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

112 lines
3.9 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/
// GC graphics pipeline
// 3d commands are issued through the fifo. The gpu draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
#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();
// Multiply any 2D EFB coordinates by these when rendering.
static float GetTargetScaleX();
static float GetTargetScaleY();
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);
// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
// Thus, this call may be expensive. Don't repeat it unnecessarily.
// If not in MSAA mode, will just return the render target texture ID.
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
static GLuint ResolveAndGetRenderTarget(const TRectangle &rect);
// Same as above but for the FakeZ Target.
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
static GLuint ResolveAndGetFakeZTarget(const TRectangle &rect);
static bool UseFakeZTarget(); // This is used by some functions to check for Z target existence.
// Random utilities
static void RenderText(const char* pstr, int left, int top, u32 color);
static void DrawDebugText();
static void SetScreenshot(const char *filename);
static bool SaveRenderTarget(const char *filename, int w, int h);
// Finish up the current frame, print some stats
static void Swap(const TRectangle& rc);
};
void ComputeBackbufferRectangle(TRectangle *rc);
#endif