blob: ea51724becc89909aebb1e88f62b2c7a94a62ef7 [file] [log] [blame]
#ifndef Renderer_HPP
#define Renderer_HPP
#include "FBO.hpp"
#include "BeatDetect.hpp"
#include "Common.hpp"
#include <string>
#include <set>
#ifdef USE_GLES1
#include <GLES/gl.h>
#else
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#endif
#ifdef USE_FTGL
#ifdef WIN32
#include <ftgl.h>
#include <FTGLPixmapFont.h>
#include <FTGLExtrdFont.h>
#else
#include <FTGL/ftgl.h>
#endif
#endif /** USE_FTGL */
#include "Pipeline.hpp"
#include "PerPixelMesh.hpp"
#include "Transformation.hpp"
#include "ShaderEngine.hpp"
class UserTexture;
class BeatDetect;
class TextureManager;
class Renderer
{
public:
bool showfps;
bool showtitle;
bool showpreset;
bool showhelp;
bool showstats;
bool studio;
bool correction;
bool noSwitch;
int totalframes;
float realfps;
std::string title;
int drawtitle;
int texsize;
Renderer( int width, int height, int gx, int gy, int texsize, BeatDetect *beatDetect, std::string presetURL, std::string title_fontURL, std::string menu_fontURL);
~Renderer();
void RenderFrame(const Pipeline &pipeline, const PipelineContext &pipelineContext);
void ResetTextures();
void reset(int w, int h);
GLuint initRenderToTexture();
void SetPipeline(Pipeline &pipeline);
void setPresetName(const std::string& theValue)
{
m_presetName = theValue;
}
std::string presetName() const
{
return m_presetName;
}
private:
PerPixelMesh mesh;
RenderTarget *renderTarget;
BeatDetect *beatDetect;
TextureManager *textureManager;
static Pipeline* currentPipe;
RenderContext renderContext;
//per pixel equation variables
#ifdef USE_CG
ShaderEngine shaderEngine;
#endif
std::string m_presetName;
float* p;
int vw;
int vh;
float aspect;
std::string title_fontURL;
std::string menu_fontURL;
std::string presetURL;
#ifdef USE_FTGL
FTGLPixmapFont *title_font;
FTGLPixmapFont *other_font;
FTGLExtrdFont *poly_font;
#endif /** USE_FTGL */
void SetupPass1(const Pipeline &pipeline, const PipelineContext &pipelineContext);
void Interpolation(const Pipeline &pipeline);
void RenderItems(const Pipeline &pipeline, const PipelineContext &pipelineContext);
void FinishPass1();
void Pass2 (const Pipeline &pipeline, const PipelineContext &pipelineContext);
void CompositeOutput(const Pipeline &pipeline, const PipelineContext &pipelineContext);
inline static PixelPoint PerPixel(PixelPoint p, PerPixelContext &context)
{
return currentPipe->PerPixel(p,context);
}
void rescale_per_pixel_matrices();
void draw_fps( float realfps );
void draw_stats();
void draw_help();
void draw_preset();
void draw_title();
void draw_title_to_screen(bool flip);
void draw_title_to_texture();
};
#endif