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+/**
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+ * Copyright (C) 2014 Citra Emulator
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+ *
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+ * @file renderer_opengl.cpp
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+ * @author bunnei
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+ * @date 2014-04-05
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+ * @brief Renderer for OpenGL 3.x
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+ *
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+ * @section LICENSE
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+ * This program is free software; you can redistribute it and/or
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+ * modify it under the terms of the GNU General Public License as
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+ * published by the Free Software Foundation; either version 2 of
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+ * the License, or (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, but
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+ * WITHOUT ANY WARRANTY; without even the implied warranty of
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+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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+ * General Public License for more details at
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+ * http://www.gnu.org/copyleft/gpl.html
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+ *
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+ * Official project repository can be found at:
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+ * http://code.google.com/p/gekko-gc-emu/
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+ */
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+
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+#include "video_core.h"
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+#include "renderer_opengl/renderer_opengl.h"
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+
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+/// RendererOpenGL constructor
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+RendererOpenGL::RendererOpenGL() {
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+ memset(fbo_, 0, sizeof(fbo_));
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+ memset(fbo_rbo_, 0, sizeof(fbo_rbo_));
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+ memset(fbo_depth_buffers_, 0, sizeof(fbo_depth_buffers_));
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+
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+ resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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+ resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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+}
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+
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+/// RendererOpenGL destructor
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+RendererOpenGL::~RendererOpenGL() {
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+}
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+
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+
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+/// Swap buffers (render frame)
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+void RendererOpenGL::SwapBuffers() {
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+
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+ glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+
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+ ResetRenderState();
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+
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+ // EFB->XFB copy
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+ // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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+ // register write We're also treating both framebuffers as a single one in OpenGL.
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+ Rect framebuffer_size(0, 0, VideoCore::kScreenTopWidth,
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+ VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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+ CopyToXFB(framebuffer_size, framebuffer_size);
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+
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+ // XFB->Window copy
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+ RenderFramebuffer();
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+
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+ // Swap buffers
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+ render_window_->PollEvents();
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+ render_window_->SwapBuffers();
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+
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+ // Switch back to EFB and clear
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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+
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+ RestoreRenderState();
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+}
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+
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+/**
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+ * Blits the EFB to the external framebuffer (XFB)
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+ * @param src_rect Source rectangle in EFB to copy
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+ * @param dst_rect Destination rectangle in EFB to copy to
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+ * @param dest_height Destination height in pixels
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+ */
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+void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
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+ ResetRenderState();
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+
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+ // Render target is destination framebuffer
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
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+ glViewport(0, 0, resolution_width_, resolution_height_);
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+
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+ // Render source is our EFB
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+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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+ glReadBuffer(GL_COLOR_ATTACHMENT0);
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+
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+ // Blit
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+ glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
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+ dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_,
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+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
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+
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+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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+
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+ RestoreRenderState();
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+}
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+
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+/**
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+ * Clear the screen
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+ * @param rect Screen rectangle to clear
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+ * @param enable_color Enable color clearing
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+ * @param enable_alpha Enable alpha clearing
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+ * @param enable_z Enable depth clearing
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+ * @param color Clear color
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+ * @param z Clear depth
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+ */
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+void RendererOpenGL::Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
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+ u32 color, u32 z) {
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+ GLboolean const color_mask = enable_color ? GL_TRUE : GL_FALSE;
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+ GLboolean const alpha_mask = enable_alpha ? GL_TRUE : GL_FALSE;
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+
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+ ResetRenderState();
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+
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+ // Clear color
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+ glColorMask(color_mask, color_mask, color_mask, alpha_mask);
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+ glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f,
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+ float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f);
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+
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+ // Clear depth
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+ glDepthMask(enable_z ? GL_TRUE : GL_FALSE);
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+ glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF));
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+
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+ // Specify the rectangle of the EFB to clear
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+ glEnable(GL_SCISSOR_TEST);
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+ glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
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+
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+ // Clear it!
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+
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+ RestoreRenderState();
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+}
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+
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+/// Sets the renderer viewport location, width, and height
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+void RendererOpenGL::SetViewport(int x, int y, int width, int height) {
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+ glViewport(x, y, width, height);
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+}
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+
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+/// Sets the renderer depthrange, znear and zfar
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+void RendererOpenGL::SetDepthRange(double znear, double zfar) {
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+ glDepthRange(znear, zfar);
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+}
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+
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+/* Sets the scissor box
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+ * @param rect Renderer rectangle to set scissor box to
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+ */
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+void RendererOpenGL::SetScissorBox(const Rect& rect) {
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+ glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
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+}
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+
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+/**
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+ * Sets the line and point size
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+ * @param line_width Line width to use
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+ * @param point_size Point size to use
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+ */
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+void RendererOpenGL::SetLinePointSize(f32 line_width, f32 point_size) {
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+ glLineWidth((GLfloat)line_width);
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+ glPointSize((GLfloat)point_size);
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+}
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+
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+/**
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+ * Set a specific render mode
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+ * @param flag Render flags mode to enable
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+ */
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+void RendererOpenGL::SetMode(kRenderMode flags) {
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+ if(flags & kRenderMode_ZComp) {
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+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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+ }
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+ if(flags & kRenderMode_Multipass) {
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+ glEnable(GL_DEPTH_TEST);
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+ glDepthMask(GL_FALSE);
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+ glDepthFunc(GL_EQUAL);
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+ }
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+ if (flags & kRenderMode_UseDstAlpha) {
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+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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+ glDisable(GL_BLEND);
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+ }
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+ last_mode_ |= flags;
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+}
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+
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+/// Reset the full renderer API to the NULL state
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+void RendererOpenGL::ResetRenderState() {
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+ glDisable(GL_SCISSOR_TEST);
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+ glDisable(GL_DEPTH_TEST);
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+ glDisable(GL_CULL_FACE);
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+ glDisable(GL_BLEND);
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+ glDepthMask(GL_FALSE);
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+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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+}
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+
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+/// Restore the full renderer API state - As the game set it
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+void RendererOpenGL::RestoreRenderState() {
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+
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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+
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+ //gp::XF_UpdateViewport();
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+ SetViewport(0, 0, resolution_width_, resolution_height_);
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+ SetDepthRange(0.0f, 1.0f);
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+
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+ //SetGenerationMode();
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+ glEnable(GL_CULL_FACE);
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+ glFrontFace(GL_CCW);
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+
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+ //glEnable(GL_SCISSOR_TEST);
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+ //gp::BP_SetScissorBox();
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+ glDisable(GL_SCISSOR_TEST);
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+
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+ //SetColorMask(gp::g_bp_regs.cmode0);
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+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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+
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+ //SetDepthMode();
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+ glDisable(GL_DEPTH_TEST);
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+ glDepthMask(GL_FALSE);
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+
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+ //SetBlendMode(gp::g_bp_regs.cmode0, gp::g_bp_regs.cmode1, true);
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+ //if (common::g_config->current_renderer_config().enable_wireframe) {
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+ // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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+ //} else {
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+ // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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+ //}
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+}
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+
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+/// Initialize the FBO
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+void RendererOpenGL::InitFramebuffer() {
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+ // TODO(en): This should probably be implemented with the top screen and bottom screen as
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+ // separate framebuffers
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+
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+ // Init the FBOs
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+ // -------------
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+
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+ glGenFramebuffers(kMaxFramebuffers, fbo_); // Generate primary framebuffer
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+ glGenRenderbuffers(kMaxFramebuffers, fbo_rbo_); // Generate primary RBOs
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+ glGenRenderbuffers(kMaxFramebuffers, fbo_depth_buffers_); // Generate primary depth buffer
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+
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+ for (int i = 0; i < kMaxFramebuffers; i++) {
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+ // Generate color buffer storage
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+ glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo_[i]);
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, resolution_width_, resolution_height_);
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+
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+ // Generate depth buffer storage
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+ glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_buffers_[i]);
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, resolution_width_,
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+ resolution_height_);
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+
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+ // Attach the buffers
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[i]);
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+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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+ GL_RENDERBUFFER, fbo_depth_buffers_[i]);
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+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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+ GL_RENDERBUFFER, fbo_rbo_[i]);
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+
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+ // Check for completeness
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+ if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
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+ NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i);
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+ } else {
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+ ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
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+ exit(1);
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+ }
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+ }
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+ glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
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+}
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+
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+/// Blit the FBO to the OpenGL default framebuffer
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+void RendererOpenGL::RenderFramebuffer() {
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+
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+ // Render target is default framebuffer
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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+ glViewport(0, 0, resolution_width_, resolution_height_);
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+
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+ // Render source is our XFB
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+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
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+ glReadBuffer(GL_COLOR_ATTACHMENT0);
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+
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+ // Blit
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+ glBlitFramebuffer(0, 0, resolution_width_, resolution_height_, 0, 0,
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+ render_window_->client_area_width(), render_window_->client_area_height(),
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+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
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+
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+ // Update the FPS count
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+ UpdateFramerate();
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+
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+ // Rebind EFB
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
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+
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+ current_frame_++;
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+}
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+
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+/// Updates the framerate
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+void RendererOpenGL::UpdateFramerate() {
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+}
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+
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+/**
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+ * Set the emulator window to use for renderer
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+ * @param window EmuWindow handle to emulator window to use for rendering
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+ */
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+void RendererOpenGL::SetWindow(EmuWindow* window) {
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+ render_window_ = window;
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+}
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+
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+/// Initialize the renderer
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+void RendererOpenGL::Init() {
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+ render_window_->MakeCurrent();
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+ glShadeModel(GL_SMOOTH);
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ glStencilFunc(GL_ALWAYS, 0, 0);
|
|
|
|
|
+ glBlendFunc(GL_ONE, GL_ONE);
|
|
|
|
|
+
|
|
|
|
|
+ glViewport(0, 0, resolution_width_, resolution_height_);
|
|
|
|
|
+
|
|
|
|
|
+ glClearDepth(1.0f);
|
|
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
|
|
+ glDisable(GL_LIGHTING);
|
|
|
|
|
+ glDepthFunc(GL_LEQUAL);
|
|
|
|
|
+
|
|
|
|
|
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
|
|
|
|
+
|
|
|
|
|
+ glDisable(GL_STENCIL_TEST);
|
|
|
|
|
+ glEnable(GL_SCISSOR_TEST);
|
|
|
|
|
+
|
|
|
|
|
+ glScissor(0, 0, resolution_width_, resolution_height_);
|
|
|
|
|
+ glClearDepth(1.0f);
|
|
|
|
|
+
|
|
|
|
|
+ GLenum err = glewInit();
|
|
|
|
|
+ if (GLEW_OK != err) {
|
|
|
|
|
+ ERROR_LOG(RENDER, " Failed to initialize GLEW! Error message: \"%s\". Exiting...",
|
|
|
|
|
+ glewGetErrorString(err));
|
|
|
|
|
+ exit(-1);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Initialize everything else
|
|
|
|
|
+ // --------------------------
|
|
|
|
|
+
|
|
|
|
|
+ InitFramebuffer();
|
|
|
|
|
+
|
|
|
|
|
+ NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+/// Shutdown the renderer
|
|
|
|
|
+void RendererOpenGL::ShutDown() {
|
|
|
|
|
+}
|