Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
alexbevi
GitHub Repository: alexbevi/BizHawk
Path: blob/master/Bizware/BizHawk.Bizware.BizwareGL/GuiRenderer.cs
2 views
//http://stackoverflow.com/questions/6893302/decode-rgb-value-to-single-float-without-bit-shift-in-glsl

//why this stupid assert on the blendstate. just set one by default, geeze.

using System;
using System.Diagnostics;
using System.Collections;
using System.Collections.Generic;
using sd = System.Drawing;

using OpenTK;
using OpenTK.Graphics.OpenGL;

namespace BizHawk.Bizware.BizwareGL
{
	/// <summary>
	/// A simple renderer useful for rendering GUI stuff. 
	/// When doing GUI rendering, run everything through here (if you need a GL feature not done through here, run it through here first)
	/// Call Begin, then draw, then End, and dont use other Renderers or GL calls in the meantime, unless you know what youre doing.
	/// This can perform batching (well.. maybe not yet), which is occasionally necessary for drawing large quantities of things.
	/// </summary>
	public class GuiRenderer : IDisposable, IGuiRenderer
	{
		public GuiRenderer(IGL owner)
		{
			Owner = owner;

			VertexLayout = owner.CreateVertexLayout();
			VertexLayout.DefineVertexAttribute("aPosition", 0, 2, VertexAttribPointerType.Float, AttributeUsage.Position, false, 32, 0);
			VertexLayout.DefineVertexAttribute("aTexcoord", 1, 2, VertexAttribPointerType.Float, AttributeUsage.Texcoord0, false, 32, 8);
			VertexLayout.DefineVertexAttribute("aColor", 2, 4, VertexAttribPointerType.Float, AttributeUsage.Texcoord1, false, 32, 16);
			VertexLayout.Close();

			_Projection = new MatrixStack();
			_Modelview = new MatrixStack();

			string psProgram, vsProgram;

			if (owner.API == "D3D9")
			{
				vsProgram = DefaultShader_d3d9;
				psProgram = DefaultShader_d3d9;
			}
			else
			{
				vsProgram = DefaultVertexShader_gl;
				psProgram = DefaultPixelShader_gl;
			}

			var vs = Owner.CreateVertexShader(false, vsProgram, "vsmain", true);
			var ps = Owner.CreateFragmentShader(false, psProgram, "psmain", true);
			CurrPipeline = DefaultPipeline = Owner.CreatePipeline(VertexLayout, vs, ps, true, "xgui");
		}

		OpenTK.Graphics.Color4[] CornerColors = new OpenTK.Graphics.Color4[4] {
			new OpenTK.Graphics.Color4(1.0f,1.0f,1.0f,1.0f),new OpenTK.Graphics.Color4(1.0f,1.0f,1.0f,1.0f),new OpenTK.Graphics.Color4(1.0f,1.0f,1.0f,1.0f),new OpenTK.Graphics.Color4(1.0f,1.0f,1.0f,1.0f)
		};


		public void SetCornerColor(int which, OpenTK.Graphics.Color4 color)
		{
			Flush(); //dont really need to flush with current implementation. we might as well roll modulate color into it too.
			CornerColors[which] = color;
		}


		public void SetCornerColors(OpenTK.Graphics.Color4[] colors)
		{
			Flush(); //dont really need to flush with current implementation. we might as well roll modulate color into it too.
			if (colors.Length != 4) throw new ArgumentException("array must be size 4", "colors");
			for (int i = 0; i < 4; i++)
				CornerColors[i] = colors[i];
		}

		public void Dispose()
		{
			DefaultPipeline.Dispose();
		}

		public void SetPipeline(Pipeline pipeline)
		{
			if (IsActive)
				throw new InvalidOperationException("Can't change pipeline while renderer is running!");

			Flush();
			CurrPipeline = pipeline;

			//clobber state cache
			sTexture = null;
			//save the modulate color? user beware, I guess, for now.
		}

		public void SetDefaultPipeline()
		{
			SetPipeline(DefaultPipeline);
		}

		public void SetModulateColorWhite()
		{
			SetModulateColor(sd.Color.White);
		}

		public void SetModulateColor(sd.Color color)
		{
			Flush();
			CurrPipeline["uModulateColor"].Set(new Vector4(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f));
		}

		public void SetBlendState(IBlendState rsBlend)
		{
#if DEBUG
			BlendStateSet = true;
#endif
			Flush();
			Owner.SetBlendState(rsBlend);
		}

		MatrixStack _Projection, _Modelview;
		public MatrixStack Projection
		{
			get { return _Projection; }
			set
			{
				_Projection = value;
				_Projection.IsDirty = true;
			}
		}
		public MatrixStack Modelview
		{
			get { return _Modelview; }
			set
			{
				_Modelview = value;
				_Modelview.IsDirty = true;
			}
		}

		public void Begin(sd.Size size) { Begin(size.Width, size.Height); }

		public void Begin(int width, int height)
		{
			Begin();

			Projection = Owner.CreateGuiProjectionMatrix(width, height);
			Modelview = Owner.CreateGuiViewMatrix(width, height);

			Owner.SetViewport(width, height);
		}


		public void Begin()
		{
			//uhhmmm I want to throw an exception if its already active, but its annoying.

			if (CurrPipeline == null)
				throw new InvalidOperationException("Pipeline hasn't been set!");

			IsActive = true;
			Owner.BindPipeline(CurrPipeline);

			//clear state cache
			sTexture = null;
			CurrPipeline["uSamplerEnable"].Set(false);
			Modelview.Clear();
			Projection.Clear();
			SetModulateColorWhite();

#if DEBUG
			BlendStateSet = false;
#endif
		}


		public void Flush()
		{
			//no batching, nothing to do here yet
		}


		public void End()
		{
			if (!IsActive)
				throw new InvalidOperationException("GuiRenderer is not active!");
			IsActive = false;
		}

		public void RectFill(float x, float y, float w, float h)
		{
			PrepDrawSubrectInternal(null);
			EmitRectangleInternal(x, y, w, h, 0, 0, 0, 0);
		}


		public void DrawSubrect(Texture2d tex, float x, float y, float w, float h, float u0, float v0, float u1, float v1)
		{
			DrawSubrectInternal(tex, x, y, w, h, u0, v0, u1, v1);
		}


		public void Draw(Art art) { DrawInternal(art, 0, 0, art.Width, art.Height, false, false); }


		public void Draw(Art art, float x, float y) { DrawInternal(art, x, y, art.Width, art.Height, false, false); }


		public void Draw(Art art, float x, float y, float width, float height) { DrawInternal(art, x, y, width, height, false, false); }


		public void Draw(Art art, Vector2 pos) { DrawInternal(art, pos.X, pos.Y, art.Width, art.Height, false, false); }


		public void Draw(Texture2d tex) { DrawInternal(tex, 0, 0, tex.Width, tex.Height); }


		public void Draw(Texture2d tex, float x, float y) { DrawInternal(tex, x, y, tex.Width, tex.Height); }


		public void DrawFlipped(Art art, bool xflip, bool yflip) { DrawInternal(art, 0, 0, art.Width, art.Height, xflip, yflip); }

		public void Draw(Texture2d art, float x, float y, float width, float height)
		{
			DrawInternal(art, x, y, width, height);
		}

		unsafe void DrawInternal(Texture2d tex, float x, float y, float w, float h)
		{
			Art art = new Art(null);
			art.Width = w;
			art.Height = h;
			art.u0 = art.v0 = 0;
			art.u1 = art.v1 = 1;
			art.BaseTexture = tex;
			DrawInternal(art, x, y, w, h, false, tex.IsUpsideDown);
		}

		unsafe void DrawInternal(Art art, float x, float y, float w, float h, bool fx, bool fy)
		{
			//TEST: d3d shouldnt ever use this, it was a gl hack. maybe we can handle it some other way in gl (fix the projection? take a render-to-texture arg to the gui view transforms?)
			fy = false;

			float u0, v0, u1, v1;
			if (fx) { u0 = art.u1; u1 = art.u0; }
			else { u0 = art.u0; u1 = art.u1; }
			if (fy) { v0 = art.v1; v1 = art.v0; }
			else { v0 = art.v0; v1 = art.v1; }

			float[] data = new float[32] {
			  x,y, u0,v0, CornerColors[0].R, CornerColors[0].G, CornerColors[0].B, CornerColors[0].A,
			  x+art.Width,y, u1,v0, CornerColors[1].R, CornerColors[1].G, CornerColors[1].B, CornerColors[1].A,
			  x,y+art.Height, u0,v1, CornerColors[2].R, CornerColors[2].G, CornerColors[2].B, CornerColors[2].A,
			  x+art.Width,y+art.Height, u1,v1,  CornerColors[3].R, CornerColors[3].G, CornerColors[3].B, CornerColors[3].A,
			};

			Texture2d tex = art.BaseTexture;

			PrepDrawSubrectInternal(tex);

			fixed (float* pData = &data[0])
			{
				Owner.BindArrayData(pData);
				Owner.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
			}
		}

		unsafe void PrepDrawSubrectInternal(Texture2d tex)
		{
			if (sTexture != tex)
			{
				sTexture = tex;
				CurrPipeline["uSampler0"].Set(tex);
				if (sTexture == null)
				{
					CurrPipeline["uSamplerEnable"].Set(false);
				}
				else
				{
					CurrPipeline["uSamplerEnable"].Set(true);
				}
			}

			if (_Projection.IsDirty)
			{
				CurrPipeline["um44Projection"].Set(ref _Projection.Top, false);
				_Projection.IsDirty = false;
			}
			if (_Modelview.IsDirty)
			{
				CurrPipeline["um44Modelview"].Set(ref _Modelview.Top, false);
				_Modelview.IsDirty = false;
			}
		}

		unsafe void EmitRectangleInternal(float x, float y, float w, float h, float u0, float v0, float u1, float v1)
		{
			float* pData = stackalloc float[32];
			pData[0] = x;
			pData[1] = y;
			pData[2] = u0;
			pData[3] = v0;
			pData[4] = CornerColors[0].R;
			pData[5] = CornerColors[0].G;
			pData[6] = CornerColors[0].B;
			pData[7] = CornerColors[0].A;
			pData[8] = x + w;
			pData[9] = y;
			pData[10] = u1;
			pData[11] = v0;
			pData[12] = CornerColors[1].R;
			pData[13] = CornerColors[1].G;
			pData[14] = CornerColors[1].B;
			pData[15] = CornerColors[1].A;
			pData[16] = x;
			pData[17] = y + h;
			pData[18] = u0;
			pData[19] = v1;
			pData[20] = CornerColors[2].R;
			pData[21] = CornerColors[2].G;
			pData[22] = CornerColors[2].B;
			pData[23] = CornerColors[2].A;
			pData[24] = x + w;
			pData[25] = y + h;
			pData[26] = u1;
			pData[27] = v1;
			pData[28] = CornerColors[3].R;
			pData[29] = CornerColors[3].G;
			pData[30] = CornerColors[3].B;
			pData[31] = CornerColors[3].A;

			Owner.BindArrayData(pData);
			Owner.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);

#if DEBUG
			Debug.Assert(BlendStateSet);
#endif
		}

		unsafe void DrawSubrectInternal(Texture2d tex, float x, float y, float w, float h, float u0, float v0, float u1, float v1)
		{
			PrepDrawSubrectInternal(tex);
			EmitRectangleInternal(x, y, w, h, u0, v0, u1, v1);
		}

		public bool IsActive { get; private set; }
		public IGL Owner { get; private set; }

		VertexLayout VertexLayout;
		Pipeline CurrPipeline, DefaultPipeline;

		//state cache
		Texture2d sTexture;
#if DEBUG
		bool BlendStateSet;
#endif

//shaders are hand-coded for each platform to make sure they stay as fast as possible

		public readonly string DefaultShader_d3d9 = @"
//vertex shader uniforms
float4x4 um44Modelview, um44Projection;
float4 uModulateColor;

//pixel shader uniforms
bool uSamplerEnable;
texture2D texture0, texture1;
sampler uSampler0 = sampler_state { Texture = (texture0); };

struct VS_INPUT
{
	float2 aPosition : POSITION;
	float2 aTexcoord : TEXCOORD0;
	float4 aColor : TEXCOORD1;
};

struct VS_OUTPUT
{
	float4 vPosition : POSITION;
	float2 vTexcoord0 : TEXCOORD0;
	float4 vCornerColor : COLOR0;
};

struct PS_INPUT
{
	float2 vTexcoord0 : TEXCOORD0;
	float4 vCornerColor : COLOR0;
};

VS_OUTPUT vsmain(VS_INPUT src)
{
	VS_OUTPUT dst;
	float4 temp = float4(src.aPosition,0,1);
	dst.vPosition = mul(um44Projection,mul(um44Modelview,temp));
	dst.vTexcoord0 = src.aTexcoord;
	dst.vCornerColor = src.aColor * uModulateColor;
	return dst;
}

float4 psmain(PS_INPUT src) : COLOR
{
	float4 temp = src.vCornerColor;
	if(uSamplerEnable) temp *= tex2D(uSampler0,src.vTexcoord0);
	return temp;
}
";

		public readonly string DefaultVertexShader_gl = @"
#version 110 //opengl 2.0 ~ 2004
uniform mat4 um44Modelview, um44Projection;
uniform vec4 uModulateColor;

//attribute vec2 aPosition : gl_Vertex;
//attribute vec2 aTexcoord : gl_MultiTexCoord0;
//attribute vec4 aColor : gl_Color;
#define aPosition vec2(gl_Vertex.xy)
#define aTexcoord vec2(gl_MultiTexCoord0.xy)
#define aColor gl_Color

varying vec2 vTexcoord0;
varying vec4 vCornerColor;

void main()
{
	vec4 temp = vec4(aPosition,0,1);
	gl_Position = um44Projection * (um44Modelview * temp);
	vTexcoord0 = aTexcoord;
	vCornerColor = aColor * uModulateColor;
}";

		public readonly string DefaultPixelShader_gl = @"
#version 110 //opengl 2.0 ~ 2004
uniform bool uSamplerEnable;
uniform sampler2D uSampler0;

varying vec2 vTexcoord0;
varying vec4 vCornerColor;

void main()
{
	vec4 temp = vCornerColor;
	if(uSamplerEnable) temp *= texture2D(uSampler0,vTexcoord0);
	gl_FragColor = temp;
}";

	}
}