146 lines
2.8 KiB
C++
146 lines
2.8 KiB
C++
#ifndef Renderer_HPP
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#define Renderer_HPP
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#include "FBO.hpp"
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#include "BeatDetect.hpp"
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#include "Common.hpp"
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#include <string>
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#include <set>
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#ifdef USE_GLES1
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#include <GLES/gl.h>
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#else
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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#endif
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#ifdef USE_FTGL
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#ifdef WIN32
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#include <ftgl.h>
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#include <FTGLPixmapFont.h>
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#include <FTGLExtrdFont.h>
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#else
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#include <FTGL/FTFont.h>
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#include <FTGL/FTGLPixmapFont.h>
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#include <FTGL/FTGLExtrdFont.h>
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#endif
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#endif /** USE_FTGL */
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#include "Pipeline.hpp"
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#include "PerPixelMesh.hpp"
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#include "Transformation.hpp"
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#include "ShaderEngine.hpp"
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class UserTexture;
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class BeatDetect;
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class TextureManager;
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class Renderer
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{
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public:
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bool showfps;
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bool showtitle;
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bool showpreset;
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bool showhelp;
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bool showstats;
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bool studio;
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bool correction;
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bool noSwitch;
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int totalframes;
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float realfps;
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std::string title;
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int drawtitle;
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int texsize;
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Renderer( int width, int height, int gx, int gy, int texsize, BeatDetect *beatDetect, std::string presetURL, std::string title_fontURL, std::string menu_fontURL);
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~Renderer();
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void RenderFrame(const Pipeline &pipeline, const PipelineContext &pipelineContext);
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void ResetTextures();
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void reset(int w, int h);
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GLuint initRenderToTexture();
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void SetPipeline(Pipeline &pipeline);
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void setPresetName(const std::string& theValue)
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{
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m_presetName = theValue;
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}
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std::string presetName() const
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{
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return m_presetName;
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}
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private:
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PerPixelMesh mesh;
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RenderTarget *renderTarget;
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BeatDetect *beatDetect;
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TextureManager *textureManager;
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static Pipeline* currentPipe;
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RenderContext renderContext;
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//per pixel equation variables
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#ifdef USE_CG
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ShaderEngine shaderEngine;
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#endif
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std::string m_presetName;
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float* p;
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int vw;
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int vh;
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float aspect;
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std::string title_fontURL;
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std::string menu_fontURL;
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std::string presetURL;
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#ifdef USE_FTGL
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FTGLPixmapFont *title_font;
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FTGLPixmapFont *other_font;
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FTGLExtrdFont *poly_font;
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#endif /** USE_FTGL */
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void SetupPass1(const Pipeline &pipeline, const PipelineContext &pipelineContext);
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void Interpolation(const Pipeline &pipeline);
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void RenderItems(const Pipeline &pipeline, const PipelineContext &pipelineContext);
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void FinishPass1();
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void Pass2 (const Pipeline &pipeline, const PipelineContext &pipelineContext);
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void CompositeOutput(const Pipeline &pipeline, const PipelineContext &pipelineContext);
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inline static PixelPoint PerPixel(PixelPoint p, PerPixelContext &context)
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{
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return currentPipe->PerPixel(p,context);
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}
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void rescale_per_pixel_matrices();
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void draw_fps( float realfps );
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void draw_stats();
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void draw_help();
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void draw_preset();
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void draw_title();
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void draw_title_to_screen(bool flip);
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void draw_title_to_texture();
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};
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#endif
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