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