mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 21:37:42 -07:00
152 lines
4.0 KiB
C++
152 lines
4.0 KiB
C++
/*
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Copyright 2016-2021 Arisotura
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#pragma once
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#include "GPU3D.h"
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#include "OpenGLSupport.h"
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namespace GPU3D
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{
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class GLRenderer : public Renderer3D
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{
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public:
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GLRenderer();
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virtual ~GLRenderer() override {};
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virtual bool Init() override;
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virtual void DeInit() override;
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virtual void Reset() override;
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virtual void SetRenderSettings(GPU::RenderSettings& settings) override;
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virtual void VCount144() override {};
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virtual void RenderFrame() override;
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virtual u32* GetLine(int line) override;
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void SetupAccelFrame();
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void PrepareCaptureFrame();
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private:
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// GL version requirements
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// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
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// * UBO: 3.1
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struct RendererPolygon
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{
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Polygon* PolyData;
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u32 NumIndices;
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u32 IndicesOffset;
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GLuint PrimType;
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u32 NumEdgeIndices;
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u32 EdgeIndicesOffset;
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u32 RenderKey;
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};
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RendererPolygon PolygonList[2048];
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bool BuildRenderShader(u32 flags, const char* vs, const char* fs);
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void UseRenderShader(u32 flags);
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon);
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u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr);
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void BuildPolygons(RendererPolygon* polygons, int npolys);
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int RenderSinglePolygon(int i);
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int RenderPolygonBatch(int i);
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int RenderPolygonEdgeBatch(int i);
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void RenderSceneChunk(int y, int h);
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enum
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{
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RenderFlag_WBuffer = 0x01,
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RenderFlag_Trans = 0x02,
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RenderFlag_ShadowMask = 0x04,
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RenderFlag_Edge = 0x08,
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};
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GLuint ClearShaderPlain[3];
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GLuint RenderShader[16][3];
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GLuint CurShaderID = -1;
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GLuint FinalPassEdgeShader[3];
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GLuint FinalPassFogShader[3];
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// std140 compliant structure
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struct
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{
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float uScreenSize[2]; // vec2 0 / 2
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u32 uDispCnt; // int 2 / 1
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u32 __pad0;
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float uToonColors[32][4]; // vec4[32] 4 / 128
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float uEdgeColors[8][4]; // vec4[8] 132 / 32
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float uFogColor[4]; // vec4 164 / 4
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float uFogDensity[34][4]; // float[34] 168 / 136
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u32 uFogOffset; // int 304 / 1
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u32 uFogShift; // int 305 / 1
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u32 _pad1[2]; // int 306 / 2
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} ShaderConfig;
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GLuint ShaderConfigUBO;
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int NumFinalPolys, NumOpaqueFinalPolys;
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GLuint ClearVertexBufferID, ClearVertexArrayID;
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GLint ClearUniformLoc[4];
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// vertex buffer
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// * XYZW: 4x16bit
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// * RGBA: 4x8bit
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// * ST: 2x16bit
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// * polygon data: 3x32bit (polygon/texture attributes)
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//
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// polygon attributes:
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// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
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// * bit16-20: Z shift
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// * bit8: front-facing (?)
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// * bit9: W-buffering (?)
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GLuint VertexBufferID;
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u32 VertexBuffer[10240 * 7];
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u32 NumVertices;
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GLuint VertexArrayID;
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GLuint IndexBufferID;
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u16 IndexBuffer[2048 * 40];
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u32 NumIndices, NumEdgeIndices;
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const u32 EdgeIndicesOffset = 2048 * 30;
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GLuint TexMemID;
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GLuint TexPalMemID;
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int ScaleFactor;
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bool BetterPolygons;
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int ScreenW, ScreenH;
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GLuint FramebufferTex[8];
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int FrontBuffer;
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GLuint FramebufferID[4], PixelbufferID;
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u32 Framebuffer[256*192];
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};
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} |