ES-DE/es-core/src/renderers/Renderer.h

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Renderer.h
//
// Generic rendering functions.
//
#ifndef ES_CORE_RENDERER_RENDERER_H
#define ES_CORE_RENDERER_RENDERER_H
#include "Log.h"
#include "utils/MathUtil.h"
#include <stack>
#include <string>
#include <vector>
struct SDL_Window;
class Renderer
{
public:
enum class TextureType {
RGBA, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
BGRA,
RED
};
enum class BlendFactor {
ZERO,
ONE,
SRC_COLOR,
ONE_MINUS_SRC_COLOR,
SRC_ALPHA,
ONE_MINUS_SRC_ALPHA,
DST_COLOR,
ONE_MINUS_DST_COLOR,
DST_ALPHA,
ONE_MINUS_DST_ALPHA
};
// clang-format off
enum Shader {
CORE = 0x00000001,
BLUR_HORIZONTAL = 0x00000002,
BLUR_VERTICAL = 0x00000004,
SCANLINES = 0x00000008
};
enum ShaderFlags {
BGRA_TO_RGBA = 0x00000001,
FONT_TEXTURE = 0x00000002,
POST_PROCESSING = 0x00000004
};
// clang-format on
struct Vertex {
glm::vec2 position;
glm::vec2 texcoord;
unsigned int color;
float opacity;
float saturation;
float dimming;
float reflectionsFalloff;
unsigned int shaders;
unsigned int shaderFlags;
Vertex()
: opacity {1.0f}
, saturation {1.0f}
, dimming {1.0f}
, reflectionsFalloff {0.0f}
, shaders {0}
, shaderFlags {0}
{
}
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Vertex(const glm::vec2& position, const glm::vec2& textureCoord, const unsigned int color)
: position(position)
, texcoord(textureCoord)
, color(color)
, opacity {1.0f}
, saturation {1.0f}
, dimming {1.0f}
, reflectionsFalloff {0.0f}
, shaders {0}
, shaderFlags {0}
{
}
};
struct postProcessingParams {
float opacity;
float saturation;
float dimming;
unsigned int blurPasses;
unsigned int shaders;
postProcessingParams()
: opacity {1.0f}
, saturation {1.0f}
, dimming {1.0f}
, blurPasses {1}
, shaders {0}
{
}
};
struct Rect {
Rect(const int xValue, const int yValue, const int wValue, const int hValue)
: x(xValue)
, y(yValue)
, w(wValue)
, h(hValue)
{
}
int x;
int y;
int w;
int h;
};
static Renderer* getInstance();
void setIcon();
bool createWindow();
void destroyWindow();
bool init();
void deinit();
virtual bool loadShaders() = 0;
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void pushClipRect(const glm::ivec2& pos, const glm::ivec2& size);
void popClipRect();
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void drawRect(const float x,
const float y,
const float w,
const float h,
const unsigned int color,
const unsigned int colorEnd,
bool horizontalGradient = false,
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const float opacity = 1.0,
const float dimming = 1.0,
const BlendFactor srcBlendFactor = BlendFactor::SRC_ALPHA,
const BlendFactor dstBlendFactor = BlendFactor::ONE_MINUS_SRC_ALPHA);
const glm::mat4& getProjectionMatrix()
{
if (mScreenRotated)
return mProjectionMatrixRotated;
else
return mProjectionMatrix;
}
const glm::mat4& getProjectionMatrixNormal() { return mProjectionMatrix; }
SDL_Window* getSDLWindow() { return mSDLWindow; }
const bool getScreenRotated() { return mScreenRotated; }
const float getWindowWidth() { return static_cast<float>(mWindowWidth); }
const float getWindowHeight() { return static_cast<float>(mWindowHeight); }
static const float getScreenWidth() { return static_cast<float>(sScreenWidth); }
static const float getScreenHeight() { return static_cast<float>(sScreenHeight); }
static const float getScreenWidthModifier() { return sScreenWidthModifier; }
static const float getScreenHeightModifier() { return sScreenHeightModifier; }
static const float getScreenAspectRatio() { return sScreenAspectRatio; }
static constexpr glm::mat4 getIdentity() { return glm::mat4 {1.0f}; }
glm::mat4 mTrans {getIdentity()};
virtual void shaderPostprocessing(
const unsigned int shaders,
const Renderer::postProcessingParams& parameters = postProcessingParams(),
unsigned char* textureRGBA = nullptr) = 0;
virtual void setup() = 0;
virtual bool createContext() = 0;
virtual void destroyContext() = 0;
virtual unsigned int createTexture(const TextureType type,
const bool linearMinify,
const bool linearMagnify,
const bool repeat,
const unsigned int width,
const unsigned int height,
void* data) = 0;
virtual void destroyTexture(const unsigned int texture) = 0;
virtual void updateTexture(const unsigned int texture,
const TextureType type,
const unsigned int x,
const unsigned int y,
const unsigned int width,
const unsigned int height,
void* data) = 0;
virtual void bindTexture(const unsigned int texture) = 0;
virtual void drawTriangleStrips(
const Vertex* vertices,
const unsigned int numVertices,
const BlendFactor srcBlendFactor = BlendFactor::SRC_ALPHA,
const BlendFactor dstBlendFactor = BlendFactor::ONE_MINUS_SRC_ALPHA) = 0;
virtual void setMatrix(const glm::mat4& matrix) = 0;
virtual void setScissor(const Rect& scissor) = 0;
virtual void setSwapInterval() = 0;
virtual void swapBuffers() = 0;
private:
std::stack<Rect> mClipStack;
SDL_Window* mSDLWindow {nullptr};
glm::mat4 mProjectionMatrix {};
glm::mat4 mProjectionMatrixRotated {};
int mWindowWidth {0};
int mWindowHeight {0};
static inline int sScreenWidth {0};
static inline int sScreenHeight {0};
int mScreenOffsetX {0};
int mScreenOffsetY {0};
bool mScreenRotated {0};
bool mInitialCursorState {1};
// Screen resolution modifiers relative to the 1920x1080 reference.
static inline float sScreenHeightModifier {0.0f};
static inline float sScreenWidthModifier {0.0f};
static inline float sScreenAspectRatio {0.0f};
};
#endif // ES_CORE_RENDERER_RENDERER_H