, false);
_Projection.IsDirty = false;
}
if (_Modelview.IsDirty)
{
CurrPipeline["um44Modelview"].Set(ref _Modelview.Top, false);
_Modelview.IsDirty = false;
}
}
unsafe void EmitRectangleInternal(float x, float y, float w, float h, float u0, float v0, float u1, float v1)
{
float* pData = stackalloc float[32];
pData[0] = x;
pData[1] = y;
pData[2] = u0;
pData[3] = v0;
pData[4] = CornerColors[0].R;
pData[5] = CornerColors[0].G;
pData[6] = CornerColors[0].B;
pData[7] = CornerColors[0].A;
pData[8] = x + w;
pData[9] = y;
pData[10] = u1;
pData[11] = v0;
pData[12] = CornerColors[1].R;
pData[13] = CornerColors[1].G;
pData[14] = CornerColors[1].B;
pData[15] = CornerColors[1].A;
pData[16] = x;
pData[17] = y + h;
pData[18] = u0;
pData[19] = v1;
pData[20] = CornerColors[2].R;
pData[21] = CornerColors[2].G;
pData[22] = CornerColors[2].B;
pData[23] = CornerColors[2].A;
pData[24] = x + w;
pData[25] = y + h;
pData[26] = u1;
pData[27] = v1;
pData[28] = CornerColors[3].R;
pData[29] = CornerColors[3].G;
pData[30] = CornerColors[3].B;
pData[31] = CornerColors[3].A;
Owner.BindArrayData(pData);
Owner.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
#if DEBUG
Debug.Assert(BlendStateSet);
#endif
}
unsafe void DrawSubrectInternal(Texture2d tex, float x, float y, float w, float h, float u0, float v0, float u1, float v1)
{
PrepDrawSubrectInternal(tex);
EmitRectangleInternal(x, y, w, h, u0, v0, u1, v1);
}
public bool IsActive { get; private set; }
public IGL Owner { get; private set; }
VertexLayout VertexLayout;
Pipeline CurrPipeline, DefaultPipeline;
//state cache
Texture2d sTexture;
#if DEBUG
bool BlendStateSet;
#endif
//shaders are hand-coded for each platform to make sure they stay as fast as possible
public readonly string DefaultShader_d3d9 = @"
//vertex shader uniforms
float4x4 um44Modelview, um44Projection;
float4 uModulateColor;
//pixel shader uniforms
bool uSamplerEnable;
texture2D texture0, texture1;
sampler uSampler0 = sampler_state { Texture = (texture0); };
struct VS_INPUT
{
float2 aPosition : POSITION;
float2 aTexcoord : TEXCOORD0;
float4 aColor : TEXCOORD1;
};
struct VS_OUTPUT
{
float4 vPosition : POSITION;
float2 vTexcoord0 : TEXCOORD0;
float4 vCornerColor : COLOR0;
};
struct PS_INPUT
{
float2 vTexcoord0 : TEXCOORD0;
float4 vCornerColor : COLOR0;
};
VS_OUTPUT vsmain(VS_INPUT src)
{
VS_OUTPUT dst;
float4 temp = float4(src.aPosition,0,1);
dst.vPosition = mul(um44Projection,mul(um44Modelview,temp));
dst.vTexcoord0 = src.aTexcoord;
dst.vCornerColor = src.aColor * uModulateColor;
return dst;
}
float4 psmain(PS_INPUT src) : COLOR
{
float4 temp = src.vCornerColor;
if(uSamplerEnable) temp *= tex2D(uSampler0,src.vTexcoord0);
return temp;
}
";
public readonly string DefaultVertexShader_gl = @"
#version 110 //opengl 2.0 ~ 2004
uniform mat4 um44Modelview, um44Projection;
uniform vec4 uModulateColor;
//attribute vec2 aPosition : gl_Vertex;
//attribute vec2 aTexcoord : gl_MultiTexCoord0;
//attribute vec4 aColor : gl_Color;
#define aPosition vec2(gl_Vertex.xy)
#define aTexcoord vec2(gl_MultiTexCoord0.xy)
#define aColor gl_Color
varying vec2 vTexcoord0;
varying vec4 vCornerColor;
void main()
{
vec4 temp = vec4(aPosition,0,1);
gl_Position = um44Projection * (um44Modelview * temp);
vTexcoord0 = aTexcoord;
vCornerColor = aColor * uModulateColor;
}";
public readonly string DefaultPixelShader_gl = @"
#version 110 //opengl 2.0 ~ 2004
uniform bool uSamplerEnable;
uniform sampler2D uSampler0;
varying vec2 vTexcoord0;
varying vec4 vCornerColor;
void main()
{
vec4 temp = vCornerColor;
if(uSamplerEnable) temp *= texture2D(uSampler0,vTexcoord0);
gl_FragColor = temp;
}";
}
}