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…
Reference in a new issue