mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-29 09:35:39 +00:00
Added support for rotating the application screen contents 0, 90, 180 or 270 degrees.
Also improved post processing shader rendering when running in vertical orientation.
This commit is contained in:
parent
b3c997600c
commit
b33c7603bb
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@ -71,21 +71,21 @@ void MediaViewer::render(const glm::mat4& /*parentTrans*/)
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shaders = Renderer::Shader::SCANLINES;
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if (Settings::getInstance()->getBool("MediaViewerVideoBlur")) {
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shaders |= Renderer::Shader::BLUR_HORIZONTAL;
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float heightModifier {Renderer::getScreenHeightModifier()};
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const float resolutionModifier {mRenderer->getScreenResolutionModifier()};
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// clang-format off
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if (heightModifier < 1)
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if (resolutionModifier < 1)
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videoParameters.blurPasses = 2; // Below 1080
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else if (heightModifier >= 4)
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else if (resolutionModifier >= 4)
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videoParameters.blurPasses = 12; // 8K
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else if (heightModifier >= 2.9)
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else if (resolutionModifier >= 2.9)
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videoParameters.blurPasses = 10; // 6K
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else if (heightModifier >= 2.6)
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else if (resolutionModifier >= 2.6)
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videoParameters.blurPasses = 8; // 5K
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else if (heightModifier >= 2)
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else if (resolutionModifier >= 2)
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videoParameters.blurPasses = 5; // 4K
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else if (heightModifier >= 1.3)
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else if (resolutionModifier >= 1.3)
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videoParameters.blurPasses = 3; // 1440
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else if (heightModifier >= 1)
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else if (resolutionModifier >= 1)
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videoParameters.blurPasses = 2; // 1080
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// clang-format on
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}
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@ -327,21 +327,21 @@ void Screensaver::renderScreensaver()
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shaders = Renderer::Shader::SCANLINES;
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if (Settings::getInstance()->getBool("ScreensaverVideoBlur")) {
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shaders |= Renderer::Shader::BLUR_HORIZONTAL;
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float heightModifier {Renderer::getScreenHeightModifier()};
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const float resolutionModifier {mRenderer->getScreenResolutionModifier()};
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// clang-format off
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if (heightModifier < 1)
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if (resolutionModifier < 1)
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videoParameters.blurPasses = 2; // Below 1080
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else if (heightModifier >= 4)
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else if (resolutionModifier >= 4)
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videoParameters.blurPasses = 12; // 8K
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else if (heightModifier >= 2.9)
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else if (resolutionModifier >= 2.9)
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videoParameters.blurPasses = 10; // 6K
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else if (heightModifier >= 2.6)
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else if (resolutionModifier >= 2.6)
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videoParameters.blurPasses = 8; // 5K
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else if (heightModifier >= 2)
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else if (resolutionModifier >= 2)
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videoParameters.blurPasses = 5; // 4K
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else if (heightModifier >= 1.3)
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else if (resolutionModifier >= 1.3)
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videoParameters.blurPasses = 3; // 1440
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else if (heightModifier >= 1)
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else if (resolutionModifier >= 1)
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videoParameters.blurPasses = 2; // 1080
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// clang-format on
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}
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@ -1303,6 +1303,29 @@ void GuiMenu::openOtherOptions()
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}
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});
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// Screen contents rotation.
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auto screenRotate =
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std::make_shared<OptionListComponent<std::string>>(getHelpStyle(), "ROTATE SCREEN", false);
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const std::string& selectedScreenRotate {
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std::to_string(Settings::getInstance()->getInt("ScreenRotate"))};
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screenRotate->add("DISABLED", "0", selectedScreenRotate == "0");
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screenRotate->add("90 DEGREES", "90", selectedScreenRotate == "90");
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screenRotate->add("180 DEGREES", "180", selectedScreenRotate == "180");
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screenRotate->add("270 DEGREES", "270", selectedScreenRotate == "270");
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// If there are no objects returned, then there must be a manually modified entry in the
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// configuration file. Simply set screen rotation to "0" in this case.
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if (screenRotate->getSelectedObjects().size() == 0)
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screenRotate->selectEntry(0);
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s->addWithLabel("ROTATE SCREEN (REQUIRES RESTART)", screenRotate);
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s->addSaveFunc([screenRotate, s] {
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if (screenRotate->getSelected() !=
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std::to_string(Settings::getInstance()->getInt("ScreenRotate"))) {
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Settings::getInstance()->setInt("ScreenRotate",
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atoi(screenRotate->getSelected().c_str()));
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s->setNeedsSaving();
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}
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});
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// Keyboard quit shortcut.
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auto keyboardQuitShortcut = std::make_shared<OptionListComponent<std::string>>(
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getHelpStyle(), "KEYBOARD QUIT SHORTCUT", false);
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@ -297,14 +297,14 @@ bool parseArgs(int argc, char* argv[])
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std::cerr << "Error: No screenrotate value supplied\n";
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return false;
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}
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std::string rotateValue {argv[i + 1]};
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if (rotateValue != "on" && rotateValue != "off" && rotateValue != "1" &&
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rotateValue != "0") {
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const std::string rotateValue {argv[i + 1]};
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if (rotateValue != "0" && rotateValue != "90" && rotateValue != "180" &&
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rotateValue != "270") {
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std::cerr << "Error: Invalid screenrotate value supplied\n";
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return false;
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}
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bool screenRotate {(rotateValue == "on" || rotateValue == "1") ? true : false};
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Settings::getInstance()->setBool("ScreenRotate", screenRotate);
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Settings::getInstance()->setInt("ScreenRotate", atoi(argv[i + 1]));
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settingsNeedSaving = true;
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++i;
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}
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else if (strcmp(argv[i], "--vsync") == 0) {
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@ -401,9 +401,9 @@ bool parseArgs(int argc, char* argv[])
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"Usage: emulationstation [options]\n"
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"EmulationStation Desktop Edition, Emulator Frontend\n\n"
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"Options:\n"
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" --display [index 1-4] Display/monitor to use\n"
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" --display [1 to 4] Display/monitor to use\n"
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" --resolution [width] [height] Application resolution\n"
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" --screenrotate [1/on or 0/off] Rotate application screen 180 degrees\n"
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" --screenrotate [0, 90, 180 or 270] Rotate screen contents within application window\n"
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" --vsync [1/on or 0/off] Turn VSync on or off (default is on)\n"
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" --max-vram [size] Max VRAM to use (in mebibytes) before swapping\n"
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#if !defined(USE_OPENGLES)
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@ -417,7 +417,7 @@ bool parseArgs(int argc, char* argv[])
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" --force-full Force the UI mode to Full\n"
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" --force-kiosk Force the UI mode to Kiosk\n"
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" --force-kid Force the UI mode to Kid\n"
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" --force-input-config Force configuration of input device\n"
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" --force-input-config Force configuration of input devices\n"
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" --create-system-dirs Create game system directories\n"
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" --home [path] Directory to use as home path\n"
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" --debug Print debug information\n"
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@ -31,7 +31,6 @@ namespace
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"IgnoreGamelist", // --ignore-gamelist
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"SplashScreen", // --no-splash
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"Debug", // --debug
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"ScreenRotate", // --screenrotate [1/on or 0/off]
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"VSync", // --vsync [1/on or 0/off]
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"ForceFull", // --force-full
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"ForceKiosk", // --force-kiosk
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@ -246,10 +245,11 @@ void Settings::setDefaults()
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#else
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mIntMap["MaxVRAM"] = {512, 512};
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#endif
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mIntMap["DisplayIndex"] = {1, 1};
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#if !defined(USE_OPENGLES)
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mIntMap["AntiAliasing"] = {0, 0};
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#endif
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mIntMap["DisplayIndex"] = {1, 1};
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mIntMap["ScreenRotate"] = {0, 0};
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#if defined(__APPLE__)
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mStringMap["KeyboardQuitShortcut"] = {"CmdQ", "CmdQ"};
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#else
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@ -295,7 +295,6 @@ void Settings::setDefaults()
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mBoolMap["ForceKiosk"] = {false, false};
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mBoolMap["IgnoreGamelist"] = {false, false};
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mBoolMap["SplashScreen"] = {true, true};
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mBoolMap["ScreenRotate"] = {false, false};
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mBoolMap["VSync"] = {true, true};
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mIntMap["WindowWidth"] = {0, 0};
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mIntMap["WindowHeight"] = {0, 0};
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@ -160,7 +160,7 @@ bool Window::init()
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progressBarRect.color = DEFAULT_TEXTCOLOR;
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mProgressBarRectangles.emplace_back(progressBarRect);
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const float borderThickness {std::ceil(2.0f * mRenderer->getScreenHeightModifier())};
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const float borderThickness {std::ceil(2.0f * mRenderer->getScreenResolutionModifier())};
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progressBarRect.barWidth -= borderThickness * 2.0f;
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progressBarRect.barHeight -= borderThickness * 2.0f;
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@ -502,21 +502,21 @@ void Window::render()
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Renderer::postProcessingParams backgroundParameters;
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if (Settings::getInstance()->getBool("MenuBlurBackground")) {
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float heightModifier {mRenderer->getScreenHeightModifier()};
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const float resolutionModifier {mRenderer->getScreenResolutionModifier()};
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// clang-format off
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if (heightModifier < 1)
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if (resolutionModifier < 1)
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backgroundParameters.blurPasses = 2; // Below 1080
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else if (heightModifier >= 4)
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else if (resolutionModifier >= 4)
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backgroundParameters.blurPasses = 12; // 8K
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else if (heightModifier >= 2.9)
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else if (resolutionModifier >= 2.9)
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backgroundParameters.blurPasses = 10; // 6K
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else if (heightModifier >= 2.6)
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else if (resolutionModifier >= 2.6)
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backgroundParameters.blurPasses = 8; // 5K
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else if (heightModifier >= 2)
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else if (resolutionModifier >= 2)
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backgroundParameters.blurPasses = 5; // 4K
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else if (heightModifier >= 1.3)
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else if (resolutionModifier >= 1.3)
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backgroundParameters.blurPasses = 3; // 1440
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else if (heightModifier >= 1)
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else if (resolutionModifier >= 1)
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backgroundParameters.blurPasses = 2; // 1080
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// clang-format on
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@ -535,9 +535,16 @@ void Window::render()
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&processedTexture[0]);
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}
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if (mRenderer->getScreenRotation() == 0 || mRenderer->getScreenRotation() == 180) {
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mPostprocessedBackground->initFromPixels(
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&processedTexture[0], static_cast<size_t>(mRenderer->getScreenWidth()),
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static_cast<size_t>(mRenderer->getScreenHeight()));
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}
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else {
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mPostprocessedBackground->initFromPixels(
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&processedTexture[0], static_cast<size_t>(mRenderer->getScreenHeight()),
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static_cast<size_t>(mRenderer->getScreenWidth()));
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}
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mBackgroundOverlay->setImage(mPostprocessedBackground);
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@ -119,7 +119,30 @@ bool Renderer::createWindow()
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mScreenOffsetY = Settings::getInstance()->getInt("ScreenOffsetY") ?
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Settings::getInstance()->getInt("ScreenOffsetY") :
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0;
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mScreenRotated = Settings::getInstance()->getBool("ScreenRotate");
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mScreenRotation = Settings::getInstance()->getInt("ScreenRotate");
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// In case someone manually added an invalid value to es_settings.xml.
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if (mScreenRotation != 0 && mScreenRotation != 90 && mScreenRotation != 180 &&
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mScreenRotation != 270) {
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LOG(LogWarning) << "Invalid screen rotation value " << mScreenRotation
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<< " defined, changing it to 0/disabled";
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mScreenRotation = 0;
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}
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LOG(LogInfo) << "Screen rotation: "
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<< (mScreenRotation == 0 ? "disabled" :
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std::to_string(mScreenRotation) + " degrees");
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if (mScreenRotation == 90 || mScreenRotation == 270) {
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const int tempVal {sScreenWidth};
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sScreenWidth = sScreenHeight;
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sScreenHeight = tempVal;
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}
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if (sScreenHeight > sScreenWidth)
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sIsVerticalOrientation = true;
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else
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sIsVerticalOrientation = false;
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// Prevent the application window from minimizing when switching windows (when launching
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// games or when manually switching windows using the task switcher).
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@ -224,6 +247,11 @@ bool Renderer::createWindow()
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sScreenWidthModifier = static_cast<float>(sScreenWidth) / 1920.0f;
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sScreenAspectRatio = static_cast<float>(sScreenWidth) / static_cast<float>(sScreenHeight);
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if (sIsVerticalOrientation)
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sScreenResolutionModifier = sScreenWidth / 1080.0f;
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else
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sScreenResolutionModifier = sScreenHeight / 1080.0f;
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LOG(LogInfo) << "Setting up OpenGL...";
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if (!createContext())
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@ -265,18 +293,41 @@ bool Renderer::init()
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viewport.y = mWindowHeight - mScreenOffsetY - sScreenHeight;
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viewport.w = sScreenWidth;
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viewport.h = sScreenHeight;
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projection = glm::ortho(0.0f, static_cast<float>(sScreenHeight),
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static_cast<float>(sScreenWidth), 0.0f, -1.0f, 1.0f);
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if (mScreenRotation == 0) {
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mProjectionMatrix = glm::ortho(0.0f, static_cast<float>(sScreenWidth),
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static_cast<float>(sScreenHeight), 0.0f, -1.0f, 1.0f);
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}
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else if (mScreenRotation == 90) {
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projection = glm::ortho(0.0f, static_cast<float>(sScreenHeight),
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static_cast<float>(sScreenWidth), 0.0f, -1.0f, 1.0f);
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projection = glm::rotate(projection, glm::radians(90.0f), {0.0f, 0.0f, 1.0f});
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mProjectionMatrix = glm::translate(projection, {0.0f, sScreenHeight * -1.0f, 0.0f});
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}
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else if (mScreenRotation == 180) {
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projection = glm::ortho(0.0f, static_cast<float>(sScreenWidth),
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static_cast<float>(sScreenHeight), 0.0f, -1.0f, 1.0f);
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projection = glm::rotate(projection, glm::radians(180.0f), {0.0f, 0.0f, 1.0f});
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mProjectionMatrixRotated =
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mProjectionMatrix =
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glm::translate(projection, {sScreenWidth * -1.0f, sScreenHeight * -1.0f, 0.0f});
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}
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else if (mScreenRotation == 270) {
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projection = glm::ortho(0.0f, static_cast<float>(sScreenHeight),
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static_cast<float>(sScreenWidth), 0.0f, -1.0f, 1.0f);
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projection = glm::rotate(projection, glm::radians(270.0f), {0.0f, 0.0f, 1.0f});
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mProjectionMatrix = glm::translate(projection, {sScreenWidth * -1.0f, 0.0f, 0.0f});
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}
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mProjectionMatrixNormal = glm::ortho(0.0f, static_cast<float>(sScreenWidth),
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static_cast<float>(sScreenHeight), 0.0f, -1.0f, 1.0f);
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viewport.x = mScreenOffsetX;
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viewport.y = mScreenOffsetY;
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viewport.w = sScreenWidth;
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viewport.h = sScreenHeight;
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mProjectionMatrix = glm::ortho(0.0f, static_cast<float>(sScreenWidth),
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static_cast<float>(sScreenHeight), 0.0f, -1.0f, 1.0f);
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// This is required to avoid a brief white screen flash during startup on some systems.
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drawRect(0.0f, 0.0f, static_cast<float>(getScreenWidth()),
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@ -301,12 +352,20 @@ void Renderer::pushClipRect(const glm::ivec2& pos, const glm::ivec2& size)
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if (box.h == 0)
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box.h = sScreenHeight - box.y;
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if (mScreenRotated) {
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box = Rect {mWindowWidth - mScreenOffsetX - box.x - box.w,
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mWindowHeight - mScreenOffsetY - box.y - box.h, box.w, box.h};
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if (mScreenRotation == 0) {
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box = {mScreenOffsetX + box.x, mScreenOffsetY + box.y, box.w, box.h};
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}
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else {
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box = Rect {mScreenOffsetX + box.x, mScreenOffsetY + box.y, box.w, box.h};
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else if (mScreenRotation == 90) {
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box = {mScreenOffsetX + mWindowWidth - (box.y + box.h), mScreenOffsetY + box.x, box.h,
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box.w};
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}
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else if (mScreenRotation == 270) {
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box = {mScreenOffsetX + box.y, mScreenOffsetY + mWindowHeight - (box.x + box.w), box.h,
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box.w};
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}
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else if (mScreenRotation == 180) {
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box = {mWindowWidth - mScreenOffsetX - box.x - box.w,
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mWindowHeight - mScreenOffsetY - box.y - box.h, box.w, box.h};
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}
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// Make sure the box fits within mClipStack.top(), and clip further accordingly.
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@ -328,7 +387,6 @@ void Renderer::pushClipRect(const glm::ivec2& pos, const glm::ivec2& size)
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box.h = 0;
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mClipStack.push(box);
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setScissor(box);
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}
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@ -52,7 +52,8 @@ public:
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PREMULTIPLIED = 0x00000001,
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FONT_TEXTURE = 0x00000002,
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POST_PROCESSING = 0x00000004,
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CLIPPING = 0x00000008
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CLIPPING = 0x00000008,
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ROTATED = 0x00000010 // Screen rotated 90 or 270 degrees.
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};
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// clang-format on
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@ -155,16 +156,11 @@ public:
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const BlendFactor srcBlendFactor = BlendFactor::SRC_ALPHA,
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const BlendFactor dstBlendFactor = BlendFactor::ONE_MINUS_SRC_ALPHA);
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const glm::mat4& getProjectionMatrix()
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{
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if (mScreenRotated)
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return mProjectionMatrixRotated;
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else
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return mProjectionMatrix;
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}
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const glm::mat4& getProjectionMatrixNormal() { return mProjectionMatrix; }
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const glm::mat4& getProjectionMatrix() { return mProjectionMatrix; }
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const glm::mat4& getProjectionMatrixNormal() { return mProjectionMatrixNormal; }
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SDL_Window* getSDLWindow() { return mSDLWindow; }
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const bool getScreenRotated() { return mScreenRotated; }
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const int getScreenRotation() { return mScreenRotation; }
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const bool getIsVerticalOrientation() { return sIsVerticalOrientation; }
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const float getWindowWidth() { return static_cast<float>(mWindowWidth); }
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const float getWindowHeight() { return static_cast<float>(mWindowHeight); }
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static const float getScreenWidth() { return static_cast<float>(sScreenWidth); }
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@ -172,6 +168,7 @@ public:
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static const float getScreenWidthModifier() { return sScreenWidthModifier; }
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static const float getScreenHeightModifier() { return sScreenHeightModifier; }
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static const float getScreenAspectRatio() { return sScreenAspectRatio; }
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static const float getScreenResolutionModifier() { return sScreenResolutionModifier; }
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static constexpr glm::mat4 getIdentity() { return glm::mat4 {1.0f}; }
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glm::mat4 mTrans {getIdentity()};
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@ -215,19 +212,21 @@ private:
|
|||
std::stack<Rect> mClipStack;
|
||||
SDL_Window* mSDLWindow {nullptr};
|
||||
glm::mat4 mProjectionMatrix {};
|
||||
glm::mat4 mProjectionMatrixRotated {};
|
||||
glm::mat4 mProjectionMatrixNormal {};
|
||||
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};
|
||||
int mScreenRotation {0};
|
||||
bool mInitialCursorState {true};
|
||||
static inline bool sIsVerticalOrientation {false};
|
||||
// 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};
|
||||
static inline float sScreenResolutionModifier {0.0f};
|
||||
};
|
||||
|
||||
#endif // ES_CORE_RENDERER_RENDERER_H
|
||||
|
|
|
@ -269,13 +269,22 @@ bool RendererOpenGL::createContext()
|
|||
uint8_t data[4] {255, 255, 255, 255};
|
||||
mWhiteTexture = createTexture(TextureType::BGRA, false, false, false, true, 1, 1, data);
|
||||
|
||||
mPostProcTexture1 = createTexture(TextureType::BGRA, false, false, false, false,
|
||||
static_cast<unsigned int>(getScreenWidth()),
|
||||
static_cast<unsigned int>(getScreenHeight()), nullptr);
|
||||
unsigned int textureWidth {0};
|
||||
unsigned int textureHeight {0};
|
||||
|
||||
mPostProcTexture2 = createTexture(TextureType::BGRA, false, false, false, false,
|
||||
static_cast<unsigned int>(getScreenWidth()),
|
||||
static_cast<unsigned int>(getScreenHeight()), nullptr);
|
||||
if (getScreenRotation() == 0 || getScreenRotation() == 180) {
|
||||
textureWidth = static_cast<unsigned int>(getScreenWidth());
|
||||
textureHeight = static_cast<unsigned int>(getScreenHeight());
|
||||
}
|
||||
else {
|
||||
textureWidth = static_cast<unsigned int>(getScreenHeight());
|
||||
textureHeight = static_cast<unsigned int>(getScreenWidth());
|
||||
}
|
||||
|
||||
mPostProcTexture1 = createTexture(TextureType::BGRA, false, false, false, false, textureWidth,
|
||||
textureHeight, nullptr);
|
||||
mPostProcTexture2 = createTexture(TextureType::BGRA, false, false, false, false, textureWidth,
|
||||
textureHeight, nullptr);
|
||||
|
||||
// Attach textures to the shader framebuffers.
|
||||
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShaderFBO1));
|
||||
|
@ -494,6 +503,7 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
|
|||
GL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices,
|
||||
GL_DYNAMIC_DRAW));
|
||||
mBlurHorizontalShader->setTextureSize({width, height});
|
||||
mBlurHorizontalShader->setFlags(vertices->shaderFlags);
|
||||
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
|
||||
mLastShader = mBlurHorizontalShader;
|
||||
}
|
||||
|
@ -511,6 +521,7 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
|
|||
GL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices,
|
||||
GL_DYNAMIC_DRAW));
|
||||
mBlurVerticalShader->setTextureSize({width, height});
|
||||
mBlurVerticalShader->setFlags(vertices->shaderFlags);
|
||||
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
|
||||
mLastShader = mBlurVerticalShader;
|
||||
}
|
||||
|
@ -521,12 +532,12 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
|
|||
mScanlinelShader = getShaderProgram(Shader::SCANLINES);
|
||||
float shaderWidth {width * 1.2f};
|
||||
// Scale the scanlines relative to screen resolution.
|
||||
float screenHeightModifier {getScreenHeightModifier()};
|
||||
float resolutionModifier {getScreenResolutionModifier()};
|
||||
float relativeHeight {height / getScreenHeight()};
|
||||
float shaderHeight {0.0f};
|
||||
if (relativeHeight == 1.0f) {
|
||||
// Full screen.
|
||||
float modifier {1.30f - (0.1f * screenHeightModifier)};
|
||||
float modifier {1.30f - (0.1f * resolutionModifier)};
|
||||
shaderHeight = height * modifier;
|
||||
}
|
||||
else {
|
||||
|
@ -535,7 +546,7 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
|
|||
// scanlines to videos with non-standard aspect ratios.
|
||||
float relativeWidth {width / getScreenWidth()};
|
||||
float relativeAdjustment {(relativeWidth + relativeHeight) / 2.0f};
|
||||
float modifier {1.41f + relativeAdjustment / 7.0f - (0.14f * screenHeightModifier)};
|
||||
float modifier {1.41f + relativeAdjustment / 7.0f - (0.14f * resolutionModifier)};
|
||||
shaderHeight = height * modifier;
|
||||
}
|
||||
if (mScanlinelShader) {
|
||||
|
@ -550,6 +561,7 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
|
|||
mScanlinelShader->setBrightness(vertices->brightness);
|
||||
mScanlinelShader->setSaturation(vertices->saturation);
|
||||
mScanlinelShader->setTextureSize({shaderWidth, shaderHeight});
|
||||
mScanlinelShader->setFlags(vertices->shaderFlags);
|
||||
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
|
||||
mLastShader = mScanlinelShader;
|
||||
}
|
||||
|
@ -566,6 +578,7 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
|
|||
float heightf {getScreenHeight()};
|
||||
GLuint width {static_cast<GLuint>(widthf)};
|
||||
GLuint height {static_cast<GLuint>(heightf)};
|
||||
const int screenRotation {getScreenRotation()};
|
||||
|
||||
// Set vertex positions and texture coordinates to full screen as all
|
||||
// post-processing is applied to the complete screen area.
|
||||
|
@ -581,6 +594,9 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
|
|||
vertices->dimming = parameters.dimming;
|
||||
vertices->shaderFlags = ShaderFlags::POST_PROCESSING | ShaderFlags::PREMULTIPLIED;
|
||||
|
||||
if (screenRotation == 90 || screenRotation == 270)
|
||||
vertices->shaderFlags |= ShaderFlags::ROTATED;
|
||||
|
||||
if (shaders & Shader::CORE)
|
||||
shaderList.push_back(Shader::CORE);
|
||||
if (shaders & Shader::BLUR_HORIZONTAL)
|
||||
|
@ -595,16 +611,52 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
|
|||
|
||||
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShaderFBO1));
|
||||
|
||||
// Blit the screen contents to mPostProcTexture.
|
||||
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT,
|
||||
GL_NEAREST));
|
||||
int shaderCalls {0};
|
||||
bool evenBlurPasses {true};
|
||||
|
||||
for (size_t i {0}; i < shaderList.size(); ++i) {
|
||||
if (shaderList[i] == Renderer::Shader::BLUR_HORIZONTAL ||
|
||||
shaderList[i] == Renderer::Shader::BLUR_VERTICAL) {
|
||||
shaderCalls += parameters.blurPasses;
|
||||
if (parameters.blurPasses % 2 != 0)
|
||||
evenBlurPasses = false;
|
||||
}
|
||||
else {
|
||||
++shaderCalls;
|
||||
}
|
||||
}
|
||||
|
||||
// Blit the screen contents to mPostProcTexture.
|
||||
if (screenRotation == 0) {
|
||||
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
||||
}
|
||||
else if (screenRotation == 90 || screenRotation == 270) {
|
||||
if (!evenBlurPasses || !textureRGBA)
|
||||
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, height, width, 0, 0, height, width,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
||||
else
|
||||
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, height, width, height, width, 0, 0,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
||||
// If not rendering to a texture, apply shaders without any rotation applied.
|
||||
if (!textureRGBA)
|
||||
mTrans = getProjectionMatrixNormal() * getIdentity();
|
||||
}
|
||||
else {
|
||||
if ((shaderCalls + (textureRGBA ? 1 : 0)) % 2 == 0)
|
||||
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
||||
else
|
||||
GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width, height, width, height, 0, 0,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST));
|
||||
}
|
||||
|
||||
if (shaderCalls > 1)
|
||||
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShaderFBO2));
|
||||
|
||||
bool firstFBO {true};
|
||||
int drawCalls {0};
|
||||
|
||||
for (size_t i = 0; i < shaderList.size(); ++i) {
|
||||
for (size_t i {0}; i < shaderList.size(); ++i) {
|
||||
vertices->shaders = shaderList[i];
|
||||
int shaderPasses {1};
|
||||
// For the blur shaders there is an optional variable to set the number of passes
|
||||
|
@ -614,27 +666,17 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
|
|||
shaderPasses = parameters.blurPasses;
|
||||
}
|
||||
|
||||
for (int p = 0; p < shaderPasses; ++p) {
|
||||
if (textureRGBA == nullptr && i == shaderList.size() - 1 && p == shaderPasses - 1) {
|
||||
// If the screen is rotated and we're at an even number of drawcalls, then
|
||||
// set the projection to a non-rotated state before making the last drawcall
|
||||
// as the image would otherwise get rendered upside down.
|
||||
if (getScreenRotated() && drawCalls % 2 == 0) {
|
||||
mTrans = getIdentity();
|
||||
mTrans[3] = glm::round(mTrans[3]);
|
||||
mTrans = getProjectionMatrixNormal() * mTrans;
|
||||
}
|
||||
// If it's the last shader pass, then render directly to the default framebuffer
|
||||
// to avoid having to make an expensive glBlitFramebuffer() call.
|
||||
for (int p {0}; p < shaderPasses; ++p) {
|
||||
if (!textureRGBA && i == shaderList.size() - 1 && p == shaderPasses - 1) {
|
||||
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
|
||||
drawTriangleStrips(vertices, 4, BlendFactor::SRC_ALPHA,
|
||||
BlendFactor::ONE_MINUS_SRC_ALPHA);
|
||||
break;
|
||||
}
|
||||
// Apply/render the shaders.
|
||||
|
||||
drawTriangleStrips(vertices, 4, BlendFactor::SRC_ALPHA,
|
||||
BlendFactor::ONE_MINUS_SRC_ALPHA);
|
||||
++drawCalls;
|
||||
|
||||
if (firstFBO) {
|
||||
bindTexture(mPostProcTexture2);
|
||||
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, mShaderFBO2));
|
||||
|
@ -663,16 +705,22 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
|
|||
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, mShaderFBO2));
|
||||
|
||||
#if defined(USE_OPENGLES)
|
||||
if (screenRotation == 0 || screenRotation == 180)
|
||||
GL_CHECK_ERROR(
|
||||
glReadPixels(0, 0, width, height, GL_BGRA_EXT, GL_UNSIGNED_BYTE, textureRGBA));
|
||||
else
|
||||
GL_CHECK_ERROR(
|
||||
glReadPixels(0, 0, height, width, GL_BGRA_EXT, GL_UNSIGNED_BYTE, textureRGBA));
|
||||
#else
|
||||
GL_CHECK_ERROR(glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, textureRGBA));
|
||||
if (screenRotation == 0 || screenRotation == 180)
|
||||
GL_CHECK_ERROR(
|
||||
glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, textureRGBA));
|
||||
else
|
||||
GL_CHECK_ERROR(
|
||||
glReadPixels(0, 0, height, width, GL_BGRA, GL_UNSIGNED_BYTE, textureRGBA));
|
||||
#endif
|
||||
GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
|
||||
}
|
||||
|
||||
if (getScreenRotated())
|
||||
setMatrix(getIdentity());
|
||||
|
||||
GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0));
|
||||
}
|
||||
|
|
|
@ -30,15 +30,28 @@ void main()
|
|||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform uint shaderFlags;
|
||||
uniform vec2 textureSize;
|
||||
uniform sampler2D textureSampler;
|
||||
in vec2 texCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
#define SourceSize vec4(textureSize, 1.0 / textureSize)
|
||||
// shaderFlags:
|
||||
// 0x00000001 - Premultiplied alpha (BGRA)
|
||||
// 0x00000002 - Font texture
|
||||
// 0x00000004 - Post processing
|
||||
// 0x00000008 - Clipping
|
||||
// 0x00000010 - Screen rotated 90 or 270 degrees
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 SourceSize;
|
||||
|
||||
if (0x0u != (shaderFlags & 0x10u))
|
||||
SourceSize = vec4(textureSize.yx, 1.0 / textureSize.yx);
|
||||
else
|
||||
SourceSize = vec4(textureSize.xy, 1.0 / textureSize.xy);
|
||||
|
||||
vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
|
||||
|
||||
float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130);
|
||||
|
|
|
@ -30,15 +30,28 @@ void main()
|
|||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform uint shaderFlags;
|
||||
uniform vec2 textureSize;
|
||||
uniform sampler2D textureSampler;
|
||||
in vec2 texCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
#define SourceSize vec4(textureSize, 1.0 / textureSize)
|
||||
// shaderFlags:
|
||||
// 0x00000001 - Premultiplied alpha (BGRA)
|
||||
// 0x00000002 - Font texture
|
||||
// 0x00000004 - Post processing
|
||||
// 0x00000008 - Clipping
|
||||
// 0x00000010 - Screen rotated 90 or 270 degrees
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 SourceSize;
|
||||
|
||||
if (0x0u != (shaderFlags & 0x10u))
|
||||
SourceSize = vec4(textureSize.yx, 1.0 / textureSize.yx);
|
||||
else
|
||||
SourceSize = vec4(textureSize.xy, 1.0 / textureSize.xy);
|
||||
|
||||
vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
|
||||
|
||||
float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130);
|
||||
|
|
|
@ -54,6 +54,7 @@ out vec4 FragColor;
|
|||
// 0x00000002 - Font texture
|
||||
// 0x00000004 - Post processing
|
||||
// 0x00000008 - Clipping
|
||||
// 0x00000010 - Screen rotated 90 or 270 degrees
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -60,6 +60,7 @@ uniform vec2 textureSize;
|
|||
uniform float opacity;
|
||||
uniform float brightness;
|
||||
uniform float saturation;
|
||||
uniform uint shaderFlags;
|
||||
uniform sampler2D textureSampler;
|
||||
in vec2 texCoord;
|
||||
in vec2 onex;
|
||||
|
@ -67,8 +68,6 @@ in vec2 oney;
|
|||
in vec4 colorShift;
|
||||
out vec4 FragColor;
|
||||
|
||||
#define SourceSize vec4(textureSize, 1.0 / textureSize)
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform float SPOT_WIDTH;
|
||||
uniform float SPOT_HEIGHT;
|
||||
|
@ -95,8 +94,25 @@ uniform float OutputGamma;
|
|||
w = 1.0 - w * w; \
|
||||
w = w * w;
|
||||
|
||||
// shaderFlags:
|
||||
// 0x00000001 - Premultiplied alpha (BGRA)
|
||||
// 0x00000002 - Font texture
|
||||
// 0x00000004 - Post processing
|
||||
// 0x00000008 - Clipping
|
||||
// 0x00000010 - Screen rotated 90 or 270 degrees
|
||||
|
||||
void main()
|
||||
{
|
||||
bool rotated = false;
|
||||
if (0x0u != (shaderFlags & 0x10u))
|
||||
rotated = true;
|
||||
|
||||
vec4 SourceSize;
|
||||
if (rotated)
|
||||
SourceSize = vec4(textureSize.yx, 1.0 / textureSize.yx);
|
||||
else
|
||||
SourceSize = vec4(textureSize.xy, 1.0 / textureSize.xy);
|
||||
|
||||
vec2 coords = (texCoord * SourceSize.xy);
|
||||
vec2 pixel_center = floor(coords) + vec2(0.5, 0.5);
|
||||
vec2 texture_coords = pixel_center * SourceSize.zw;
|
||||
|
@ -127,7 +143,11 @@ void main()
|
|||
color = color + colorNB * vec4(h_weight_01);
|
||||
|
||||
// Vertical blending.
|
||||
float dy = coords.y - pixel_center.y;
|
||||
float dy;
|
||||
if (rotated)
|
||||
dy = coords.x - pixel_center.x;
|
||||
else
|
||||
dy = coords.y - pixel_center.y;
|
||||
float v_weight_00 = dy / SPOT_HEIGHT;
|
||||
WEIGHT(v_weight_00);
|
||||
color *= vec4(v_weight_00);
|
||||
|
|
Loading…
Reference in a new issue