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added initial renderer code

This commit is contained in:
bunnei 2014-04-06 16:55:39 -04:00
parent e4d1ad4bda
commit 080f847550
8 changed files with 535 additions and 20 deletions

View file

@ -51,6 +51,9 @@ public:
~RendererBase() {
}
/// Swap buffers (render frame)
virtual void SwapBuffers() = 0;
/**
* Blits the EFB to the external framebuffer (XFB)
* @param src_rect Source rectangle in EFB to copy
@ -71,6 +74,24 @@ public:
virtual void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
u32 color, u32 z) = 0;
/// Sets the renderer viewport location, width, and height
virtual void SetViewport(int x, int y, int width, int height) = 0;
/// Sets the renderer depthrange, znear and zfar
virtual void SetDepthRange(double znear, double zfar) = 0;
/* Sets the scissor box
* @param rect Renderer rectangle to set scissor box to
*/
virtual void SetScissorBox(const Rect& rect) = 0;
/**
* Sets the line and point size
* @param line_width Line width to use
* @param point_size Point size to use
*/
virtual void SetLinePointSize(f32 line_width, f32 point_size) = 0;
/**
* Set a specific render mode
* @param flag Render flags mode to enable
@ -95,11 +116,6 @@ public:
/// Shutdown the renderer
virtual void ShutDown() = 0;
/// Converts EFB rectangle coordinates to renderer rectangle coordinates
//static Rect EFBToRendererRect(const Rect& rect) {
// return Rect(rect.x0_, kGCEFBHeight - rect.y0_, rect.x1_, kGCEFBHeight - rect.y1_);
//}
// Getter/setter functions:
// ------------------------

View file

@ -0,0 +1,340 @@
/**
* Copyright (C) 2014 Citra Emulator
*
* @file renderer_opengl.cpp
* @author bunnei
* @date 2014-04-05
* @brief Renderer for OpenGL 3.x
*
* @section LICENSE
* 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 2 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 at
* http://www.gnu.org/copyleft/gpl.html
*
* Official project repository can be found at:
* http://code.google.com/p/gekko-gc-emu/
*/
#include "video_core.h"
#include "renderer_opengl/renderer_opengl.h"
/// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() {
memset(fbo_, 0, sizeof(fbo_));
memset(fbo_rbo_, 0, sizeof(fbo_rbo_));
memset(fbo_depth_buffers_, 0, sizeof(fbo_depth_buffers_));
resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
}
/// RendererOpenGL destructor
RendererOpenGL::~RendererOpenGL() {
}
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() {
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ResetRenderState();
// EFB->XFB copy
// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
// register write We're also treating both framebuffers as a single one in OpenGL.
Rect framebuffer_size(0, 0, VideoCore::kScreenTopWidth,
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
CopyToXFB(framebuffer_size, framebuffer_size);
// XFB->Window copy
RenderFramebuffer();
// Swap buffers
render_window_->PollEvents();
render_window_->SwapBuffers();
// Switch back to EFB and clear
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
RestoreRenderState();
}
/**
* Blits the EFB to the external framebuffer (XFB)
* @param src_rect Source rectangle in EFB to copy
* @param dst_rect Destination rectangle in EFB to copy to
* @param dest_height Destination height in pixels
*/
void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
ResetRenderState();
// Render target is destination framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
glViewport(0, 0, resolution_width_, resolution_height_);
// Render source is our EFB
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
RestoreRenderState();
}
/**
* Clear the screen
* @param rect Screen rectangle to clear
* @param enable_color Enable color clearing
* @param enable_alpha Enable alpha clearing
* @param enable_z Enable depth clearing
* @param color Clear color
* @param z Clear depth
*/
void RendererOpenGL::Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
u32 color, u32 z) {
GLboolean const color_mask = enable_color ? GL_TRUE : GL_FALSE;
GLboolean const alpha_mask = enable_alpha ? GL_TRUE : GL_FALSE;
ResetRenderState();
// Clear color
glColorMask(color_mask, color_mask, color_mask, alpha_mask);
glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f,
float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f);
// Clear depth
glDepthMask(enable_z ? GL_TRUE : GL_FALSE);
glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF));
// Specify the rectangle of the EFB to clear
glEnable(GL_SCISSOR_TEST);
glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
// Clear it!
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RestoreRenderState();
}
/// Sets the renderer viewport location, width, and height
void RendererOpenGL::SetViewport(int x, int y, int width, int height) {
glViewport(x, y, width, height);
}
/// Sets the renderer depthrange, znear and zfar
void RendererOpenGL::SetDepthRange(double znear, double zfar) {
glDepthRange(znear, zfar);
}
/* Sets the scissor box
* @param rect Renderer rectangle to set scissor box to
*/
void RendererOpenGL::SetScissorBox(const Rect& rect) {
glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
}
/**
* Sets the line and point size
* @param line_width Line width to use
* @param point_size Point size to use
*/
void RendererOpenGL::SetLinePointSize(f32 line_width, f32 point_size) {
glLineWidth((GLfloat)line_width);
glPointSize((GLfloat)point_size);
}
/**
* Set a specific render mode
* @param flag Render flags mode to enable
*/
void RendererOpenGL::SetMode(kRenderMode flags) {
if(flags & kRenderMode_ZComp) {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
if(flags & kRenderMode_Multipass) {
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
if (flags & kRenderMode_UseDstAlpha) {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glDisable(GL_BLEND);
}
last_mode_ |= flags;
}
/// Reset the full renderer API to the NULL state
void RendererOpenGL::ResetRenderState() {
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
/// Restore the full renderer API state - As the game set it
void RendererOpenGL::RestoreRenderState() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
//gp::XF_UpdateViewport();
SetViewport(0, 0, resolution_width_, resolution_height_);
SetDepthRange(0.0f, 1.0f);
//SetGenerationMode();
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
//glEnable(GL_SCISSOR_TEST);
//gp::BP_SetScissorBox();
glDisable(GL_SCISSOR_TEST);
//SetColorMask(gp::g_bp_regs.cmode0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
//SetDepthMode();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
//SetBlendMode(gp::g_bp_regs.cmode0, gp::g_bp_regs.cmode1, true);
//if (common::g_config->current_renderer_config().enable_wireframe) {
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//} else {
// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//}
}
/// Initialize the FBO
void RendererOpenGL::InitFramebuffer() {
// TODO(en): This should probably be implemented with the top screen and bottom screen as
// separate framebuffers
// Init the FBOs
// -------------
glGenFramebuffers(kMaxFramebuffers, fbo_); // Generate primary framebuffer
glGenRenderbuffers(kMaxFramebuffers, fbo_rbo_); // Generate primary RBOs
glGenRenderbuffers(kMaxFramebuffers, fbo_depth_buffers_); // Generate primary depth buffer
for (int i = 0; i < kMaxFramebuffers; i++) {
// Generate color buffer storage
glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo_[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, resolution_width_, resolution_height_);
// Generate depth buffer storage
glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_buffers_[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, resolution_width_,
resolution_height_);
// Attach the buffers
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[i]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, fbo_depth_buffers_[i]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, fbo_rbo_[i]);
// Check for completeness
if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i);
} else {
ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
exit(1);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
}
/// Blit the FBO to the OpenGL default framebuffer
void RendererOpenGL::RenderFramebuffer() {
// Render target is default framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(0, 0, resolution_width_, resolution_height_);
// Render source is our XFB
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
glBlitFramebuffer(0, 0, resolution_width_, resolution_height_, 0, 0,
render_window_->client_area_width(), render_window_->client_area_height(),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Update the FPS count
UpdateFramerate();
// Rebind EFB
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
current_frame_++;
}
/// Updates the framerate
void RendererOpenGL::UpdateFramerate() {
}
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
void RendererOpenGL::SetWindow(EmuWindow* window) {
render_window_ = window;
}
/// Initialize the renderer
void RendererOpenGL::Init() {
render_window_->MakeCurrent();
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() {
}

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@ -0,0 +1,138 @@
/**
* Copyright (C) 2014 Citra Emulator
*
* @file renderer_opengl.h
* @author bunnei
* @date 2014-04-05
* @brief Renderer for OpenGL 3.x
*
* @section LICENSE
* 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 2 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 at
* http://www.gnu.org/copyleft/gpl.html
*
* Official project repository can be found at:
* http://code.google.com/p/gekko-gc-emu/
*/
#pragma once
#include <GL/glew.h>
#include "common.h"
#include "emu_window.h"
#include "renderer_base.h"
class RendererOpenGL : virtual public RendererBase {
public:
static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers
RendererOpenGL();
~RendererOpenGL();
/// Swap buffers (render frame)
void SwapBuffers();
/**
* Blits the EFB to the external framebuffer (XFB)
* @param src_rect Source rectangle in EFB to copy
* @param dst_rect Destination rectangle in EFB to copy to
* @param dest_height Destination height in pixels
*/
void CopyToXFB(const Rect& src_rect, const Rect& dst_rect);
/**
* Clear the screen
* @param rect Screen rectangle to clear
* @param enable_color Enable color clearing
* @param enable_alpha Enable alpha clearing
* @param enable_z Enable depth clearing
* @param color Clear color
* @param z Clear depth
*/
void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
u32 color, u32 z);
/// Sets the renderer viewport location, width, and height
void SetViewport(int x, int y, int width, int height);
/// Sets the renderer depthrange, znear and zfar
void SetDepthRange(double znear, double zfar);
/* Sets the scissor box
* @param rect Renderer rectangle to set scissor box to
*/
void SetScissorBox(const Rect& rect);
/**
* Sets the line and point size
* @param line_width Line width to use
* @param point_size Point size to use
*/
void SetLinePointSize(f32 line_width, f32 point_size);
/**
* Set a specific render mode
* @param flag Render flags mode to enable
*/
void SetMode(kRenderMode flags);
/// Reset the full renderer API to the NULL state
void ResetRenderState();
/// Restore the full renderer API state - As the game set it
void RestoreRenderState();
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
void SetWindow(EmuWindow* window);
/// Initialize the renderer
void Init();
/// Shutdown the renderer
void ShutDown();
// Framebuffer object(s)
// ---------------------
GLuint fbo_[kMaxFramebuffers]; ///< Framebuffer objects
private:
/// Initialize the FBO
void InitFramebuffer();
// Blit the FBO to the OpenGL default framebuffer
void RenderFramebuffer();
/// Updates the framerate
void UpdateFramerate();
EmuWindow* render_window_;
u32 last_mode_; ///< Last render mode
int resolution_width_;
int resolution_height_;
// Framebuffer object(s)
// ---------------------
GLuint fbo_rbo_[kMaxFramebuffers]; ///< Render buffer objects
GLuint fbo_depth_buffers_[kMaxFramebuffers]; ///< Depth buffers objects
DISALLOW_COPY_AND_ASSIGN(RendererOpenGL);
};

View file

@ -27,7 +27,10 @@
#include "log.h"
#include "core.h"
#include "video_core.h"
#include "renderer_base.h"
#include "renderer_opengl/renderer_opengl.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
// Video Core namespace
@ -67,16 +70,10 @@ void Start() {
/// Initialize the video core
void Init(EmuWindow* emu_window) {
g_emu_window = emu_window;
//g_renderer = new RendererGL3();
//g_renderer->SetWindow(g_emu_window);
//g_renderer->Init();
//gp::Fifo_Init();
//gp::VertexManager_Init();
//gp::VertexLoader_Init();
//gp::BP_Init();
//gp::CP_Init();
//gp::XF_Init();
g_emu_window->MakeCurrent();
g_renderer = new RendererOpenGL();
g_renderer->SetWindow(g_emu_window);
g_renderer->Init();
g_current_frame = 0;
@ -85,7 +82,7 @@ void Init(EmuWindow* emu_window) {
/// Shutdown the video core
void Shutdown() {
//delete g_renderer;
delete g_renderer;
}
} // namespace

View file

@ -33,6 +33,17 @@
namespace VideoCore {
// 3DS Video Constants
// -------------------
static const int kScreenTopWidth = 400; ///< 3DS top screen width
static const int kScreenTopHeight = 240; ///< 3DS top screen height
static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width
static const int kScreenBottomHeight = 240; ///< 3DS bottom screen height
// Video core renderer
// ---------------------
extern RendererBase* g_renderer; ///< Renderer plugin
extern int g_current_frame; ///< Current frame
@ -43,6 +54,6 @@ void Start();
void Init(EmuWindow* emu_window);
/// Shutdown the video core
void ShutDown();
void Shutdown();
} // namespace

View file

@ -19,11 +19,13 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\renderer_opengl\renderer_opengl.cpp" />
<ClCompile Include="src\utils.cpp" />
<ClCompile Include="src\video_core.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\renderer_base.h" />
<ClInclude Include="src\renderer_opengl\renderer_opengl.h" />
<ClInclude Include="src\utils.h" />
<ClInclude Include="src\video_core.h" />
</ItemGroup>

View file

@ -3,13 +3,24 @@
<ItemGroup>
<ClCompile Include="src\video_core.cpp" />
<ClCompile Include="src\utils.cpp" />
<ClCompile Include="src\renderer_opengl\renderer_opengl.cpp">
<Filter>renderer_opengl</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\renderer_base.h" />
<ClInclude Include="src\video_core.h" />
<ClInclude Include="src\utils.h" />
<ClInclude Include="src\renderer_opengl\renderer_opengl.h">
<Filter>renderer_opengl</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />
</ItemGroup>
<ItemGroup>
<Filter Include="renderer_opengl">
<UniqueIdentifier>{e0245557-dbd4-423e-9399-513d5e99f1e4}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>

View file

@ -12,7 +12,7 @@
<StructMemberAlignment>16Bytes</StructMemberAlignment>
<FunctionLevelLinking>true</FunctionLevelLinking>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<AdditionalIncludeDirectories>$(SolutionDir)src\common\src;$(SolutionDir)src\core\src;$(SolutionDir)src\citra\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)src\common\src;$(SolutionDir)src\core\src;$(SolutionDir)src\video_core\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>
</PreprocessorDefinitions>
<RuntimeTypeInfo>false</RuntimeTypeInfo>