mirror of
https://github.com/wiiu-env/libgui.git
synced 2024-11-15 04:45:06 +01:00
203 lines
6.6 KiB
C
203 lines
6.6 KiB
C
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/****************************************************************************
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* Copyright (C) 2015 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#ifndef __CVIDEO_H_
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#define __CVIDEO_H_
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#include <dynamic_libs/gx2_functions.h>
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#include "shaders/Shader.h"
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class CVideo
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{
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public:
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CVideo(s32 forceTvScanMode = -1, s32 forceDrcScanMode = -1);
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virtual ~CVideo();
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void prepareTvRendering(void) {
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currContextState = tvContextState;
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currColorBuffer = &tvColorBuffer;
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currDepthBuffer = &tvDepthBuffer;
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prepareRendering();
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}
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void prepareDrcRendering(void) {
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currContextState = drcContextState;
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currColorBuffer = &drcColorBuffer;
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currDepthBuffer = &drcDepthBuffer;
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prepareRendering();
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}
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void prepareRendering(void) {
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GX2ClearColor(currColorBuffer, 0.0f, 0.0f, 0.0f, 1.0f);
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GX2ClearDepthStencilEx(currDepthBuffer, currDepthBuffer->clear_depth, currDepthBuffer->clear_stencil, GX2_CLEAR_BOTH);
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GX2SetContextState(currContextState);
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GX2SetViewport(0.0f, 0.0f, currColorBuffer->surface.width, currColorBuffer->surface.height, 0.0f, 1.0f);
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GX2SetScissor(0, 0, currColorBuffer->surface.width, currColorBuffer->surface.height);
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GX2SetDepthOnlyControl(GX2_ENABLE, GX2_ENABLE, GX2_COMPARE_LEQUAL);
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GX2SetColorControl(GX2_LOGIC_OP_COPY, 1, GX2_DISABLE, GX2_ENABLE);
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GX2SetBlendControl(GX2_RENDER_TARGET_0, GX2_BLEND_SRC_ALPHA, GX2_BLEND_ONE_MINUS_SRC_ALPHA, GX2_BLEND_COMBINE_ADD, GX2_ENABLE, GX2_BLEND_SRC_ALPHA, GX2_BLEND_ONE_MINUS_SRC_ALPHA, GX2_BLEND_COMBINE_ADD);
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GX2SetCullOnlyControl(GX2_FRONT_FACE_CCW, GX2_DISABLE, GX2_ENABLE);
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}
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void setStencilRender(bool bEnable)
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{
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if(bEnable)
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{
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GX2SetStencilMask(0xff, 0xff, 0x01, 0xff, 0xff, 0x01);
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GX2SetDepthStencilControl(GX2_DISABLE, GX2_DISABLE, GX2_COMPARE_LEQUAL, GX2_ENABLE, GX2_ENABLE, GX2_COMPARE_ALWAYS, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP, GX2_STENCIL_REPLACE,
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GX2_COMPARE_ALWAYS, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP, GX2_STENCIL_REPLACE);
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}
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else
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{
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GX2SetStencilMask(0xff, 0xff, 0xff, 0xff, 0xff, 0xff);
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GX2SetDepthStencilControl(GX2_ENABLE, GX2_ENABLE, GX2_COMPARE_LEQUAL, GX2_DISABLE, GX2_DISABLE, GX2_COMPARE_NEVER, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP,
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GX2_COMPARE_NEVER, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP);
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}
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}
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void drcDrawDone(void) {
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//! on DRC we do a hardware AA because FXAA does not look good
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//renderFXAA(&drcAaTexture, &aaSampler);
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GX2CopyColorBufferToScanBuffer(&drcColorBuffer, GX2_SCAN_TARGET_DRC_FIRST);
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}
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void tvDrawDone(void) {
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renderFXAA(&tvAaTexture, &aaSampler);
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GX2CopyColorBufferToScanBuffer(&tvColorBuffer, GX2_SCAN_TARGET_TV);
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GX2SwapScanBuffers();
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GX2Flush();
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}
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void waitForVSync(void) {
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GX2WaitForVsync();
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frameCount++;
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}
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void tvEnable(bool bEnable) {
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if(tvEnabled != bEnable)
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{
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GX2SetTVEnable(bEnable ? GX2_ENABLE : GX2_DISABLE);
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tvEnabled = bEnable;
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}
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}
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void drcEnable(bool bEnable) {
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if(drcEnabled != bEnable)
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{
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GX2SetDRCEnable(bEnable ? GX2_ENABLE : GX2_DISABLE);
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drcEnabled = bEnable;
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}
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}
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u32 getFrameCount(void) const {
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return frameCount;
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}
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u32 getTvWidth(void) const {
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return tvColorBuffer.surface.width;
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}
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u32 getTvHeight(void) const {
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return tvColorBuffer.surface.height;
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}
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u32 getDrcWidth(void) const {
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return drcColorBuffer.surface.width;
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}
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u32 getDrcHeight(void) const {
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return drcColorBuffer.surface.height;
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}
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const glm::mat4 & getProjectionMtx(void) const {
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return projectionMtx;
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}
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const glm::mat4 & getViewMtx(void) const {
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return viewMtx;
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}
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f32 getWidthScaleFactor(void) const {
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return widthScaleFactor;
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}
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f32 getHeightScaleFactor(void) const {
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return heightScaleFactor;
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}
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f32 getDepthScaleFactor(void) const {
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return depthScaleFactor;
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}
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void screenPosToWorldRay(f32 posX, f32 posY, glm::vec3 & rayOrigin, glm::vec3 & rayDirection)
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{
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//! normalize positions
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posX = 2.0f * posX * getWidthScaleFactor();
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posY = 2.0f * posY * getHeightScaleFactor();
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glm::vec4 rayStart(posX, posY, 0.0f, 1.0f);
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glm::vec4 rayEnd(posX, posY, 1.0f, 1.0f);
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glm::mat4 IMV = glm::inverse(projectionMtx * viewMtx);
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glm::vec4 rayStartWorld = IMV * rayStart;
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rayStartWorld /= rayStartWorld.w;
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glm::vec4 rayEndWorld = IMV * rayEnd;
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rayEndWorld /= rayEndWorld.w;
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glm::vec3 rayDirectionWorld(rayEndWorld - rayStartWorld);
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rayDirectionWorld = glm::normalize(rayDirectionWorld);
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rayOrigin = glm::vec3(rayStartWorld);
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rayDirection = glm::normalize(rayDirectionWorld);
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}
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private:
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static void *GX2RAlloc(u32 flags, u32 size, u32 align);
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static void GX2RFree(u32 flags, void* p);
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void renderFXAA(const GX2Texture * texture, const GX2Sampler *sampler);
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void *gx2CommandBuffer;
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void *tvScanBuffer;
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void *drcScanBuffer;
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u32 frameCount;
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f32 widthScaleFactor;
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f32 heightScaleFactor;
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f32 depthScaleFactor;
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bool tvEnabled;
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bool drcEnabled;
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GX2ColorBuffer tvColorBuffer;
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GX2DepthBuffer tvDepthBuffer;
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GX2ColorBuffer drcColorBuffer;
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GX2DepthBuffer drcDepthBuffer;
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GX2ContextState *tvContextState;
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GX2ContextState *drcContextState;
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GX2ContextState *currContextState;
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GX2ColorBuffer *currColorBuffer;
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GX2DepthBuffer *currDepthBuffer;
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GX2Texture tvAaTexture;
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GX2Sampler aaSampler;
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glm::mat4 projectionMtx;
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glm::mat4 viewMtx;
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glm::vec2 resolution;
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};
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#endif // __GX2_VIDEO_H_
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