// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // Renderer.h // // General rendering functions. // #ifndef ES_CORE_RENDERER_RENDERER_H #define ES_CORE_RENDERER_RENDERER_H #include "Log.h" #include "Shader_GL21.h" #include "utils/MathUtil.h" #include #include struct SDL_Window; namespace Renderer { const unsigned int SHADER_DESATURATE{1}; 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 textureSize; std::array textureCoordinates; float fragmentSaturation; float fragmentDimValue; float fragmentOpacity; unsigned int blurPasses; shaderParameters() : textureSize{0.0f, 0.0f} , textureCoordinates{0.0f, 0.0f, 0.0f, 0.0f} , fragmentSaturation{1.0f} , fragmentDimValue{0.4f} , fragmentOpacity{1.0f} , blurPasses{1} { } }; static std::vector sShaderProgramVector; static GLuint shaderFBO; static glm::mat4 mProjectionMatrix; static constexpr glm::mat4 getIdentity() { return glm::mat4{1.0f}; } #if !defined(NDEBUG) #define GL_CHECK_ERROR(Function) (Function, _GLCheckError(#Function)) 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, 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 }; } namespace Texture { enum Type { RGBA, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0). ALPHA }; } 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; }; struct Vertex { Vertex() {} Vertex(const glm::vec2& position, const glm::vec2& textureCoord, const unsigned int color) : pos(position) , tex(textureCoord) , col(color) { } glm::vec2 pos; glm::vec2 tex; unsigned int col; float saturation{1.0}; float opacity{1.0}; unsigned int shaders{0}; }; bool init(); void deinit(); void pushClipRect(const glm::ivec2& pos, const glm::ivec2& 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, const float opacity = 1.0, const glm::mat4& trans = getIdentity(), 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); const glm::mat4 getProjectionMatrix(); void shaderPostprocessing(unsigned int shaders, const Renderer::shaderParameters& parameters = shaderParameters(), unsigned char* textureRGBA = nullptr); static unsigned int getWindowFlags() { return SDL_WINDOW_OPENGL; } void setupWindow(); bool createContext(); void destroyContext(); unsigned int createTexture(const Texture::Type type, const bool linearMinify, const bool linearMagnify, 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, const glm::mat4& trans = getIdentity(), const Blend::Factor srcBlendFactor = Blend::SRC_ALPHA, const Blend::Factor dstBlendFactor = Blend::ONE_MINUS_SRC_ALPHA, const shaderParameters& parameters = shaderParameters()); void setProjection(const glm::mat4& projection); void setMatrix(const glm::mat4& matrix); void setViewport(const Rect& viewport); void setScissor(const Rect& scissor); void setSwapInterval(); void swapBuffers(); } // namespace Renderer #endif // ES_CORE_RENDERER_RENDERER_H