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102 lines
2.9 KiB
C++
102 lines
2.9 KiB
C++
#include <cstdio>
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#include "Common/System/Display.h"
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#include "Common/Math/math_util.h"
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#include "Common/GPU/MiscTypes.h"
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DisplayProperties g_display;
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template<class T>
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void RotateRectToDisplayImpl(DisplayRect<T> &rect, T curRTWidth, T curRTHeight) {
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switch (g_display.rotation) {
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case DisplayRotation::ROTATE_180:
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rect.x = curRTWidth - rect.w - rect.x;
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rect.y = curRTHeight - rect.h - rect.y;
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break;
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case DisplayRotation::ROTATE_90: {
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// Note that curRTWidth_ and curRTHeight_ are "swapped"!
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T origX = rect.x;
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T origY = rect.y;
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T rth = curRTWidth;
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rect.x = clamp_value(rth - rect.h - origY, T{}, curRTHeight);
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rect.y = origX;
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T temp = rect.w;
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rect.w = rect.h;
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rect.h = temp;
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break;
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}
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case DisplayRotation::ROTATE_270: {
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T origX = rect.x;
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T origY = rect.y;
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T rtw = curRTHeight;
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rect.x = origY;
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rect.y = clamp_value(rtw - rect.w - origX, T{}, curRTWidth);
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T temp = rect.w;
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rect.w = rect.h;
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rect.h = temp;
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break;
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}
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case DisplayRotation::ROTATE_0:
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default:
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break;
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}
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}
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void RotateRectToDisplay(DisplayRect<int> &rect, int curRTWidth, int curRTHeight) {
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RotateRectToDisplayImpl<int>(rect, curRTWidth, curRTHeight);
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}
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void RotateRectToDisplay(DisplayRect<float> &rect, float curRTWidth, float curRTHeight) {
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RotateRectToDisplayImpl<float>(rect, curRTWidth, curRTHeight);
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}
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DisplayProperties::DisplayProperties() {
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rot_matrix.setIdentity();
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}
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void DisplayProperties::Print() {
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printf("dp_xres/yres: %d, %d\n", dp_xres, dp_yres);
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printf("pixel_xres/yres: %d, %d\n", pixel_xres, pixel_yres);
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printf("dpi, x, y: %f, %f, %f\n", dpi, dpi_scale_x, dpi_scale_y);
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printf("pixel_in_dps: %f, %f\n", pixel_in_dps_x, pixel_in_dps_y);
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printf("dpi_real: %f, %f\n", dpi_scale_real_x, dpi_scale_real_y);
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printf("display_hz: %f\n", display_hz);
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printf("rotation: %d\n", (int)rotation);
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rot_matrix.print();
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}
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Lin::Matrix4x4 ComputeOrthoMatrix(float xres, float yres, CoordConvention coordConvention) {
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using namespace Lin;
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// TODO: Should be able to share the y-flip logic here with the one in postprocessing/presentation, for example.
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Matrix4x4 ortho;
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switch (coordConvention) {
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case CoordConvention::Vulkan:
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ortho.setOrthoD3D(0.0f, xres, 0, yres, -1.0f, 1.0f);
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break;
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case CoordConvention::Direct3D9:
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ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
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Matrix4x4 translation;
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// Account for the small window adjustment.
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translation.setTranslation(Vec3(
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-0.5f * g_display.dpi_scale_x / g_display.dpi_scale_real_x,
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-0.5f * g_display.dpi_scale_y / g_display.dpi_scale_real_y, 0.0f));
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ortho = translation * ortho;
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break;
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case CoordConvention::Direct3D11:
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ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
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break;
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case CoordConvention::OpenGL:
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default:
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ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
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break;
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}
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// Compensate for rotated display if needed.
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if (g_display.rotation != DisplayRotation::ROTATE_0) {
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ortho = ortho * g_display.rot_matrix;
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}
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return ortho;
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}
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