mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-23 14:45:38 +00:00
166 lines
5.2 KiB
C++
166 lines
5.2 KiB
C++
#include "Renderer.h"
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#include "../data/Resources.h"
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#include "ImageIO.h"
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#include "Log.h"
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#include "Settings.h"
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#include <SDL.h>
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#ifdef USE_OPENGL_ES
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#define glOrtho glOrthof
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#endif
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namespace Renderer
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{
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static bool initialCursorState;
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unsigned int windowWidth = 0;
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unsigned int windowHeight = 0;
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unsigned int screenWidth = 0;
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unsigned int screenHeight = 0;
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unsigned int screenOffsetX = 0;
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unsigned int screenOffsetY = 0;
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unsigned int getWindowWidth() { return windowWidth; }
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unsigned int getWindowHeight() { return windowHeight; }
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unsigned int getScreenWidth() { return screenWidth; }
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unsigned int getScreenHeight() { return screenHeight; }
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unsigned int getScreenOffsetX() { return screenOffsetX; }
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unsigned int getScreenOffsetY() { return screenOffsetY; }
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SDL_Window* sdlWindow = NULL;
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SDL_GLContext sdlContext = NULL;
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bool createSurface()
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{
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LOG(LogInfo) << "Creating surface...";
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if(SDL_Init(SDL_INIT_VIDEO) != 0)
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{
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LOG(LogError) << "Error initializing SDL!\n " << SDL_GetError();
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return false;
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}
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//hide mouse cursor early
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initialCursorState = SDL_ShowCursor(0) == 1;
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// multisample anti-aliasing
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2);
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#ifdef USE_OPENGL_ES
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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#endif
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SDL_DisplayMode dispMode;
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SDL_GetDesktopDisplayMode(0, &dispMode);
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windowWidth = Settings::getInstance()->getInt("WindowWidth") ? Settings::getInstance()->getInt("WindowWidth") : dispMode.w;
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windowHeight = Settings::getInstance()->getInt("WindowHeight") ? Settings::getInstance()->getInt("WindowHeight") : dispMode.h;
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screenWidth = Settings::getInstance()->getInt("ScreenWidth") ? Settings::getInstance()->getInt("ScreenWidth") : windowWidth;
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screenHeight = Settings::getInstance()->getInt("ScreenHeight") ? Settings::getInstance()->getInt("ScreenHeight") : windowHeight;
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screenOffsetX = Settings::getInstance()->getInt("ScreenOffsetX") ? Settings::getInstance()->getInt("ScreenOffsetX") : 0;
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screenOffsetY = Settings::getInstance()->getInt("ScreenOffsetY") ? Settings::getInstance()->getInt("ScreenOffsetY") : 0;
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sdlWindow = SDL_CreateWindow("EmulationStation",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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windowWidth, windowHeight,
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SDL_WINDOW_OPENGL | (Settings::getInstance()->getBool("Windowed") ? 0 : SDL_WINDOW_FULLSCREEN));
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if(sdlWindow == NULL)
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{
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LOG(LogError) << "Error creating SDL window!\n\t" << SDL_GetError();
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return false;
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}
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LOG(LogInfo) << "Created window successfully.";
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//set an icon for the window
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size_t width = 0;
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size_t height = 0;
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std::vector<unsigned char> rawData = ImageIO::loadFromMemoryRGBA32(window_icon_256_png_data, window_icon_256_png_size, width, height);
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if (!rawData.empty())
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{
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ImageIO::flipPixelsVert(rawData.data(), width, height);
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//SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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Uint32 rmask = 0xff000000; Uint32 gmask = 0x00ff0000; Uint32 bmask = 0x0000ff00; Uint32 amask = 0x000000ff;
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#else
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Uint32 rmask = 0x000000ff; Uint32 gmask = 0x0000ff00; Uint32 bmask = 0x00ff0000; Uint32 amask = 0xff000000;
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#endif
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//try creating SDL surface from logo data
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SDL_Surface * logoSurface = SDL_CreateRGBSurfaceFrom((void *)rawData.data(), (int)width, (int)height, 32, (int)(width * 4), rmask, gmask, bmask, amask);
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if (logoSurface != NULL)
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{
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SDL_SetWindowIcon(sdlWindow, logoSurface);
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SDL_FreeSurface(logoSurface);
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}
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}
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sdlContext = SDL_GL_CreateContext(sdlWindow);
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// vsync
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if(Settings::getInstance()->getBool("VSync"))
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{
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// SDL_GL_SetSwapInterval(0) for immediate updates (no vsync, default),
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// 1 for updates synchronized with the vertical retrace,
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// or -1 for late swap tearing.
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// SDL_GL_SetSwapInterval returns 0 on success, -1 on error.
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// if vsync is requested, try normal vsync; if that doesn't work, try late swap tearing
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// if that doesn't work, report an error
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if(SDL_GL_SetSwapInterval(1) != 0 && SDL_GL_SetSwapInterval(-1) != 0)
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LOG(LogWarning) << "Tried to enable vsync, but failed! (" << SDL_GetError() << ")";
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}
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else
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SDL_GL_SetSwapInterval(0);
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return true;
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}
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void destroySurface()
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{
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SDL_GL_DeleteContext(sdlContext);
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sdlContext = NULL;
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SDL_DestroyWindow(sdlWindow);
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sdlWindow = NULL;
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//show mouse cursor
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SDL_ShowCursor(initialCursorState);
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SDL_Quit();
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}
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bool init()
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{
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if(!createSurface())
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return false;
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//gotta flip y since y=0 is at the bottom
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glViewport(screenOffsetX, windowHeight - screenHeight - screenOffsetY, screenWidth, screenHeight);
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glMatrixMode(GL_PROJECTION);
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glOrtho(0, screenWidth, screenHeight, 0, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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return true;
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}
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void deinit()
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{
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destroySurface();
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}
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void swapBuffers()
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{
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SDL_GL_SwapWindow(sdlWindow);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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};
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