2010-06-09 01:37:08 +00:00
										 
									 
								 
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								// Copyright (C) 2003-2009 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								#include "Common.h"
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								#include "GLUtil.h"
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								#include "Renderer.h"
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								#include "main.h"
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								#include "Statistics.h"
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								#include "RasterFont.h"
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								#define VSYNC_ENABLED 0
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								static GLuint s_RenderTarget = 0;
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								RasterFont* s_pfont = NULL;
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								void Renderer::Init(SVideoInitialize *_pVideoInitialize)
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								{
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								    if (!OpenGL_Create(g_VideoInitialize, 640, 480)) // 640x480 will be the default if all else fails
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									{
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								        g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
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								        return;
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								    }
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									_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
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								    _pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
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								    _pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;    
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								#if defined(HAVE_X11) && HAVE_X11
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									_pVideoInitialize->pXWindow = g_VideoInitialize.pXWindow;
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								#endif
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								}
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								void Renderer::Shutdown()
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								{
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								    glDeleteTextures(1, &s_RenderTarget);	
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								    delete s_pfont;
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								    s_pfont = 0;
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								}
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								void Renderer::Prepare()
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								{
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								    OpenGL_MakeCurrent();
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								    // Init extension support.
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									if (glewInit() != GLEW_OK) {
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								        ERROR_LOG(VIDEO, "glewInit() failed!Does your video card support OpenGL 2.x?");
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								        return;
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								    }
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								    	// Handle VSync on/off
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								#ifdef _WIN32
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									if (WGLEW_EXT_swap_control)
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										wglSwapIntervalEXT(VSYNC_ENABLED);
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									else
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										ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)Does your video card support OpenGL 2.x?");
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								#elif defined(HAVE_X11) && HAVE_X11
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									if (glXSwapIntervalSGI)
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										glXSwapIntervalSGI(VSYNC_ENABLED);
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									else
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										ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)");
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								#endif
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								    glStencilFunc(GL_ALWAYS, 0, 0);
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								    // used by hw rasterizer if it enables blending and depth test
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								    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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								    glDepthFunc(GL_LEQUAL);
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								    glShadeModel(GL_SMOOTH);
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								    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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								    glClearDepth(1.0f);
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								    glEnable(GL_SCISSOR_TEST);
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								    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);  // 4-byte pixel alignment
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								    glDisable(GL_LIGHTING);
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								    glDisable(GL_BLEND);
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								    glDisable(GL_STENCIL_TEST);
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								    //glDisable(GL_SCISSOR_TEST);
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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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								    s_pfont = new RasterFont();    
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								    // legacy multitexturing: select texture channel only.
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								    glActiveTexture(GL_TEXTURE0);
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								    glClientActiveTexture(GL_TEXTURE0);
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								    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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								    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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								    glGenTextures(1, &s_RenderTarget);
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									glEnable(GL_TEXTURE_RECTANGLE_ARB);
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								}
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								void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
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								{
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									int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
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									int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
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									glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
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									          ((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
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									s_pfont->printMultilineText(pstr,
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										left * 2.0f / (float)nBackbufferWidth - 1,
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										1 - top * 2.0f / (float)nBackbufferHeight,
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										0, nBackbufferWidth, nBackbufferHeight);
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								}
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								void Renderer::DrawDebugText()
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								{
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								    char debugtext_buffer[8192];
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									char *p = debugtext_buffer;
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									p[0] = 0;
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									if (g_Config.bShowStats) 
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									{
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								        p+=sprintf(p,"Objects: %i\n",stats.thisFrame.numDrawnObjects);
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								        p+=sprintf(p,"Primatives: %i\n",stats.thisFrame.numPrimatives);
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								        p+=sprintf(p,"Vertices Loaded: %i\n",stats.thisFrame.numVerticesLoaded);
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								        p+=sprintf(p,"Triangles Input:   %i\n",stats.thisFrame.numTrianglesIn);
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								        p+=sprintf(p,"Triangles Rejected:   %i\n",stats.thisFrame.numTrianglesRejected);
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								        p+=sprintf(p,"Triangles Culled:   %i\n",stats.thisFrame.numTrianglesCulled);
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								        p+=sprintf(p,"Triangles Clipped:  %i\n",stats.thisFrame.numTrianglesClipped);
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								        p+=sprintf(p,"Triangles Drawn:   %i\n",stats.thisFrame.numTrianglesDrawn);
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								        p+=sprintf(p,"Rasterized Pix:   %i\n",stats.thisFrame.rasterizedPixels);
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								        p+=sprintf(p,"TEV Pix In:   %i\n",stats.thisFrame.tevPixelsIn);
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								        p+=sprintf(p,"TEV Pix Out:   %i\n",stats.thisFrame.tevPixelsOut);        
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								    }
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									// Render a shadow, and then the text.
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									Renderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
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									Renderer::RenderText(debugtext_buffer, 20, 20, 0xFFFFFF00);
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								}
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								void Renderer::DrawTexture(u8 *texture, int width, int height)
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								{
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								    OpenGL_Update(); // just updates the render window position and the backbuffer size	
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									GLsizei glWidth = (GLsizei)OpenGL_GetBackbufferWidth();
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									GLsizei glHeight = (GLsizei)OpenGL_GetBackbufferHeight();
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									// Update GLViewPort
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									glViewport(0, 0, glWidth, glHeight);
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								    glScissor(0, 0, glWidth, glHeight);
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								    glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
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								    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
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								    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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									glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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									GL_REPORT_ERRORD();
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								    GLfloat u_max = (GLfloat)width;
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								    GLfloat v_max = (GLfloat)glHeight;
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								    glBegin(GL_QUADS);
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										glTexCoord2f(0, v_max); glVertex2f(-1, -1);
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										glTexCoord2f(0, 0); glVertex2f(-1,  1);
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										glTexCoord2f(u_max, 0); glVertex2f( 1,  1);
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										glTexCoord2f(u_max, v_max); glVertex2f( 1, -1);
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									glEnd();
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								    glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);    
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								}
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								void Renderer::SwapBuffer()
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								{
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								    DrawDebugText();
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								    glFlush();
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									OpenGL_SwapBuffers();
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									GL_REPORT_ERRORD();
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								    stats.ResetFrame();
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									// Clear framebuffer
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									glClearColor(0, 0, 0, 0);
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								    glClearDepth(1.0);
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									glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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									GL_REPORT_ERRORD();
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								}
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