jak-project/game/graphics/gfx.h

136 lines
4.5 KiB
C++

#pragma once
/*!
* @file gfx.h
* Graphics component for the runtime. Abstraction layer for the main graphics routines.
*/
#include <array>
#include <functional>
#include <memory>
#include "common/common_types.h"
#include "game/kernel/kboot.h"
#include "game/system/newpad.h"
// forward declarations
struct GfxSettings;
class GfxDisplay;
// enum for rendering pipeline
enum class GfxPipeline { Invalid = 0, OpenGL };
enum GfxDisplayMode { Windowed = 0, Fullscreen = 1, Borderless = 2 };
// module for the different rendering pipelines
struct GfxRendererModule {
std::function<int(GfxSettings&)> init;
std::function<std::shared_ptr<
GfxDisplay>(int width, int height, const char* title, GfxSettings& settings, bool is_main)>
make_display;
std::function<void()> exit;
std::function<u32()> vsync;
std::function<u32()> sync_path;
std::function<void(const void*, u32)> send_chain;
std::function<void(const u8*, int, u32)> texture_upload_now;
std::function<void(u32, u32, u32)> texture_relocate;
std::function<void()> poll_events;
std::function<void(const std::vector<std::string>&)> set_levels;
std::function<void(float)> set_pmode_alp;
GfxPipeline pipeline;
const char* name;
};
// store settings related to the gfx systems
// TODO merge with globalsettings
struct GfxSettings {
// current version of the settings. this should be set up so that newer versions are always higher
// than older versions
// increment this whenever you change this struct.
// there's probably a smarter way to do this (automatically deduce size etc.)
static constexpr u64 CURRENT_VERSION = 0x0000'0000'0004'0001;
u64 version; // the version of this settings struct. MUST ALWAYS BE THE FIRST THING!
Pad::MappingInfo pad_mapping_info; // button mapping
Pad::MappingInfo pad_mapping_info_backup; // button mapping backup (see newpad.h)
int vsync; // (temp) number of screen update per frame
bool debug; // graphics debugging
GfxPipeline renderer = GfxPipeline::Invalid; // which rendering pipeline to use.
};
// runtime settings
static constexpr int PAT_MOD_COUNT = 3;
static constexpr int PAT_EVT_COUNT = 7;
static constexpr int PAT_MAT_COUNT = 23;
struct GfxGlobalSettings {
// note: this is actually the size of the display that ISN'T letterboxed
// the excess space is what will be letterboxed away.
int lbox_w;
int lbox_h;
// current renderer
const GfxRendererModule* renderer;
// lod settings, used by bucket renderers
int lod_tfrag = 0;
int lod_tie = 0;
// collision renderer settings
bool collision_enable = false;
bool collision_wireframe = true;
// matching enum in kernel-defs.gc !!
enum CollisionRendererMode { None, Mode, Event, Material, Skip } collision_mode = Mode;
std::array<u32, (PAT_MOD_COUNT + 31) / 32> collision_mode_mask = {UINT32_MAX};
std::array<u32, (PAT_EVT_COUNT + 31) / 32> collision_event_mask = {UINT32_MAX};
std::array<u32, (PAT_MAT_COUNT + 31) / 32> collision_material_mask = {UINT32_MAX};
u32 collision_skip_mask = UINT32_MAX;
};
namespace Gfx {
extern GfxGlobalSettings g_global_settings;
extern GfxSettings g_settings;
const GfxRendererModule* GetCurrentRenderer();
u32 Init();
void Loop(std::function<bool()> f);
u32 Exit();
u32 vsync();
u32 sync_path();
void send_chain(const void* data, u32 offset);
void texture_upload_now(const u8* tpage, int mode, u32 s7_ptr);
void texture_relocate(u32 destination, u32 source, u32 format);
void set_levels(const std::vector<std::string>& levels);
void poll_events();
u64 get_window_width();
u64 get_window_height();
void set_window_size(u64 w, u64 h);
void get_window_scale(float* x, float* y);
GfxDisplayMode get_fullscreen();
void get_screen_size(s64 vmode_idx, s32* w, s32* h, s32* c);
void set_letterbox(int w, int h);
void set_fullscreen(GfxDisplayMode mode, int screen);
void set_window_lock(bool lock);
void input_mode_set(u32 enable);
void input_mode_save();
s64 get_mapped_button(s64 pad, s64 button);
int PadIsPressed(Pad::Button button, int port);
int PadAnalogValue(Pad::Analog analog, int port);
// matching enum in kernel-defs.gc !!
enum class RendererTreeType { NONE = 0, TFRAG3 = 1, TIE3 = 2, INVALID };
void SetLod(RendererTreeType tree, int lod);
bool CollisionRendererGetMask(GfxGlobalSettings::CollisionRendererMode mode, int mask_id);
void CollisionRendererSetMask(GfxGlobalSettings::CollisionRendererMode mode, int mask_id);
void CollisionRendererClearMask(GfxGlobalSettings::CollisionRendererMode mode, int mask_id);
void CollisionRendererSetMode(GfxGlobalSettings::CollisionRendererMode mode);
} // namespace Gfx