mirror of
https://github.com/RetroDECK/ES-DE.git
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224 lines
6.8 KiB
C++
224 lines
6.8 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Renderer.h
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//
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// Generic rendering functions.
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//
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#ifndef ES_CORE_RENDERER_RENDERER_H
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#define ES_CORE_RENDERER_RENDERER_H
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#include "Log.h"
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#include "utils/MathUtil.h"
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#include <stack>
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#include <string>
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#include <vector>
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struct SDL_Window;
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class Renderer
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{
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public:
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enum class TextureType {
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RGBA, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
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BGRA,
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RED
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};
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enum class BlendFactor {
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ZERO,
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ONE,
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SRC_COLOR,
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ONE_MINUS_SRC_COLOR,
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SRC_ALPHA,
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ONE_MINUS_SRC_ALPHA,
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DST_COLOR,
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ONE_MINUS_DST_COLOR,
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DST_ALPHA,
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ONE_MINUS_DST_ALPHA
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};
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// clang-format off
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enum Shader {
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CORE = 0x00000001,
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BLUR_HORIZONTAL = 0x00000002,
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BLUR_VERTICAL = 0x00000004,
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SCANLINES = 0x00000008
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};
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enum ShaderFlags {
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BGRA_TO_RGBA = 0x00000001,
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FONT_TEXTURE = 0x00000002,
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POST_PROCESSING = 0x00000004
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};
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// clang-format on
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struct Vertex {
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glm::vec2 position;
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glm::vec2 texcoord;
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unsigned int color;
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float opacity;
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float saturation;
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float dimming;
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float reflectionsFalloff;
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unsigned int shaders;
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unsigned int shaderFlags;
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Vertex()
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: opacity {1.0f}
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, saturation {1.0f}
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, dimming {1.0f}
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, reflectionsFalloff {0.0f}
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, shaders {0}
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, shaderFlags {0}
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{
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}
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Vertex(const glm::vec2& position, const glm::vec2& textureCoord, const unsigned int color)
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: position(position)
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, texcoord(textureCoord)
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, color(color)
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, opacity {1.0f}
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, saturation {1.0f}
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, dimming {1.0f}
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, reflectionsFalloff {0.0f}
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, shaders {0}
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, shaderFlags {0}
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{
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}
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};
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struct postProcessingParams {
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float opacity;
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float saturation;
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float dimming;
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unsigned int blurPasses;
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unsigned int shaders;
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postProcessingParams()
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: opacity {1.0f}
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, saturation {1.0f}
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, dimming {1.0f}
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, blurPasses {1}
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, shaders {0}
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{
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}
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};
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struct Rect {
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Rect(const int xValue, const int yValue, const int wValue, const int hValue)
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: x(xValue)
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, y(yValue)
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, w(wValue)
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, h(hValue)
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{
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}
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int x;
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int y;
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int w;
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int h;
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};
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static Renderer* getInstance();
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void setIcon();
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bool createWindow();
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void destroyWindow();
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bool init();
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void deinit();
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virtual bool loadShaders() = 0;
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void pushClipRect(const glm::ivec2& pos, const glm::ivec2& size);
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void popClipRect();
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void drawRect(const float x,
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const float y,
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const float w,
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const float h,
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const unsigned int color,
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const unsigned int colorEnd,
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bool horizontalGradient = false,
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const float opacity = 1.0,
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const float dimming = 1.0,
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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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SDL_Window* getSDLWindow() { return mSDLWindow; }
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const bool getScreenRotated() { return mScreenRotated; }
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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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static const float getScreenHeight() { return static_cast<float>(sScreenHeight); }
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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 constexpr glm::mat4 getIdentity() { return glm::mat4 {1.0f}; }
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glm::mat4 mTrans {getIdentity()};
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virtual void shaderPostprocessing(
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const unsigned int shaders,
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const Renderer::postProcessingParams& parameters = postProcessingParams(),
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unsigned char* textureRGBA = nullptr) = 0;
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virtual void setup() = 0;
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virtual bool createContext() = 0;
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virtual void destroyContext() = 0;
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virtual unsigned int createTexture(const TextureType type,
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const bool linearMinify,
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const bool linearMagnify,
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const bool repeat,
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const unsigned int width,
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const unsigned int height,
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void* data) = 0;
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virtual void destroyTexture(const unsigned int texture) = 0;
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virtual void updateTexture(const unsigned int texture,
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const TextureType type,
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const unsigned int x,
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const unsigned int y,
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const unsigned int width,
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const unsigned int height,
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void* data) = 0;
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virtual void bindTexture(const unsigned int texture) = 0;
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virtual void drawTriangleStrips(
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const Vertex* vertices,
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const unsigned int numVertices,
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const BlendFactor srcBlendFactor = BlendFactor::SRC_ALPHA,
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const BlendFactor dstBlendFactor = BlendFactor::ONE_MINUS_SRC_ALPHA) = 0;
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virtual void setMatrix(const glm::mat4& matrix) = 0;
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virtual void setScissor(const Rect& scissor) = 0;
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virtual void setSwapInterval() = 0;
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virtual void swapBuffers() = 0;
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private:
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std::stack<Rect> mClipStack;
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SDL_Window* mSDLWindow {nullptr};
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glm::mat4 mProjectionMatrix {};
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glm::mat4 mProjectionMatrixRotated {};
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int mWindowWidth {0};
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int mWindowHeight {0};
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static inline int sScreenWidth {0};
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static inline int sScreenHeight {0};
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int mScreenOffsetX {0};
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int mScreenOffsetY {0};
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bool mScreenRotated {0};
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bool mInitialCursorState {1};
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// Screen resolution modifiers relative to the 1920x1080 reference.
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static inline float sScreenHeightModifier {0.0f};
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static inline float sScreenWidthModifier {0.0f};
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static inline float sScreenAspectRatio {0.0f};
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};
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#endif // ES_CORE_RENDERER_RENDERER_H
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