dolphin/Source/Plugins/Plugin_VideoOGL/Src/Render.h

137 lines
4.1 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// How the non-true-XFB mode COULD work:
//
// The game renders to the EFB:
//
// ----------------------+
// | |
// | |
// | |
// | |
// | |
// | | efb_height
// | |
// | |
// | - - - - - - - - - - |
// | |
// +---------------------+
// efb_width
//
// At XFB blit time, the top 640-xxx X XXX part of the above buffer (size dotted below),
// should be stretch blitted into the inner rectangle of the window:
// +-----------------------------------------+
// | | | |
// | | . | |
// | | | |
// | | . | |
// | | | |
// | | . | | OpenGL_Height()
// | | | |
// | | . | |
// | | - - - - - - - - - - | |
// | | \ | |
// +-------+---------------------------------+
// OpenGL_Width()
//
//
// efb_width and efb_height can even be adjusted so that the last blit will result
// in a 1:1 rather than a stretch. That would require creating a bigger efb from the
// start though.
//
// The above is not how it works today.
/*
int win_w = OpenGL_Width();
int win_h = OpenGL_Height();
int blit_w_640 = last_xfb_specified_width;
int blit_h_640 = last_xfb_specified_height;
*/
#ifndef GCOGL_RENDER
#define GCOGL_RENDER
#include "TextureMngr.h"
#include <Cg/cg.h>
#include <Cg/cgGL.h>
extern CGcontext g_cgcontext;
extern CGprofile g_cgvProf, g_cgfProf;
extern int frameCount;
class Renderer
{
private:
static void FlushZBufferAlphaToTarget();
public:
enum RenderMode
{
RM_Normal=0, // normal target as color0, ztarget as color1
RM_ZBufferOnly, // zbuffer as color0
RM_ZBufferAlpha, // zbuffer as color0, also will dump alpha info to regular target once mode is switched
// use stencil buffer to indicate what pixels were written
};
static bool Init();
static void Shutdown();
// initialize opengl standard values (like viewport)
static bool InitializeGL();
static void ResetGLState();
static void RestoreGLState();
static void SwapBuffers();
static bool IsUsingATIDrawBuffers();
static bool HaveStencilBuffer();
static void SetColorMask();
static void SetBlendMode(bool forceUpdate);
static bool SetScissorRect();
static void SetRenderMode(RenderMode mode);
static RenderMode GetRenderMode();
// Render target management
static int GetTargetWidth();
static int GetTargetHeight();
static void SetFramebuffer(GLuint fb);
static void SetZBufferRender(); // sets rendering of the zbuffer using MRTs
static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target
static void SetDepthTarget(GLuint targ);
static GLuint GetRenderTarget();
static GLuint GetZBufferTarget();
// Random utilities
static void RenderText(const char* pstr, int left, int top, u32 color);
static void SetScreenshot(const char *filename);
static bool SaveRenderTarget(const char *filename);
// Finish up the current frame, print some stats
static void Swap(const TRectangle& rc);
};
#endif