ES-DE/es-core/src/Renderer_init_sdlgl.cpp

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#include "Renderer.h"
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#include "../data/Resources.h"
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#include "ImageIO.h"
#include "Log.h"
#include "Settings.h"
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#include <SDL.h>
#ifdef USE_OPENGL_ES
#define glOrtho glOrthof
#endif
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namespace Renderer
{
static bool initialCursorState;
unsigned int windowWidth = 0;
unsigned int windowHeight = 0;
unsigned int screenWidth = 0;
unsigned int screenHeight = 0;
unsigned int screenOffsetX = 0;
unsigned int screenOffsetY = 0;
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unsigned int screenRotate = 0;
unsigned int getWindowWidth() { return windowWidth; }
unsigned int getWindowHeight() { return windowHeight; }
unsigned int getScreenWidth() { return screenWidth; }
unsigned int getScreenHeight() { return screenHeight; }
unsigned int getScreenOffsetX() { return screenOffsetX; }
unsigned int getScreenOffsetY() { return screenOffsetY; }
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unsigned int getScreenRotate() { return screenRotate; }
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SDL_Window* sdlWindow = NULL;
SDL_GLContext sdlContext = NULL;
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bool createSurface()
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{
LOG(LogInfo) << "Creating surface...";
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if(SDL_Init(SDL_INIT_VIDEO) != 0)
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{
LOG(LogError) << "Error initializing SDL!\n " << SDL_GetError();
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return false;
}
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//hide mouse cursor early
initialCursorState = SDL_ShowCursor(0) == 1;
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// multisample anti-aliasing
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2);
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#ifdef USE_OPENGL_ES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
#endif
SDL_DisplayMode dispMode;
SDL_GetDesktopDisplayMode(0, &dispMode);
windowWidth = Settings::getInstance()->getInt("WindowWidth") ? Settings::getInstance()->getInt("WindowWidth") : dispMode.w;
windowHeight = Settings::getInstance()->getInt("WindowHeight") ? Settings::getInstance()->getInt("WindowHeight") : dispMode.h;
screenWidth = Settings::getInstance()->getInt("ScreenWidth") ? Settings::getInstance()->getInt("ScreenWidth") : windowWidth;
screenHeight = Settings::getInstance()->getInt("ScreenHeight") ? Settings::getInstance()->getInt("ScreenHeight") : windowHeight;
screenOffsetX = Settings::getInstance()->getInt("ScreenOffsetX") ? Settings::getInstance()->getInt("ScreenOffsetX") : 0;
screenOffsetY = Settings::getInstance()->getInt("ScreenOffsetY") ? Settings::getInstance()->getInt("ScreenOffsetY") : 0;
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screenRotate = Settings::getInstance()->getInt("ScreenRotate") ? Settings::getInstance()->getInt("ScreenRotate") : 0;
sdlWindow = SDL_CreateWindow("EmulationStation",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
windowWidth, windowHeight,
SDL_WINDOW_OPENGL | (Settings::getInstance()->getBool("Windowed") ? 0 : SDL_WINDOW_FULLSCREEN));
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if(sdlWindow == NULL)
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{
LOG(LogError) << "Error creating SDL window!\n\t" << SDL_GetError();
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return false;
}
LOG(LogInfo) << "Created window successfully.";
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//support screen rotation
if((screenRotate == 1) || (screenRotate == 3))
{
int temp;
temp = windowWidth;
windowWidth = windowHeight;
windowHeight = temp;
temp = screenWidth;
screenWidth = screenHeight;
screenHeight = temp;
temp = screenOffsetX;
screenOffsetX = screenOffsetY;
screenOffsetY = temp;
}
//set an icon for the window
size_t width = 0;
size_t height = 0;
std::vector<unsigned char> rawData = ImageIO::loadFromMemoryRGBA32(window_icon_256_png_data, window_icon_256_png_size, width, height);
if (!rawData.empty())
{
ImageIO::flipPixelsVert(rawData.data(), width, height);
//SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
Uint32 rmask = 0xff000000; Uint32 gmask = 0x00ff0000; Uint32 bmask = 0x0000ff00; Uint32 amask = 0x000000ff;
#else
Uint32 rmask = 0x000000ff; Uint32 gmask = 0x0000ff00; Uint32 bmask = 0x00ff0000; Uint32 amask = 0xff000000;
#endif
//try creating SDL surface from logo data
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SDL_Surface * logoSurface = SDL_CreateRGBSurfaceFrom((void *)rawData.data(), (int)width, (int)height, 32, (int)(width * 4), rmask, gmask, bmask, amask);
if (logoSurface != NULL)
{
SDL_SetWindowIcon(sdlWindow, logoSurface);
SDL_FreeSurface(logoSurface);
}
}
sdlContext = SDL_GL_CreateContext(sdlWindow);
// vsync
if(Settings::getInstance()->getBool("VSync"))
{
// SDL_GL_SetSwapInterval(0) for immediate updates (no vsync, default),
// 1 for updates synchronized with the vertical retrace,
// or -1 for late swap tearing.
// SDL_GL_SetSwapInterval returns 0 on success, -1 on error.
// if vsync is requested, try normal vsync; if that doesn't work, try late swap tearing
// if that doesn't work, report an error
if(SDL_GL_SetSwapInterval(1) != 0 && SDL_GL_SetSwapInterval(-1) != 0)
LOG(LogWarning) << "Tried to enable vsync, but failed! (" << SDL_GetError() << ")";
}
else
SDL_GL_SetSwapInterval(0);
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return true;
}
void destroySurface()
{
SDL_GL_DeleteContext(sdlContext);
sdlContext = NULL;
SDL_DestroyWindow(sdlWindow);
sdlWindow = NULL;
//show mouse cursor
SDL_ShowCursor(initialCursorState);
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SDL_Quit();
}
bool init()
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{
if(!createSurface())
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return false;
//gotta flip y since y=0 is at the bottom
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switch(screenRotate)
{
case 0:
{
glViewport(screenOffsetX, windowHeight - screenHeight - screenOffsetY, screenWidth, screenHeight);
glMatrixMode(GL_PROJECTION);
glOrtho(0, screenWidth, screenHeight, 0, -1.0, 1.0);
}
break;
case 1:
{
glViewport(screenOffsetY, windowWidth - screenWidth - screenOffsetX, screenHeight, screenWidth);
glMatrixMode(GL_PROJECTION);
glOrtho(0, screenHeight, screenWidth, 0, -1.0, 1.0);
glRotatef(90, 0, 0, 1);
glTranslatef(0, screenHeight * -1.0f, 0);
}
break;
case 2:
{
glViewport(screenOffsetX, windowHeight - screenHeight - screenOffsetY, screenWidth, screenHeight);
glMatrixMode(GL_PROJECTION);
glOrtho(0, screenWidth, screenHeight, 0, -1.0, 1.0);
glRotatef(180, 0, 0, 1);
glTranslatef(screenWidth * -1.0f, screenHeight * -1.0f, 0);
}
break;
case 3:
{
glViewport(screenOffsetY, windowWidth - screenWidth - screenOffsetX, screenHeight, screenWidth);
glMatrixMode(GL_PROJECTION);
glOrtho(0, screenHeight, screenWidth, 0, -1.0, 1.0);
glRotatef(270, 0, 0, 1);
glTranslatef(screenWidth * -1.0f, 0, 0);
}
break;
}
glMatrixMode(GL_MODELVIEW);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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return true;
}
void deinit()
{
destroySurface();
}
void swapBuffers()
{
SDL_GL_SwapWindow(sdlWindow);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
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};