mirror of
				https://github.com/PabloMK7/citra.git
				synced 2025-10-31 13:50:03 +00:00 
			
		
		
		
	renderer_opengl.cpp: Draw{Top, Bottom}Screen Clean up (#6422)
This commit is contained in:
		
							parent
							
								
									5f81940e63
								
							
						
					
					
						commit
						0da25736d9
					
				
					 2 changed files with 134 additions and 104 deletions
				
			
		|  | @ -977,15 +977,15 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f | |||
| 
 | ||||
|     glUniform1i(uniform_layer, 0); | ||||
|     if (!Settings::values.swap_screen.GetValue()) { | ||||
|         DrawTopScreen(layout, top_screen, stereo_single_screen); | ||||
|         DrawTopScreen(layout, top_screen); | ||||
|         glUniform1i(uniform_layer, 0); | ||||
|         ApplySecondLayerOpacity(); | ||||
|         DrawBottomScreen(layout, bottom_screen, stereo_single_screen); | ||||
|         DrawBottomScreen(layout, bottom_screen); | ||||
|     } else { | ||||
|         DrawBottomScreen(layout, bottom_screen, stereo_single_screen); | ||||
|         DrawBottomScreen(layout, bottom_screen); | ||||
|         glUniform1i(uniform_layer, 0); | ||||
|         ApplySecondLayerOpacity(); | ||||
|         DrawTopScreen(layout, top_screen, stereo_single_screen); | ||||
|         DrawTopScreen(layout, top_screen); | ||||
|     } | ||||
|     ResetSecondLayerOpacity(); | ||||
| } | ||||
|  | @ -1013,137 +1013,168 @@ void RendererOpenGL::ResetSecondLayerOpacity() { | |||
| } | ||||
| 
 | ||||
| void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout, | ||||
|                                    const Common::Rectangle<u32>& top_screen, | ||||
|                                    const bool stereo_single_screen) { | ||||
|                                    const Common::Rectangle<u32>& top_screen) { | ||||
|     if (!layout.top_screen_enabled) { | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     const float top_screen_left = static_cast<float>(top_screen.left); | ||||
|     const float top_screen_top = static_cast<float>(top_screen.top); | ||||
|     const float top_screen_width = static_cast<float>(top_screen.GetWidth()); | ||||
|     const float top_screen_height = static_cast<float>(top_screen.GetHeight()); | ||||
| 
 | ||||
|     if (layout.is_rotated) { | ||||
|         if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) { | ||||
|         switch (Settings::values.render_3d.GetValue()) { | ||||
|         case Settings::StereoRenderOption::Off: { | ||||
|             int eye = static_cast<int>(Settings::values.mono_render_option.GetValue()); | ||||
|             DrawSingleScreenRotated(screen_infos[eye], (float)top_screen.left, | ||||
|                                     (float)top_screen.top, (float)top_screen.GetWidth(), | ||||
|                                     (float)top_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d.GetValue() == | ||||
|                    Settings::StereoRenderOption::SideBySide) { | ||||
|             DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2, | ||||
|                                     (float)top_screen.top, (float)top_screen.GetWidth() / 2, | ||||
|                                     (float)top_screen.GetHeight()); | ||||
|             DrawSingleScreenRotated(screen_infos[eye], top_screen_left, top_screen_top, | ||||
|                                     top_screen_width, top_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::SideBySide: { | ||||
|             DrawSingleScreenRotated(screen_infos[0], top_screen_left / 2, top_screen_top, | ||||
|                                     top_screen_width / 2, top_screen_height); | ||||
|             glUniform1i(uniform_layer, 1); | ||||
|             DrawSingleScreenRotated(screen_infos[1], | ||||
|                                     ((float)top_screen.left / 2) + ((float)layout.width / 2), | ||||
|                                     (float)top_screen.top, (float)top_screen.GetWidth() / 2, | ||||
|                                     (float)top_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d.GetValue() == | ||||
|                    Settings::StereoRenderOption::CardboardVR) { | ||||
|             DrawSingleScreenRotated(screen_infos[0], layout.top_screen.left, layout.top_screen.top, | ||||
|                                     layout.top_screen.GetWidth(), layout.top_screen.GetHeight()); | ||||
|                                     static_cast<float>((top_screen_left / 2) + (layout.width / 2)), | ||||
|                                     top_screen_top, top_screen_width / 2, top_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::CardboardVR: { | ||||
|             DrawSingleScreenRotated(screen_infos[0], top_screen_left, top_screen_top, | ||||
|                                     top_screen_width, top_screen_height); | ||||
|             glUniform1i(uniform_layer, 1); | ||||
|             DrawSingleScreenRotated( | ||||
|                 screen_infos[1], layout.cardboard.top_screen_right_eye + ((float)layout.width / 2), | ||||
|                 layout.top_screen.top, layout.top_screen.GetWidth(), layout.top_screen.GetHeight()); | ||||
|         } else if (stereo_single_screen) { | ||||
|             DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left, | ||||
|                                           (float)top_screen.top, (float)top_screen.GetWidth(), | ||||
|                                           (float)top_screen.GetHeight()); | ||||
|                 screen_infos[1], | ||||
|                 static_cast<float>(layout.cardboard.top_screen_right_eye + (layout.width / 2)), | ||||
|                 top_screen_top, top_screen_width, top_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::Anaglyph: | ||||
|         case Settings::StereoRenderOption::Interlaced: | ||||
|         case Settings::StereoRenderOption::ReverseInterlaced: { | ||||
|             DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], top_screen_left, | ||||
|                                           top_screen_top, top_screen_width, top_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         } | ||||
|     } else { | ||||
|         if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) { | ||||
|         switch (Settings::values.render_3d.GetValue()) { | ||||
|         case Settings::StereoRenderOption::Off: { | ||||
|             int eye = static_cast<int>(Settings::values.mono_render_option.GetValue()); | ||||
|             DrawSingleScreen(screen_infos[eye], (float)top_screen.left, (float)top_screen.top, | ||||
|                              (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d.GetValue() == | ||||
|                    Settings::StereoRenderOption::SideBySide) { | ||||
|             DrawSingleScreen(screen_infos[0], (float)top_screen.left / 2, (float)top_screen.top, | ||||
|                              (float)top_screen.GetWidth() / 2, (float)top_screen.GetHeight()); | ||||
|             DrawSingleScreen(screen_infos[eye], top_screen_left, top_screen_top, top_screen_width, | ||||
|                              top_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::SideBySide: { | ||||
|             DrawSingleScreen(screen_infos[0], top_screen_left / 2, top_screen_top, | ||||
|                              top_screen_width / 2, top_screen_height); | ||||
|             glUniform1i(uniform_layer, 1); | ||||
|             DrawSingleScreen(screen_infos[1], | ||||
|                              ((float)top_screen.left / 2) + ((float)layout.width / 2), | ||||
|                              (float)top_screen.top, (float)top_screen.GetWidth() / 2, | ||||
|                              (float)top_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d.GetValue() == | ||||
|                    Settings::StereoRenderOption::CardboardVR) { | ||||
|             DrawSingleScreen(screen_infos[0], layout.top_screen.left, layout.top_screen.top, | ||||
|                              layout.top_screen.GetWidth(), layout.top_screen.GetHeight()); | ||||
|                              static_cast<float>((top_screen_left / 2) + (layout.width / 2)), | ||||
|                              top_screen_top, top_screen_width / 2, top_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::CardboardVR: { | ||||
|             DrawSingleScreen(screen_infos[0], (float)top_screen.left, top_screen_top, | ||||
|                              top_screen_width, top_screen_height); | ||||
|             glUniform1i(uniform_layer, 1); | ||||
|             DrawSingleScreen( | ||||
|                 screen_infos[1], layout.cardboard.top_screen_right_eye + ((float)layout.width / 2), | ||||
|                 layout.top_screen.top, layout.top_screen.GetWidth(), layout.top_screen.GetHeight()); | ||||
|         } else if (stereo_single_screen) { | ||||
|             DrawSingleScreenStereo(screen_infos[0], screen_infos[1], (float)top_screen.left, | ||||
|                                    (float)top_screen.top, (float)top_screen.GetWidth(), | ||||
|                                    (float)top_screen.GetHeight()); | ||||
|                 screen_infos[1], | ||||
|                 static_cast<float>(layout.cardboard.top_screen_right_eye + (layout.width / 2)), | ||||
|                 top_screen_top, top_screen_width, top_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::Anaglyph: | ||||
|         case Settings::StereoRenderOption::Interlaced: | ||||
|         case Settings::StereoRenderOption::ReverseInterlaced: { | ||||
|             DrawSingleScreenStereo(screen_infos[0], screen_infos[1], top_screen_left, | ||||
|                                    top_screen_top, top_screen_width, top_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         } | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RendererOpenGL::DrawBottomScreen(const Layout::FramebufferLayout& layout, | ||||
|                                       const Common::Rectangle<u32>& bottom_screen, | ||||
|                                       const bool stereo_single_screen) { | ||||
|                                       const Common::Rectangle<u32>& bottom_screen) { | ||||
|     if (!layout.bottom_screen_enabled) { | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     const float bottom_screen_left = static_cast<float>(bottom_screen.left); | ||||
|     const float bottom_screen_top = static_cast<float>(bottom_screen.top); | ||||
|     const float bottom_screen_width = static_cast<float>(bottom_screen.GetWidth()); | ||||
|     const float bottom_screen_height = static_cast<float>(bottom_screen.GetHeight()); | ||||
| 
 | ||||
|     if (layout.is_rotated) { | ||||
|         if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) { | ||||
|             DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left, | ||||
|                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth(), | ||||
|                                     (float)bottom_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d.GetValue() == | ||||
|                    Settings::StereoRenderOption::SideBySide) { | ||||
|             DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left / 2, | ||||
|                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, | ||||
|                                     (float)bottom_screen.GetHeight()); | ||||
|         switch (Settings::values.render_3d.GetValue()) { | ||||
|         case Settings::StereoRenderOption::Off: { | ||||
|             DrawSingleScreenRotated(screen_infos[2], bottom_screen_left, bottom_screen_top, | ||||
|                                     bottom_screen_width, bottom_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::SideBySide: { | ||||
|             DrawSingleScreenRotated(screen_infos[2], bottom_screen_left / 2, bottom_screen_top, | ||||
|                                     bottom_screen_width / 2, bottom_screen_height); | ||||
|             glUniform1i(uniform_layer, 1); | ||||
|             DrawSingleScreenRotated(screen_infos[2], | ||||
|                                     ((float)bottom_screen.left / 2) + ((float)layout.width / 2), | ||||
|                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, | ||||
|                                     (float)bottom_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d.GetValue() == | ||||
|                    Settings::StereoRenderOption::CardboardVR) { | ||||
|             DrawSingleScreenRotated(screen_infos[2], layout.bottom_screen.left, | ||||
|                                     layout.bottom_screen.top, layout.bottom_screen.GetWidth(), | ||||
|                                     layout.bottom_screen.GetHeight()); | ||||
|             DrawSingleScreenRotated( | ||||
|                 screen_infos[2], static_cast<float>((bottom_screen_left / 2) + (layout.width / 2)), | ||||
|                 bottom_screen_top, bottom_screen_width / 2, bottom_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::CardboardVR: { | ||||
|             DrawSingleScreenRotated(screen_infos[2], bottom_screen_left, bottom_screen_top, | ||||
|                                     bottom_screen_width, bottom_screen_height); | ||||
|             glUniform1i(uniform_layer, 1); | ||||
|             DrawSingleScreenRotated(screen_infos[2], | ||||
|                                     layout.cardboard.bottom_screen_right_eye + | ||||
|                                         ((float)layout.width / 2), | ||||
|                                     layout.bottom_screen.top, layout.bottom_screen.GetWidth(), | ||||
|                                     layout.bottom_screen.GetHeight()); | ||||
|         } else if (stereo_single_screen) { | ||||
|             DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2], | ||||
|                                           (float)bottom_screen.left, (float)bottom_screen.top, | ||||
|                                           (float)bottom_screen.GetWidth(), | ||||
|                                           (float)bottom_screen.GetHeight()); | ||||
|             DrawSingleScreenRotated( | ||||
|                 screen_infos[2], | ||||
|                 static_cast<float>(layout.cardboard.bottom_screen_right_eye + (layout.width / 2)), | ||||
|                 bottom_screen_top, bottom_screen_width, bottom_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::Anaglyph: | ||||
|         case Settings::StereoRenderOption::Interlaced: | ||||
|         case Settings::StereoRenderOption::ReverseInterlaced: { | ||||
|             DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2], bottom_screen_left, | ||||
|                                           bottom_screen_top, bottom_screen_width, | ||||
|                                           bottom_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         } | ||||
|     } else { | ||||
|         if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) { | ||||
|             DrawSingleScreen(screen_infos[2], (float)bottom_screen.left, (float)bottom_screen.top, | ||||
|                              (float)bottom_screen.GetWidth(), (float)bottom_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d.GetValue() == | ||||
|                    Settings::StereoRenderOption::SideBySide) { | ||||
|             DrawSingleScreen(screen_infos[2], (float)bottom_screen.left / 2, | ||||
|                              (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, | ||||
|                              (float)bottom_screen.GetHeight()); | ||||
|         switch (Settings::values.render_3d.GetValue()) { | ||||
|         case Settings::StereoRenderOption::Off: { | ||||
|             DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top, | ||||
|                              bottom_screen_width, bottom_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::SideBySide: { | ||||
|             DrawSingleScreen(screen_infos[2], bottom_screen_left / 2, bottom_screen_top, | ||||
|                              bottom_screen_width / 2, bottom_screen_height); | ||||
|             glUniform1i(uniform_layer, 1); | ||||
|             DrawSingleScreen(screen_infos[2], | ||||
|                              ((float)bottom_screen.left / 2) + ((float)layout.width / 2), | ||||
|                              (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, | ||||
|                              (float)bottom_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d.GetValue() == | ||||
|                    Settings::StereoRenderOption::CardboardVR) { | ||||
|             DrawSingleScreen(screen_infos[2], layout.bottom_screen.left, layout.bottom_screen.top, | ||||
|                              layout.bottom_screen.GetWidth(), layout.bottom_screen.GetHeight()); | ||||
|                              static_cast<float>((bottom_screen_left / 2) + (layout.width / 2)), | ||||
|                              bottom_screen_top, bottom_screen_width / 2, bottom_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::CardboardVR: { | ||||
|             DrawSingleScreen(screen_infos[2], (float)layout.bottom_screen.left, bottom_screen_top, | ||||
|                              bottom_screen_width, bottom_screen_height); | ||||
|             glUniform1i(uniform_layer, 1); | ||||
|             DrawSingleScreen(screen_infos[2], | ||||
|                              layout.cardboard.bottom_screen_right_eye + ((float)layout.width / 2), | ||||
|                              layout.bottom_screen.top, layout.bottom_screen.GetWidth(), | ||||
|                              layout.bottom_screen.GetHeight()); | ||||
|         } else if (stereo_single_screen) { | ||||
|             DrawSingleScreenStereo(screen_infos[2], screen_infos[2], (float)bottom_screen.left, | ||||
|                                    (float)bottom_screen.top, (float)bottom_screen.GetWidth(), | ||||
|                                    (float)bottom_screen.GetHeight()); | ||||
|             DrawSingleScreen( | ||||
|                 screen_infos[2], | ||||
|                 static_cast<float>(layout.cardboard.bottom_screen_right_eye + (layout.width / 2)), | ||||
|                 bottom_screen_top, bottom_screen_width, bottom_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         case Settings::StereoRenderOption::Anaglyph: | ||||
|         case Settings::StereoRenderOption::Interlaced: | ||||
|         case Settings::StereoRenderOption::ReverseInterlaced: { | ||||
|             DrawSingleScreenStereo(screen_infos[2], screen_infos[2], bottom_screen_left, | ||||
|                                    bottom_screen_top, bottom_screen_width, bottom_screen_height); | ||||
|             break; | ||||
|         } | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -84,10 +84,9 @@ private: | |||
|     void ApplySecondLayerOpacity(); | ||||
|     void ResetSecondLayerOpacity(); | ||||
|     void DrawBottomScreen(const Layout::FramebufferLayout& layout, | ||||
|                           const Common::Rectangle<u32>& bottom_screen, | ||||
|                           const bool stereo_single_screen); | ||||
|                           const Common::Rectangle<u32>& bottom_screen); | ||||
|     void DrawTopScreen(const Layout::FramebufferLayout& layout, | ||||
|                        const Common::Rectangle<u32>& top_screen, const bool stereo_single_screen); | ||||
|                        const Common::Rectangle<u32>& top_screen); | ||||
|     void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h); | ||||
|     void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h); | ||||
|     void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l, | ||||
|  |  | |||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue