775 lines
17 KiB
C++
775 lines
17 KiB
C++
#include "Renderer.hpp"
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#include "wipemalloc.h"
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#include "math.h"
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#include "Common.hpp"
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#include "KeyHandler.hpp"
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#include "TextureManager.hpp"
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#include <iostream>
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#include <algorithm>
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#include <cassert>
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#include "omptl/omptl"
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#include "omptl/omptl_algorithm"
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#include "UserTexture.hpp"
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class Preset;
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Renderer::Renderer(int width, int height, int gx, int gy, int texsize, BeatDetect *beatDetect, std::string _presetURL,
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std::string _titlefontURL, std::string _menufontURL) :
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title_fontURL(_titlefontURL), menu_fontURL(_menufontURL), presetURL(_presetURL), m_presetName("None"), vw(width),
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vh(height), texsize(texsize), mesh(gx, gy)
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{
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int x;
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int y;
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this->totalframes = 1;
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this->noSwitch = false;
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this->showfps = false;
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this->showtitle = false;
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this->showpreset = false;
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this->showhelp = false;
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this->showstats = false;
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this->studio = false;
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this->realfps = 0;
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this->drawtitle = 0;
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//this->title = "Unknown";
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/** Other stuff... */
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this->correction = true;
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this->aspect = (float) height / (float) width;;
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/// @bug put these on member init list
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this->renderTarget = new RenderTarget(texsize, width, height);
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this->textureManager = new TextureManager(presetURL);
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this->beatDetect = beatDetect;
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#ifdef USE_FTGL
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/**f Load the standard fonts */
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title_font = new FTGLPixmapFont(title_fontURL.c_str());
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other_font = new FTGLPixmapFont(menu_fontURL.c_str());
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other_font->UseDisplayList(true);
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title_font->UseDisplayList(true);
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poly_font = new FTGLExtrdFont(title_fontURL.c_str());
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poly_font->UseDisplayList(true);
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poly_font->Depth(20);
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poly_font->FaceSize(72);
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poly_font->UseDisplayList(true);
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#endif /** USE_FTGL */
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int size = (mesh.height - 1) *mesh.width * 5 * 2;
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p = ( float * ) wipemalloc ( size * sizeof ( float ) );
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for (int j = 0; j < mesh.height - 1; j++)
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{
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int base = j * mesh.width * 2 * 5;
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for (int i = 0; i < mesh.width; i++)
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{
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int index = j * mesh.width + i;
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int index2 = (j + 1) * mesh.width + i;
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int strip = base + i * 10;
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p[strip + 2] = mesh.identity[index].x;
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p[strip + 3] = mesh.identity[index].y;
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p[strip + 4] = 0;
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p[strip + 7] = mesh.identity[index2].x;
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p[strip + 8] = mesh.identity[index2].y;
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p[strip + 9] = 0;
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}
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}
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#ifdef USE_CG
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shaderEngine.setParams(renderTarget->texsize, renderTarget->textureID[1], aspect, beatDetect, textureManager);
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#endif
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}
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void Renderer::SetPipeline(Pipeline &pipeline)
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{
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currentPipe = &pipeline;
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#ifdef USE_CG
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shaderEngine.reset();
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shaderEngine.loadShader(pipeline.warpShader);
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shaderEngine.loadShader(pipeline.compositeShader);
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#endif
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}
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void Renderer::ResetTextures()
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{
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textureManager->Clear();
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delete (renderTarget);
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renderTarget = new RenderTarget(texsize, vw, vh);
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reset(vw, vh);
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textureManager->Preload();
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}
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void Renderer::SetupPass1(const Pipeline &pipeline, const PipelineContext &pipelineContext)
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{
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//glMatrixMode(GL_PROJECTION);
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//glPushMatrix();
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//glMatrixMode(GL_MODELVIEW);
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//glPushMatrix();
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totalframes++;
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renderTarget->lock();
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glViewport(0, 0, renderTarget->texsize, renderTarget->texsize);
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glEnable(GL_TEXTURE_2D);
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//If using FBO, switch to FBO texture
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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#ifdef USE_GLES1
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glOrthof(0.0, 1, 0.0, 1, -40, 40);
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#else
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glOrtho(0.0, 1, 0.0, 1, -40, 40);
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#endif
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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#ifdef USE_CG
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shaderEngine.RenderBlurTextures(pipeline, pipelineContext, renderTarget->texsize);
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#endif
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}
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void Renderer::RenderItems(const Pipeline &pipeline, const PipelineContext &pipelineContext)
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{
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renderContext.time = pipelineContext.time;
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renderContext.texsize = texsize;
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renderContext.aspectCorrect = correction;
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renderContext.aspectRatio = aspect;
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renderContext.textureManager = textureManager;
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renderContext.beatDetect = beatDetect;
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for (std::vector<RenderItem*>::const_iterator pos = pipeline.drawables.begin(); pos != pipeline.drawables.end(); ++pos)
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{
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if (*pos != NULL)
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{
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(*pos)->Draw(renderContext);
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}
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}
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}
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void Renderer::FinishPass1()
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{
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draw_title_to_texture();
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/** Restore original view state */
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//glMatrixMode(GL_MODELVIEW);
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//glPopMatrix();
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//glMatrixMode(GL_PROJECTION);
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//glPopMatrix();
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renderTarget->unlock();
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}
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void Renderer::Pass2(const Pipeline &pipeline, const PipelineContext &pipelineContext)
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{
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//BEGIN PASS 2
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//
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//end of texture rendering
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//now we copy the texture from the FBO or framebuffer to
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//video texture memory and render fullscreen.
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/** Reset the viewport size */
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#ifdef USE_FBO
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if (renderTarget->renderToTexture)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, this->renderTarget->fbuffer[1]);
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glViewport(0, 0, this->renderTarget->texsize, this->renderTarget->texsize);
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}
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else
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#endif
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glViewport(0, 0, this->vw, this->vh);
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glBindTexture(GL_TEXTURE_2D, this->renderTarget->textureID[0]);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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#ifdef USE_GLES1
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glOrthof(-0.5, 0.5, -0.5, 0.5, -40, 40);
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#else
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glOrtho(-0.5, 0.5, -0.5, 0.5, -40, 40);
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#endif
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glLineWidth(this->renderTarget->texsize < 512 ? 1 : this->renderTarget->texsize / 512.0);
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CompositeOutput(pipeline, pipelineContext);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(-0.5, -0.5, 0);
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// When console refreshes, there is a chance the preset has been changed by the user
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refreshConsole();
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draw_title_to_screen(false);
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if (this->showhelp % 2)
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draw_help();
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if (this->showtitle % 2)
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draw_title();
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if (this->showfps % 2)
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draw_fps(this->realfps);
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if (this->showpreset % 2)
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draw_preset();
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if (this->showstats % 2)
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draw_stats();
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glTranslatef(0.5, 0.5, 0);
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#ifdef USE_FBO
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if (renderTarget->renderToTexture)
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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#endif
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}
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void Renderer::RenderFrame(const Pipeline &pipeline, const PipelineContext &pipelineContext)
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{
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SetupPass1(pipeline, pipelineContext);
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#ifdef USE_CG
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shaderEngine.enableShader(currentPipe->warpShader, pipeline, pipelineContext);
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#endif
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Interpolation(pipeline);
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#ifdef USE_CG
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shaderEngine.disableShader();
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#endif
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RenderItems(pipeline, pipelineContext);
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FinishPass1();
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Pass2(pipeline, pipelineContext);
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}
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void Renderer::Interpolation(const Pipeline &pipeline)
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{
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if (this->renderTarget->useFBO)
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glBindTexture(GL_TEXTURE_2D, renderTarget->textureID[1]);
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else
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glBindTexture(GL_TEXTURE_2D, renderTarget->textureID[0]);
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//Texture wrapping( clamp vs. wrap)
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if (pipeline.textureWrap == 0)
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{
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#ifdef USE_GLES1
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#else
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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#endif
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}
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else
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{
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glBlendFunc(GL_SRC_ALPHA, GL_ZERO);
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glColor4f(1.0, 1.0, 1.0, pipeline.screenDecay);
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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//glVertexPointer(2, GL_FLOAT, 0, p);
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//glTexCoordPointer(2, GL_FLOAT, 0, t);
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glInterleavedArrays(GL_T2F_V3F,0,p);
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if (pipeline.staticPerPixel)
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{
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for (int j = 0; j < mesh.height - 1; j++)
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{
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int base = j * mesh.width * 2 * 5;
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for (int i = 0; i < mesh.width; i++)
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{
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int strip = base + i * 10;
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p[strip] = pipeline.x_mesh[i][j];
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p[strip + 1] = pipeline.y_mesh[i][j];
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p[strip + 5] = pipeline.x_mesh[i][j+1];
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p[strip + 6] = pipeline.y_mesh[i][j+1];
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}
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}
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}
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else
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{
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mesh.Reset();
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omptl::transform(mesh.p.begin(), mesh.p.end(), mesh.identity.begin(), mesh.p.begin(), &Renderer::PerPixel);
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for (int j = 0; j < mesh.height - 1; j++)
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{
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int base = j * mesh.width * 2 * 5;
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for (int i = 0; i < mesh.width; i++)
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{
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int strip = base + i * 10;
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int index = j * mesh.width + i;
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int index2 = (j + 1) * mesh.width + i;
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p[strip] = mesh.p[index].x;
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p[strip + 1] = mesh.p[index].y;
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p[strip + 5] = mesh.p[index2].x;
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p[strip + 6] = mesh.p[index2].y;
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}
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}
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}
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for (int j = 0; j < mesh.height - 1; j++)
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glDrawArrays(GL_TRIANGLE_STRIP,j* mesh.width* 2,mesh.width*2);
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glDisable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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Pipeline* Renderer::currentPipe;
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Renderer::~Renderer()
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{
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int x;
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if (renderTarget)
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delete (renderTarget);
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if (textureManager)
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delete (textureManager);
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//std::cerr << "grid assign end" << std::endl;
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free(p);
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#ifdef USE_FTGL
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// std::cerr << "freeing title fonts" << std::endl;
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if (title_font)
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delete title_font;
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if (poly_font)
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delete poly_font;
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if (other_font)
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delete other_font;
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// std::cerr << "freeing title fonts finished" << std::endl;
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#endif
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// std::cerr << "exiting destructor" << std::endl;
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}
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void Renderer::reset(int w, int h)
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{
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aspect = (float) h / (float) w;
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this -> vw = w;
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this -> vh = h;
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#if USE_CG
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shaderEngine.setAspect(aspect);
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#endif
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glShadeModel(GL_SMOOTH);
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glCullFace(GL_BACK);
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//glFrontFace( GL_CCW );
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glClearColor(0, 0, 0, 0);
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glViewport(0, 0, w, h);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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#ifndef USE_GLES1
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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#endif
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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glClear(GL_COLOR_BUFFER_BIT);
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#ifndef USE_GLES1
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glLineStipple(2, 0xAAAA);
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#endif
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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//glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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if (!this->renderTarget->useFBO)
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{
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this->renderTarget->fallbackRescale(w, h);
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}
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}
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GLuint Renderer::initRenderToTexture()
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{
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return renderTarget->initRenderToTexture();
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}
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void Renderer::draw_title_to_texture()
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{
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#ifdef USE_FTGL
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if (this->drawtitle > 100)
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{
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draw_title_to_screen(true);
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this->drawtitle = 0;
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}
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#endif /** USE_FTGL */
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}
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float title_y;
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void Renderer::draw_title_to_screen(bool flip)
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{
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#ifdef USE_FTGL
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if (this->drawtitle > 0)
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{
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//setUpLighting();
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//glEnable(GL_POLYGON_SMOOTH);
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//glEnable( GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT);
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int draw;
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if (drawtitle >= 80)
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draw = 80;
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else
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draw = drawtitle;
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float easein = ((80 - draw) * .0125);
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float easein2 = easein * easein;
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if (drawtitle == 1)
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{
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title_y = (float) rand() / RAND_MAX;
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title_y *= 2;
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title_y -= 1;
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title_y *= .6;
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}
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glFrustum(-1, 1, -1 * (float) vh / (float) vw, 1 * (float) vh / (float) vw, 1, 1000);
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if (flip)
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glScalef(1, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(-850, title_y * 850 * vh / vw, easein2 * 900 - 900);
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glRotatef(easein2 * 360, 1, 0, 0);
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poly_font->Render(this->title.c_str());
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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this->drawtitle++;
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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glDisable(GL_POLYGON_SMOOTH);
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}
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#endif /** USE_FTGL */
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}
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void Renderer::draw_title()
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{
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#ifdef USE_FTGL
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//glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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// glPushMatrix();
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// glTranslatef(this->vw*.001,this->vh*.03, -1);
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// glScalef(this->vw*.015,this->vh*.025,0);
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glRasterPos2f(0.01, 0.05);
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title_font->FaceSize((unsigned) (20 * (this->vh / 512.0)));
|
|
|
|
title_font->Render(this->title.c_str());
|
|
// glPopMatrix();
|
|
//glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
#endif /** USE_FTGL */
|
|
}
|
|
|
|
void Renderer::draw_preset()
|
|
{
|
|
#ifdef USE_FTGL
|
|
//glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
|
|
|
|
glColor4f(1.0, 1.0, 1.0, 1.0);
|
|
// glPushMatrix();
|
|
//glTranslatef(this->vw*.001,this->vh*-.01, -1);
|
|
//glScalef(this->vw*.003,this->vh*.004,0);
|
|
|
|
|
|
glRasterPos2f(0.01, 0.01);
|
|
|
|
title_font->FaceSize((unsigned) (12 * (this->vh / 512.0)));
|
|
if (this->noSwitch)
|
|
title_font->Render("[LOCKED] ");
|
|
title_font->FaceSize((unsigned) (20 * (this->vh / 512.0)));
|
|
|
|
title_font->Render(this->presetName().c_str());
|
|
|
|
//glPopMatrix();
|
|
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
#endif /** USE_FTGL */
|
|
}
|
|
|
|
void Renderer::draw_help()
|
|
{
|
|
|
|
#ifdef USE_FTGL
|
|
//glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
|
|
|
|
glColor4f(1.0, 1.0, 1.0, 1.0);
|
|
glPushMatrix();
|
|
glTranslatef(0, 1, 0);
|
|
//glScalef(this->vw*.02,this->vh*.02 ,0);
|
|
|
|
|
|
title_font->FaceSize((unsigned) (18 * (this->vh / 512.0)));
|
|
|
|
glRasterPos2f(0.01, -0.05);
|
|
title_font->Render("Help");
|
|
|
|
glRasterPos2f(0.01, -0.09);
|
|
title_font->Render("----------------------------");
|
|
|
|
glRasterPos2f(0.01, -0.13);
|
|
title_font->Render("F1: This help menu");
|
|
|
|
glRasterPos2f(0.01, -0.17);
|
|
title_font->Render("F2: Show song title");
|
|
|
|
glRasterPos2f(0.01, -0.21);
|
|
title_font->Render("F3: Show preset name");
|
|
|
|
glRasterPos2f(0.01, -0.25);
|
|
title_font->Render("F4: Show Rendering Settings");
|
|
|
|
glRasterPos2f(0.01, -0.29);
|
|
title_font->Render("F5: Show FPS");
|
|
|
|
glRasterPos2f(0.01, -0.35);
|
|
title_font->Render("F: Fullscreen");
|
|
|
|
glRasterPos2f(0.01, -0.39);
|
|
title_font->Render("L: Lock/Unlock Preset");
|
|
|
|
glRasterPos2f(0.01, -0.43);
|
|
title_font->Render("M: Show Menu");
|
|
|
|
glRasterPos2f(0.01, -0.49);
|
|
title_font->Render("R: Random preset");
|
|
glRasterPos2f(0.01, -0.53);
|
|
title_font->Render("N: Next preset");
|
|
|
|
glRasterPos2f(0.01, -0.57);
|
|
title_font->Render("P: Previous preset");
|
|
|
|
glPopMatrix();
|
|
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
#endif /** USE_FTGL */
|
|
}
|
|
|
|
void Renderer::draw_stats()
|
|
{
|
|
|
|
#ifdef USE_FTGL
|
|
char buffer[128];
|
|
float offset = (this->showfps % 2 ? -0.05 : 0.0);
|
|
// glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
|
|
|
|
glColor4f(1.0, 1.0, 1.0, 1.0);
|
|
glPushMatrix();
|
|
glTranslatef(0.01, 1, 0);
|
|
glRasterPos2f(0, -.05 + offset);
|
|
other_font->Render(this->correction ? " aspect: corrected" : " aspect: stretched");
|
|
sprintf(buffer, " (%f)", this->aspect);
|
|
other_font->Render(buffer);
|
|
|
|
glRasterPos2f(0, -.09 + offset);
|
|
other_font->FaceSize((unsigned) (18 * (vh / 512.0)));
|
|
|
|
sprintf(buffer, " texsize: %d", renderTarget->texsize);
|
|
other_font->Render(buffer);
|
|
|
|
glRasterPos2f(0, -.13 + offset);
|
|
sprintf(buffer, " viewport: %d x %d", vw, vh);
|
|
|
|
other_font->Render(buffer);
|
|
glRasterPos2f(0, -.17 + offset);
|
|
other_font->Render((renderTarget->useFBO ? " FBO: on" : " FBO: off"));
|
|
|
|
glRasterPos2f(0, -.21 + offset);
|
|
sprintf(buffer, " mesh: %d x %d", mesh.width, mesh.height);
|
|
other_font->Render(buffer);
|
|
|
|
glRasterPos2f(0, -.25 + offset);
|
|
sprintf(buffer, " textures: %.1fkB", textureManager->getTextureMemorySize() / 1000.0f);
|
|
other_font->Render(buffer);
|
|
#ifdef USE_CG
|
|
glRasterPos2f(0, -.29 + offset);
|
|
sprintf(buffer, "shader profile: %s", shaderEngine.profileName.c_str());
|
|
other_font->Render(buffer);
|
|
|
|
glRasterPos2f(0, -.33 + offset);
|
|
sprintf(buffer, " warp shader: %s", currentPipe->warpShader.enabled ? "on" : "off");
|
|
other_font->Render(buffer);
|
|
|
|
glRasterPos2f(0, -.37 + offset);
|
|
sprintf(buffer, " comp shader: %s", currentPipe->compositeShader.enabled ? "on" : "off");
|
|
other_font->Render(buffer);
|
|
#endif
|
|
glPopMatrix();
|
|
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
#endif /** USE_FTGL */
|
|
}
|
|
void Renderer::draw_fps(float realfps)
|
|
{
|
|
#ifdef USE_FTGL
|
|
char bufferfps[20];
|
|
sprintf(bufferfps, "%.1f fps", realfps);
|
|
// glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
|
|
|
|
glColor4f(1.0, 1.0, 1.0, 1.0);
|
|
glPushMatrix();
|
|
glTranslatef(0.01, 1, 0);
|
|
glRasterPos2f(0, -0.05);
|
|
title_font->FaceSize((unsigned) (20 * (this->vh / 512.0)));
|
|
title_font->Render(bufferfps);
|
|
|
|
glPopMatrix();
|
|
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
#endif /** USE_FTGL */
|
|
}
|
|
|
|
void Renderer::CompositeOutput(const Pipeline &pipeline, const PipelineContext &pipelineContext)
|
|
{
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
//Overwrite anything on the screen
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
glColor4f(1.0, 1.0, 1.0, 1.0f);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
#ifdef USE_CG
|
|
shaderEngine.enableShader(currentPipe->compositeShader, pipeline, pipelineContext);
|
|
#endif
|
|
|
|
float tex[4][2] =
|
|
{
|
|
{ 0, 1 },
|
|
{ 0, 0 },
|
|
{ 1, 0 },
|
|
{ 1, 1 } };
|
|
|
|
float points[4][2] =
|
|
{
|
|
{ -0.5, -0.5 },
|
|
{ -0.5, 0.5 },
|
|
{ 0.5, 0.5 },
|
|
{ 0.5, -0.5 } };
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glVertexPointer(2, GL_FLOAT, 0, points);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, tex);
|
|
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
#ifdef USE_CG
|
|
shaderEngine.disableShader();
|
|
#endif
|
|
|
|
for (std::vector<RenderItem*>::const_iterator pos = pipeline.compositeDrawables.begin(); pos
|
|
!= pipeline.compositeDrawables.end(); ++pos)
|
|
(*pos)->Draw(renderContext);
|
|
|
|
}
|
|
|