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https://github.com/open-goal/jak-project.git
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f763eb6bf0
* [jak2] support for multiple out/ directories * windows
156 lines
5.2 KiB
C++
156 lines
5.2 KiB
C++
#pragma once
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/*!
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* @file gfx.h
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* Graphics component for the runtime. Abstraction layer for the main graphics routines.
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*/
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#include <array>
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#include <functional>
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#include <memory>
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#include "common/common_types.h"
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#include "common/versions.h"
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#include "game/kernel/common/kboot.h"
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#include "game/system/newpad.h"
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// forward declarations
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struct GfxSettings;
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class GfxDisplay;
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// enum for rendering pipeline
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enum class GfxPipeline { Invalid = 0, OpenGL };
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enum GfxDisplayMode { Windowed = 0, Fullscreen = 1, Borderless = 2 };
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// module for the different rendering pipelines
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struct GfxRendererModule {
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std::function<int(GfxSettings&)> init;
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std::function<std::shared_ptr<GfxDisplay>(int width,
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int height,
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const char* title,
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GfxSettings& settings,
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GameVersion version,
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bool is_main)>
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make_display;
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std::function<void()> exit;
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std::function<u32()> vsync;
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std::function<u32()> sync_path;
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std::function<void(const void*, u32)> send_chain;
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std::function<void(const u8*, int, u32)> texture_upload_now;
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std::function<void(u32, u32, u32)> texture_relocate;
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std::function<void()> poll_events;
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std::function<void(const std::vector<std::string>&)> set_levels;
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std::function<void(float)> set_pmode_alp;
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GfxPipeline pipeline;
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const char* name;
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};
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// store settings related to the gfx systems
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// TODO merge with globalsettings
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struct GfxSettings {
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// current version of the settings. this should be set up so that newer versions are always higher
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// than older versions
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// increment this whenever you change this struct.
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// there's probably a smarter way to do this (automatically deduce size etc.)
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static constexpr u64 CURRENT_VERSION = 0x0000'0000'0004'0001;
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u64 version; // the version of this settings struct. MUST ALWAYS BE THE FIRST THING!
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Pad::MappingInfo pad_mapping_info; // button mapping
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Pad::MappingInfo pad_mapping_info_backup; // button mapping backup (see newpad.h)
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int vsync; // (temp) number of screen update per frame
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bool debug; // graphics debugging
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GfxPipeline renderer = GfxPipeline::Invalid; // which rendering pipeline to use.
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};
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// runtime settings
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static constexpr int PAT_MOD_COUNT = 3;
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static constexpr int PAT_EVT_COUNT = 7;
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static constexpr int PAT_MAT_COUNT = 23;
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struct GfxGlobalSettings {
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// note: this is actually the size of the display that ISN'T letterboxed
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// the excess space is what will be letterboxed away.
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int lbox_w;
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int lbox_h;
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// current renderer
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const GfxRendererModule* renderer;
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// lod settings, used by bucket renderers
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int lod_tfrag = 0;
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int lod_tie = 0;
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// collision renderer settings
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bool collision_enable = false;
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bool collision_wireframe = true;
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// vsync enable
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bool vsync = true;
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bool old_vsync = false;
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// target frame rate
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float target_fps = 60;
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// use custom frame limiter
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bool framelimiter = true;
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bool experimental_accurate_lag = false;
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bool sleep_in_frame_limiter = true;
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// matching enum in kernel-defs.gc !!
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enum CollisionRendererMode { None, Mode, Event, Material, Skip } collision_mode = Mode;
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std::array<u32, (PAT_MOD_COUNT + 31) / 32> collision_mode_mask = {UINT32_MAX};
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std::array<u32, (PAT_EVT_COUNT + 31) / 32> collision_event_mask = {UINT32_MAX};
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std::array<u32, (PAT_MAT_COUNT + 31) / 32> collision_material_mask = {UINT32_MAX};
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u32 collision_skip_mask = UINT32_MAX;
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};
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namespace Gfx {
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extern GfxGlobalSettings g_global_settings;
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extern GfxSettings g_settings;
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const GfxRendererModule* GetCurrentRenderer();
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u32 Init(GameVersion version);
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void Loop(std::function<bool()> f);
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u32 Exit();
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u32 vsync();
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u32 sync_path();
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void send_chain(const void* data, u32 offset);
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void texture_upload_now(const u8* tpage, int mode, u32 s7_ptr);
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void texture_relocate(u32 destination, u32 source, u32 format);
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void set_levels(const std::vector<std::string>& levels);
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void poll_events();
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u64 get_window_width();
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u64 get_window_height();
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void set_window_size(u64 w, u64 h);
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void get_window_scale(float* x, float* y);
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GfxDisplayMode get_fullscreen();
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int get_screen_vmode_count();
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int get_screen_rate(s64 vmode_idx);
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void get_screen_size(s64 vmode_idx, s32* w, s32* h);
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void set_frame_rate(int rate);
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void set_vsync(bool vsync);
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void set_letterbox(int w, int h);
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void set_fullscreen(GfxDisplayMode mode, int screen);
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void set_window_lock(bool lock);
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void input_mode_set(u32 enable);
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void input_mode_save();
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s64 get_mapped_button(s64 pad, s64 button);
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int PadIsPressed(Pad::Button button, int port);
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int PadAnalogValue(Pad::Analog analog, int port);
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// matching enum in kernel-defs.gc !!
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enum class RendererTreeType { NONE = 0, TFRAG3 = 1, TIE3 = 2, INVALID };
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void SetLod(RendererTreeType tree, int lod);
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bool CollisionRendererGetMask(GfxGlobalSettings::CollisionRendererMode mode, int mask_id);
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void CollisionRendererSetMask(GfxGlobalSettings::CollisionRendererMode mode, int mask_id);
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void CollisionRendererClearMask(GfxGlobalSettings::CollisionRendererMode mode, int mask_id);
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void CollisionRendererSetMode(GfxGlobalSettings::CollisionRendererMode mode);
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} // namespace Gfx
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