/**************************************************************************** * Copyright (C) 2015 Dimok * * 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, either version 3 of the License, or * (at your option) any later version. * * 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 for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . ****************************************************************************/ #ifndef __CVIDEO_H_ #define __CVIDEO_H_ #include #include "shaders/Shader.h" class CVideo { public: CVideo(s32 forceTvScanMode = -1, s32 forceDrcScanMode = -1); virtual ~CVideo(); void prepareTvRendering(void) { currContextState = tvContextState; currColorBuffer = &tvColorBuffer; currDepthBuffer = &tvDepthBuffer; prepareRendering(); } void prepareDrcRendering(void) { currContextState = drcContextState; currColorBuffer = &drcColorBuffer; currDepthBuffer = &drcDepthBuffer; prepareRendering(); } void prepareRendering(void) { GX2ClearColor(currColorBuffer, 0.0f, 0.0f, 0.0f, 1.0f); GX2ClearDepthStencilEx(currDepthBuffer, currDepthBuffer->clear_depth, currDepthBuffer->clear_stencil, GX2_CLEAR_BOTH); GX2SetContextState(currContextState); GX2SetViewport(0.0f, 0.0f, currColorBuffer->surface.width, currColorBuffer->surface.height, 0.0f, 1.0f); GX2SetScissor(0, 0, currColorBuffer->surface.width, currColorBuffer->surface.height); GX2SetDepthOnlyControl(GX2_ENABLE, GX2_ENABLE, GX2_COMPARE_LEQUAL); GX2SetColorControl(GX2_LOGIC_OP_COPY, 1, GX2_DISABLE, GX2_ENABLE); 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); GX2SetCullOnlyControl(GX2_FRONT_FACE_CCW, GX2_DISABLE, GX2_ENABLE); } void setStencilRender(bool bEnable) { if(bEnable) { GX2SetStencilMask(0xff, 0xff, 0x01, 0xff, 0xff, 0x01); GX2SetDepthStencilControl(GX2_DISABLE, GX2_DISABLE, GX2_COMPARE_LEQUAL, GX2_ENABLE, GX2_ENABLE, GX2_COMPARE_ALWAYS, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP, GX2_STENCIL_REPLACE, GX2_COMPARE_ALWAYS, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP, GX2_STENCIL_REPLACE); } else { GX2SetStencilMask(0xff, 0xff, 0xff, 0xff, 0xff, 0xff); GX2SetDepthStencilControl(GX2_ENABLE, GX2_ENABLE, GX2_COMPARE_LEQUAL, GX2_DISABLE, GX2_DISABLE, GX2_COMPARE_NEVER, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP, GX2_COMPARE_NEVER, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP, GX2_STENCIL_KEEP); } } void drcDrawDone(void) { //! on DRC we do a hardware AA because FXAA does not look good //renderFXAA(&drcAaTexture, &aaSampler); GX2CopyColorBufferToScanBuffer(&drcColorBuffer, GX2_SCAN_TARGET_DRC_FIRST); } void tvDrawDone(void) { renderFXAA(&tvAaTexture, &aaSampler); GX2CopyColorBufferToScanBuffer(&tvColorBuffer, GX2_SCAN_TARGET_TV); GX2SwapScanBuffers(); GX2Flush(); } void waitForVSync(void) { GX2WaitForVsync(); frameCount++; } void tvEnable(bool bEnable) { if(tvEnabled != bEnable) { GX2SetTVEnable(bEnable ? GX2_ENABLE : GX2_DISABLE); tvEnabled = bEnable; } } void drcEnable(bool bEnable) { if(drcEnabled != bEnable) { GX2SetDRCEnable(bEnable ? GX2_ENABLE : GX2_DISABLE); drcEnabled = bEnable; } } u32 getFrameCount(void) const { return frameCount; } u32 getTvWidth(void) const { return tvColorBuffer.surface.width; } u32 getTvHeight(void) const { return tvColorBuffer.surface.height; } u32 getDrcWidth(void) const { return drcColorBuffer.surface.width; } u32 getDrcHeight(void) const { return drcColorBuffer.surface.height; } const glm::mat4 & getProjectionMtx(void) const { return projectionMtx; } const glm::mat4 & getViewMtx(void) const { return viewMtx; } f32 getWidthScaleFactor(void) const { return widthScaleFactor; } f32 getHeightScaleFactor(void) const { return heightScaleFactor; } f32 getDepthScaleFactor(void) const { return depthScaleFactor; } void screenPosToWorldRay(f32 posX, f32 posY, glm::vec3 & rayOrigin, glm::vec3 & rayDirection) { //! normalize positions posX = 2.0f * posX * getWidthScaleFactor(); posY = 2.0f * posY * getHeightScaleFactor(); glm::vec4 rayStart(posX, posY, 0.0f, 1.0f); glm::vec4 rayEnd(posX, posY, 1.0f, 1.0f); glm::mat4 IMV = glm::inverse(projectionMtx * viewMtx); glm::vec4 rayStartWorld = IMV * rayStart; rayStartWorld /= rayStartWorld.w; glm::vec4 rayEndWorld = IMV * rayEnd; rayEndWorld /= rayEndWorld.w; glm::vec3 rayDirectionWorld(rayEndWorld - rayStartWorld); rayDirectionWorld = glm::normalize(rayDirectionWorld); rayOrigin = glm::vec3(rayStartWorld); rayDirection = glm::normalize(rayDirectionWorld); } private: static void *GX2RAlloc(u32 flags, u32 size, u32 align); static void GX2RFree(u32 flags, void* p); void renderFXAA(const GX2Texture * texture, const GX2Sampler *sampler); void *gx2CommandBuffer; void *tvScanBuffer; void *drcScanBuffer; u32 frameCount; f32 widthScaleFactor; f32 heightScaleFactor; f32 depthScaleFactor; bool tvEnabled; bool drcEnabled; GX2ColorBuffer tvColorBuffer; GX2DepthBuffer tvDepthBuffer; GX2ColorBuffer drcColorBuffer; GX2DepthBuffer drcDepthBuffer; GX2ContextState *tvContextState; GX2ContextState *drcContextState; GX2ContextState *currContextState; GX2ColorBuffer *currColorBuffer; GX2DepthBuffer *currDepthBuffer; GX2Texture tvAaTexture; GX2Sampler aaSampler; glm::mat4 projectionMtx; glm::mat4 viewMtx; glm::vec2 resolution; }; #endif // __GX2_VIDEO_H_