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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// 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 "Shader_GL21.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;
// Screen resolution modifiers relative to the 1920x1080 reference.
static float screenHeightModifier;
static float screenWidthModifier;
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(
static_cast<void*>(rawData.data()),
static_cast<int>(width), static_cast<int>(height), 32,
static_cast<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) << "Couldn't initialize SDL: " << SDL_GetError() << ".";
return false;
}
initialCursorState = (SDL_ShowCursor(0) != 0);
SDL_DisplayMode displayMode;
SDL_GetDesktopDisplayMode(0, &displayMode);
windowWidth = Settings::getInstance()->getInt("WindowWidth") ?
Settings::getInstance()->getInt("WindowWidth") : displayMode.w;
windowHeight = Settings::getInstance()->getInt("WindowHeight") ?
Settings::getInstance()->getInt("WindowHeight") : displayMode.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;
screenHeightModifier = static_cast<float>(screenHeight) / 1080.0f;
screenWidthModifier = static_cast<float>(screenWidth) / 1920.0f;
// 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__) || defined(__unix__)
bool userResolution = false;
// Check if the user has changed the resolution from the command line.
if (windowWidth != displayMode.w || windowHeight != displayMode.h)
userResolution = true;
// 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();
#elif defined(__APPLE__)
// This seems to be the only full 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. SDL_WINDOW_FULLSCREEN_DESKTOP 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.
if (!userResolution)
windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI | getWindowFlags();
else
// If the user has changed the resolution from the command line, then add a
// border to the window.
windowFlags = SDL_WINDOW_ALLOW_HIGHDPI | getWindowFlags();
#else
if (Settings::getInstance()->getBool("Windowed")) {
windowFlags = getWindowFlags();
}
else if (Settings::getInstance()->getString("FullscreenMode") == "borderless") {
if(!userResolution)
windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALWAYS_ON_TOP | getWindowFlags();
else
// If the user has changed the resolution from the command line, then add a
// border to the window and don't make it stay on top.
windowFlags = getWindowFlags();
}
else {
windowFlags = SDL_WINDOW_FULLSCREEN | getWindowFlags();
}
#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) << "Setting up OpenGL...";
if (!createContext())
return false;
setIcon();
setSwapInterval();
#if defined(USE_OPENGL_21)
LOG(LogInfo) << "Loading shaders...";
std::vector<std::string> shaderFiles;
shaderFiles.push_back(":/shaders/glsl/desaturate.glsl");
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shaderFiles.push_back(":/shaders/glsl/opacity.glsl");
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shaderFiles.push_back(":/shaders/glsl/dim.glsl");
shaderFiles.push_back(":/shaders/glsl/blur_horizontal.glsl");
shaderFiles.push_back(":/shaders/glsl/blur_vertical.glsl");
shaderFiles.push_back(":/shaders/glsl/scanlines.glsl");
for (auto it = shaderFiles.cbegin(); it != shaderFiles.cend(); it++) {
Shader* loadShader = new Shader();
loadShader->loadShaderFile(*it, GL_VERTEX_SHADER);
loadShader->loadShaderFile(*it, GL_FRAGMENT_SHADER);
if (!loadShader->createProgram()) {
LOG(LogError) << "Could not create shader program.";
return false;
}
sShaderProgramVector.push_back(loadShader);
}
#endif
return true;
}
static void destroyWindow()
{
#if defined(USE_OPENGL_21)
for (auto it = sShaderProgramVector.cbegin();
it != sShaderProgramVector.cend(); it++) {
delete *it;
}
#endif
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;
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projection.orthoProjection(0.0f, static_cast<float>(screenWidth),
static_cast<float>(screenHeight), 0.0f, -1.0f, 1.0f);
}
break;
case 1: {
viewport.x = windowWidth - screenOffsetY - screenHeight;
viewport.y = screenOffsetX;
viewport.w = screenHeight;
viewport.h = screenWidth;
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projection.orthoProjection(0.0f, static_cast<float>(screenHeight),
static_cast<float>(screenWidth), 0.0f, -1.0f, 1.0f);
projection.rotate(static_cast<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;
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projection.orthoProjection(0.0f, static_cast<float>(screenWidth),
static_cast<float>(screenHeight), 0.0f, -1.0f, 1.0f);
projection.rotate(static_cast<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;
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projection.orthoProjection(0.0f, static_cast<float>(screenHeight),
static_cast<float>(screenWidth), 0.0f, -1.0f, 1.0f);
projection.rotate(static_cast<float>(ES_DEG_TO_RAD(270)), {0, 0, 1});
projection.translate({screenWidth * -1.0f, 0, 0});
}
break;
}
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mProjectionMatrix = projection;
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()) {
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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,
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const float _opacity,
const Transform4x4f& _trans,
const Blend::Factor _srcBlendFactor,
const Blend::Factor _dstBlendFactor)
{
const unsigned int color = convertRGBAToABGR(_color);
const unsigned int colorEnd = convertRGBAToABGR(_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();
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if (_opacity < 1.0) {
vertices[0].shaders = SHADER_OPACITY;
vertices[0].opacity = _opacity;
}
else {
bindTexture(0);
}
drawTriangleStrips(vertices, 4, _trans, _srcBlendFactor, _dstBlendFactor);
}
unsigned int convertRGBAToABGR(const unsigned int _color)
{
unsigned char red = ((_color & 0xff000000) >> 24) & 255;
unsigned char green = ((_color & 0x00ff0000) >> 16) & 255;
unsigned char blue = ((_color & 0x0000ff00) >> 8) & 255;
unsigned char alpha = ((_color & 0x000000ff)) & 255;
return alpha << 24 | blue << 16 | green << 8 | red;
}
unsigned int convertABGRToRGBA(const unsigned int _color)
{
unsigned char alpha = ((_color & 0xff000000) >> 24) & 255;
unsigned char blue = ((_color & 0x00ff0000) >> 16) & 255;
unsigned char green = ((_color & 0x0000ff00) >> 8) & 255;
unsigned char red = ((_color & 0x000000ff)) & 255;
return red << 24 | green << 16 | blue << 8 | alpha;
}
Shader* getShaderProgram(unsigned int shaderID)
{
unsigned int index = 0;
// Find the index in sShaderProgramVector by counting the number
// of shifts required to reach 0.
while (shaderID > 0) {
shaderID = shaderID >> 1;
index++;
}
if (sShaderProgramVector.size() > index-1)
return sShaderProgramVector[index-1];
else
return nullptr;
};
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const Transform4x4f getProjectionMatrix()
{
return mProjectionMatrix;
}
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; }
float getScreenWidthModifier() { return screenWidthModifier; }
float getScreenHeightModifier() { return screenHeightModifier; }
} // Renderer::