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@ -254,28 +254,26 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
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* Draws the emulated screens to the emulator window.
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*/
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void RendererOpenGL::DrawScreens() {
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auto viewport_extent = GetViewportExtent();
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glViewport(viewport_extent.left, viewport_extent.top, viewport_extent.GetWidth(), viewport_extent.GetHeight()); // TODO: Or bottom?
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auto layout = render_window->GetFramebufferLayout();
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glViewport(0, 0, layout.width, layout.height);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program_id);
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// Set projection matrix
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std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height);
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std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,
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(float)layout.height);
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glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
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// Bind texture in Texture Unit 0
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(uniform_color_texture, 0);
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const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth);
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const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth);
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const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth);
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DrawSingleScreenRotated(textures[0], top_x, 0,
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(float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight);
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DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight,
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(float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight);
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DrawSingleScreenRotated(textures[0], (float)layout.top_screen.left, (float)layout.top_screen.top,
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(float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight());
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DrawSingleScreenRotated(textures[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top,
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(float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight());
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m_current_frame++;
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}
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@ -292,34 +290,6 @@ void RendererOpenGL::SetWindow(EmuWindow* window) {
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render_window = window;
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}
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MathUtil::Rectangle<unsigned> RendererOpenGL::GetViewportExtent() {
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unsigned framebuffer_width;
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unsigned framebuffer_height;
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std::tie(framebuffer_width, framebuffer_height) = render_window->GetFramebufferSize();
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float window_aspect_ratio = static_cast<float>(framebuffer_height) / framebuffer_width;
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float emulation_aspect_ratio = static_cast<float>(resolution_height) / resolution_width;
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MathUtil::Rectangle<unsigned> viewport_extent;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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unsigned viewport_height = static_cast<unsigned>(std::round(emulation_aspect_ratio * framebuffer_width));
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viewport_extent.left = 0;
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viewport_extent.top = (framebuffer_height - viewport_height) / 2;
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viewport_extent.right = viewport_extent.left + framebuffer_width;
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viewport_extent.bottom = viewport_extent.top + viewport_height;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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unsigned viewport_width = static_cast<unsigned>(std::round(framebuffer_height / emulation_aspect_ratio));
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viewport_extent.left = (framebuffer_width - viewport_width) / 2;
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viewport_extent.top = 0;
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viewport_extent.right = viewport_extent.left + viewport_width;
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viewport_extent.bottom = viewport_extent.top + framebuffer_height;
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}
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return viewport_extent;
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}
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/// Initialize the renderer
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void RendererOpenGL::Init() {
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render_window->MakeCurrent();
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