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

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//
// Renderer.cpp
//
// General rendering functions.
//
#include "renderers/Renderer.h"
#include "math/Transform4x4f.h"
#include "math/Vector2i.h"
#include "resources/ResourceManager.h"
#include "ImageIO.h"
#include "Log.h"
#include "Settings.h"
#include <SDL2/SDL.h>
#include <stack>
namespace Renderer
{
static std::stack<Rect> clipStack;
static SDL_Window* sdlWindow = nullptr;
static int windowWidth = 0;
static int windowHeight = 0;
static int screenWidth = 0;
static int screenHeight = 0;
static int screenOffsetX = 0;
static int screenOffsetY = 0;
static int screenRotate = 0;
static bool initialCursorState = 1;
static void setIcon()
{
size_t width = 0;
size_t height = 0;
ResourceData resData = ResourceManager::getInstance()->
getFileData(":/graphics/window_icon_256.png");
std::vector<unsigned char> rawData =
ImageIO::loadFromMemoryRGBA32(resData.ptr.get(), resData.length, width, height);
if (!rawData.empty()) {
ImageIO::flipPixelsVert(rawData.data(), width, height);
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
unsigned int rmask = 0xFF000000;
unsigned int gmask = 0x00FF0000;
unsigned int bmask = 0x0000FF00;
unsigned int amask = 0x000000FF;
#else
unsigned int rmask = 0x000000FF;
unsigned int gmask = 0x0000FF00;
unsigned int bmask = 0x00FF0000;
unsigned int amask = 0xFF000000;
#endif
// Try creating SDL surface from logo data.
SDL_Surface* logoSurface = SDL_CreateRGBSurfaceFrom((void*)rawData.data(),
(int)width, (int)height, 32, (int)(width * 4), rmask, gmask, bmask, amask);
if (logoSurface != nullptr) {
SDL_SetWindowIcon(sdlWindow, logoSurface);
SDL_FreeSurface(logoSurface);
}
}
}
static bool createWindow()
{
LOG(LogInfo) << "Creating window...";
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
LOG(LogError) << "Error initializing SDL!\n " << SDL_GetError();
return false;
}
initialCursorState = (SDL_ShowCursor(0) != 0);
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;
screenRotate = Settings::getInstance()->getInt("ScreenRotate") ?
Settings::getInstance()->getInt("ScreenRotate") : 0;
// Prevent ES window from minimizing when switching windows (when launching
// games or when manually switching windows using task switcher).
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
#if defined(__APPLE__)
// Not sure if this could be a useful setting for some users.
// SDL_SetHint(SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES, "0");
#endif
setupWindow();
unsigned int windowFlags;
#if defined(_WIN64)
// For Windows, always set the mode to windowed, as full screen mode seems to
// behave quite erratic. There may be a proper fix for this, but for now windowed
// mode seems to behave well and it's almost completely seamless, especially with
// a hidden taskbar.
windowFlags = getWindowFlags();
#else
if (Settings::getInstance()->getBool("Windowed"))
windowFlags = getWindowFlags();
#if defined(__APPLE__)
else
// This seems to be the only window mode that somehow works on macOS as a real
// fullscreen mode will do lots of weird stuff like preventing window switching
// or refusing to let emulators run at all. Fullscreen desktop mode almost works,
// but it "shuffles" windows when starting the emulator and won't return properly
// when the game has exited. With the current mode, the top menu is visible and
// hides that part of the ES window. Also, the splash screen is not displayed
// until the point where ES has almost completely finished loading. I'm not sure
// if anything can be done to improve these things as it's quite obvious that
// Apple has shipped a broken and/or dysfunctional window manager with their
// operating system.
windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI | getWindowFlags();
#else
else if (Settings::getInstance()->getString("FullscreenMode") == "borderless")
windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALWAYS_ON_TOP | getWindowFlags();
else
windowFlags = SDL_WINDOW_FULLSCREEN | getWindowFlags();
#endif
#endif
if ((sdlWindow = SDL_CreateWindow("EmulationStation", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, windowWidth, windowHeight, windowFlags)) == nullptr) {
LOG(LogError) << "Couldn't create SDL window. " << SDL_GetError();
return false;
}
LOG(LogInfo) << "Created window successfully.";
createContext();
setIcon();
setSwapInterval();
return true;
}
static void destroyWindow()
{
destroyContext();
SDL_DestroyWindow(sdlWindow);
sdlWindow = nullptr;
SDL_ShowCursor(initialCursorState);
SDL_Quit();
}
bool init()
{
if (!createWindow())
return false;
Transform4x4f projection = Transform4x4f::Identity();
Rect viewport = Rect(0, 0, 0, 0);
switch (screenRotate) {
case 0: {
viewport.x = screenOffsetX;
viewport.y = screenOffsetY;
viewport.w = screenWidth;
viewport.h = screenHeight;
projection.orthoProjection(0, screenWidth, screenHeight, 0, -1.0, 1.0);
}
break;
case 1: {
viewport.x = windowWidth - screenOffsetY - screenHeight;
viewport.y = screenOffsetX;
viewport.w = screenHeight;
viewport.h = screenWidth;
projection.orthoProjection(0, screenHeight, screenWidth, 0, -1.0, 1.0);
projection.rotate((float)ES_DEG_TO_RAD(90), {0, 0, 1});
projection.translate({0, screenHeight * -1.0f, 0});
}
break;
case 2: {
viewport.x = windowWidth - screenOffsetX - screenWidth;
viewport.y = windowHeight - screenOffsetY - screenHeight;
viewport.w = screenWidth;
viewport.h = screenHeight;
projection.orthoProjection(0, screenWidth, screenHeight, 0, -1.0, 1.0);
projection.rotate((float)ES_DEG_TO_RAD(180), {0, 0, 1});
projection.translate({screenWidth * -1.0f, screenHeight * -1.0f, 0});
}
break;
case 3: {
viewport.x = screenOffsetY;
viewport.y = windowHeight - screenOffsetX - screenWidth;
viewport.w = screenHeight;
viewport.h = screenWidth;
projection.orthoProjection(0, screenHeight, screenWidth, 0, -1.0, 1.0);
projection.rotate((float)ES_DEG_TO_RAD(270), {0, 0, 1});
projection.translate({screenWidth * -1.0f, 0, 0});
}
break;
}
setViewport(viewport);
setProjection(projection);
swapBuffers();
return true;
}
void deinit()
{
destroyWindow();
}
void pushClipRect(const Vector2i& _pos, const Vector2i& _size)
{
Rect box(_pos.x(), _pos.y(), _size.x(), _size.y());
if (box.w == 0)
box.w = screenWidth - box.x;
if (box.h == 0)
box.h = screenHeight - box.y;
switch (screenRotate) {
case 0: {
box = Rect(screenOffsetX + box.x, screenOffsetY + box.y, box.w, box.h);
}
break;
case 1: {
box = Rect(windowWidth - screenOffsetY - box.y - box.h, screenOffsetX +
box.x, box.h, box.w);
}
break;
case 2: {
box = Rect(windowWidth - screenOffsetX - box.x - box.w, windowHeight -
screenOffsetY - box.y - box.h, box.w, box.h);
}
break;
case 3: {
box = Rect(screenOffsetY + box.y, windowHeight - screenOffsetX - box.x -
box.w, box.h, box.w);
}
break;
}
// Make sure the box fits within clipStack.top(), and clip further accordingly.
if (clipStack.size()) {
const Rect& top = clipStack.top();
if ( top.x > box.x) box.x = top.x;
if ( top.y > box.y) box.y = top.y;
if ((top.x + top.w) < (box.x + box.w)) box.w = (top.x + top.w) - box.x;
if ((top.y + top.h) < (box.y + box.h)) box.h = (top.y + top.h) - box.y;
}
if (box.w < 0) box.w = 0;
if (box.h < 0) box.h = 0;
clipStack.push(box);
setScissor(box);
}
void popClipRect()
{
if (clipStack.empty()) {
LOG(LogError) << "Tried to popClipRect while the stack was empty!";
return;
}
clipStack.pop();
if (clipStack.empty())
setScissor(Rect(0, 0, 0, 0));
else
setScissor(clipStack.top());
}
void drawRect(
const float _x,
const float _y,
const float _w,
const float _h,
const unsigned int _color,
const unsigned int _colorEnd,
bool horizontalGradient,
const Blend::Factor _srcBlendFactor,
const Blend::Factor _dstBlendFactor)
{
const unsigned int color = convertColor(_color);
const unsigned int colorEnd = convertColor(_colorEnd);
Vertex vertices[4];
vertices[0] = { { _x ,_y }, { 0.0f, 0.0f }, color };
vertices[1] = { { _x ,_y + _h }, { 0.0f, 0.0f }, horizontalGradient ? colorEnd : color };
vertices[2] = { { _x + _w,_y }, { 0.0f, 0.0f }, horizontalGradient ? color : colorEnd };
vertices[3] = { { _x + _w,_y + _h }, { 0.0f, 0.0f }, colorEnd };
// Round vertices.
for (int i = 0; i < 4; ++i)
vertices[i].pos.round();
bindTexture(0);
drawTriangleStrips(vertices, 4, _srcBlendFactor, _dstBlendFactor);
}
SDL_Window* getSDLWindow() { return sdlWindow; }
int getWindowWidth() { return windowWidth; }
int getWindowHeight() { return windowHeight; }
int getScreenWidth() { return screenWidth; }
int getScreenHeight() { return screenHeight; }
int getScreenOffsetX() { return screenOffsetX; }
int getScreenOffsetY() { return screenOffsetY; }
int getScreenRotate() { return screenRotate; }
} // Renderer::