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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Renderer.h
//
// General rendering functions.
//
#ifndef ES_CORE_RENDERER_RENDERER_H
#define ES_CORE_RENDERER_RENDERER_H
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#include "math/Transform4x4f.h"
#include "math/Vector2f.h"
#include "Log.h"
#include "Shader_GL21.h"
#include <string>
#include <vector>
class Transform4x4f;
class Vector2i;
struct SDL_Window;
namespace Renderer
{
const unsigned int SHADER_DESATURATE = 1;
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const unsigned int SHADER_OPACITY = 2;
const unsigned int SHADER_DIM = 4;
const unsigned int SHADER_BLUR_HORIZONTAL = 8;
const unsigned int SHADER_BLUR_VERTICAL = 16;
const unsigned int SHADER_SCANLINES = 32;
struct shaderParameters {
std::array<GLfloat, 2> textureSize;
std::array<GLfloat, 4> textureCoordinates;
float fragmentSaturation;
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float fragmentDimValue;
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float fragmentOpacity;
unsigned int shaderPasses;
shaderParameters()
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: textureSize({0.0f, 0.0f}),
textureCoordinates({0.0f, 0.0f, 0.0f, 0.0f}),
fragmentSaturation(1.0f),
fragmentDimValue(0.4f),
fragmentOpacity(1.0f),
shaderPasses(1)
{};
};
static std::vector<Shader*> sShaderProgramVector;
static GLuint shaderFBO;
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static Transform4x4f mProjectionMatrix;
#if !defined(NDEBUG)
#define GL_CHECK_ERROR(Function) (Function, _GLCheckError(#Function))
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static void _GLCheckError(const std::string& _funcName)
{
const GLenum errorCode = glGetError();
if (errorCode != GL_NO_ERROR) {
#if defined(USE_OPENGL_21)
LOG(LogError) << "OpenGL error: " << _funcName <<
" failed with error code: 0x" << std::hex << errorCode;
#else
LOG(LogError) << "OpenGLES error: " << _funcName <<
" failed with error code: 0x" << std::hex << errorCode;
#endif
}
}
#else
#define GL_CHECK_ERROR(Function) (Function)
#endif
namespace Blend
{
enum Factor {
ZERO = 0,
ONE = 1,
SRC_COLOR = 2,
ONE_MINUS_SRC_COLOR = 3,
SRC_ALPHA = 4,
ONE_MINUS_SRC_ALPHA = 5,
DST_COLOR = 6,
ONE_MINUS_DST_COLOR = 7,
DST_ALPHA = 8,
ONE_MINUS_DST_ALPHA = 9
};
}
namespace Texture
{
enum Type {
RGBA = 0,
ALPHA = 1
};
}
struct Rect {
Rect(
const int _x,
const int _y,
const int _w,
const int _h)
: x(_x),
y(_y),
w(_w),
h(_h) {}
int x;
int y;
int w;
int h;
};
struct Vertex
{
Vertex() {}
Vertex(
const Vector2f& _pos,
const Vector2f& _tex,
const unsigned int _col)
: pos(_pos),
tex(_tex),
col(_col) { }
Vector2f pos;
Vector2f tex;
unsigned int col;
float saturation = 1.0;
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float opacity = 1.0;
unsigned int shaders = 0;
};
bool init();
void deinit();
void pushClipRect(const Vector2i& _pos, const Vector2i& _size);
void popClipRect();
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 Transform4x4f& _trans = Transform4x4f::Identity(),
const Blend::Factor _srcBlendFactor = Blend::SRC_ALPHA,
const Blend::Factor _dstBlendFactor = Blend::ONE_MINUS_SRC_ALPHA);
SDL_Window* getSDLWindow();
int getWindowWidth();
int getWindowHeight();
int getScreenWidth();
int getScreenHeight();
int getScreenOffsetX();
int getScreenOffsetY();
int getScreenRotate();
float getScreenWidthModifier();
float getScreenHeightModifier();
float getScreenAspectRatio();
unsigned int convertRGBAToABGR(unsigned int color);
unsigned int convertABGRToRGBA(unsigned int color);
Shader* getShaderProgram(unsigned int shaderID);
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const Transform4x4f getProjectionMatrix();
void shaderPostprocessing(unsigned int shaders,
const Renderer::shaderParameters& parameters = shaderParameters(),
unsigned char* textureRGBA = nullptr);
// API specific.
unsigned int getWindowFlags();
void setupWindow();
bool createContext();
void destroyContext();
unsigned int createTexture(
const Texture::Type _type,
const bool _linear,
const bool _repeat,
const unsigned int _width,
const unsigned int _height,
void* _data);
void destroyTexture(const unsigned int _texture);
void updateTexture(
const unsigned int _texture,
const Texture::Type _type,
const unsigned int _x,
const unsigned _y,
const unsigned int _width,
const unsigned int _height,
void* _data);
void bindTexture(const unsigned int _texture);
void drawLines(
const Vertex* _vertices,
const unsigned int _numVertices,
const Blend::Factor _srcBlendFactor = Blend::SRC_ALPHA,
const Blend::Factor _dstBlendFactor = Blend::ONE_MINUS_SRC_ALPHA);
void drawTriangleStrips(
const Vertex* _vertices,
const unsigned int _numVertices,
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const Transform4x4f& _trans = Transform4x4f::Identity(),
const Blend::Factor _srcBlendFactor = Blend::SRC_ALPHA,
const Blend::Factor _dstBlendFactor = Blend::ONE_MINUS_SRC_ALPHA,
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const shaderParameters& _parameters = shaderParameters());
void setProjection(const Transform4x4f& _projection);
void setMatrix(const Transform4x4f& _matrix);
void setViewport(const Rect& _viewport);
void setScissor(const Rect& _scissor);
void setSwapInterval();
void swapBuffers();
}
#endif // ES_CORE_RENDERER_RENDERER_H