xemu/ui/xui/gl-helpers.cc
Fred Hallock 03f40b1d8e
ui: Support controller peripherals and XMU devices (#1315)
* Added XMU Settings to the Input Screen

* Added Peripherals to config

* Prevent overwriting existing XMUs

* Added blockdev.h to try to fix the MacOS build

* Fixed some issues that antangelo pointed out

* Moved the peripheralType and param vars into the loop

* Moved fatx.h and fatx.c to ui\thirdparty\fatx

* Added Validation for Peripheral Settings

* Fixed some nits that were pointed out

* don't pass NULL into xemu_settings_set_string

* Changes following Matt's recommendations

* Changes to XMU FilePicker

* XMU image auto-bind logic refactor

* renamed peripheralType to peripheral_type

* removed unnecessary calls to g_strdup_printf and g_free

* Cleaned up some comments, removed an unnecessary variable

* handle overwrite prompt in Windows

* Fixed some code format and style inconsistencies

* More formatting fixes

* Fixed a few memory leaks

* qemu_access: check for Read and Write access

* Run clang-format

* Remove unused xemu_new_xmu declaration

* Fix use after free in rebind code
2023-12-18 01:04:14 -05:00

865 lines
28 KiB
C++

//
// xemu User Interface
//
// Copyright (C) 2020-2022 Matt Borgerson
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
#include "ui/xemu-widescreen.h"
#include "gl-helpers.hh"
#include "common.hh"
#include "data/controller_mask.png.h"
#include "data/logo_sdf.png.h"
#include "data/xemu_64x64.png.h"
#include "data/xmu_mask.png.h"
#include "notifications.hh"
#include "stb_image.h"
#include <fpng.h>
#include <math.h>
#include <stdio.h>
#include <vector>
#include "ui/shader/xemu-logo-frag.h"
Fbo *controller_fbo, *xmu_fbo, *logo_fbo;
GLuint g_controller_tex, g_logo_tex, g_icon_tex, g_xmu_tex;
enum class ShaderType {
Blit,
BlitGamma, // FIMXE: Move to nv2a_get_framebuffer_surface
Mask,
Logo,
};
typedef struct DecalShader_
{
int flip;
float scale;
uint32_t time;
GLuint prog, vao, vbo, ebo;
GLint flipy_loc;
GLint tex_loc;
GLint scale_offset_loc;
GLint tex_scale_offset_loc;
GLint color_primary_loc;
GLint color_secondary_loc;
GLint color_fill_loc;
GLint time_loc;
GLint scale_loc;
GLint palette_loc[256];
} DecalShader;
static DecalShader *g_decal_shader,
*g_logo_shader,
*g_framebuffer_shader;
GLint Fbo::vp[4];
GLint Fbo::original_fbo;
bool Fbo::blend;
DecalShader *NewDecalShader(enum ShaderType type);
void DeleteDecalShader(DecalShader *s);
static GLint GetCurrentFbo()
{
GLint fbo;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&fbo);
return fbo;
}
Fbo::Fbo(int width, int height)
{
w = width;
h = height;
// Allocate the texture
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
GLint original = GetCurrentFbo();
// Allocate the framebuffer object
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
tex, 0);
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers);
glBindFramebuffer(GL_FRAMEBUFFER, original);
}
Fbo::~Fbo()
{
glDeleteTextures(1, &tex);
glDeleteFramebuffers(1, &fbo);
}
void Fbo::Target()
{
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
original_fbo = GetCurrentFbo();
blend = glIsEnabled(GL_BLEND);
if (!blend) {
glEnable(GL_BLEND);
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, w, h);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
}
void Fbo::Restore()
{
if (!blend) {
glDisable(GL_BLEND);
}
// Restore default framebuffer, viewport, blending function
glBindFramebuffer(GL_FRAMEBUFFER, original_fbo);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
static GLuint InitTexture(unsigned char *data, int width, int height,
int channels)
{
GLuint tex;
glGenTextures(1, &tex);
assert(tex != 0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
return tex;
}
static GLuint LoadTextureFromMemory(const unsigned char *buf, unsigned int size, bool flip=true)
{
// Flip vertically so textures are loaded according to GL convention.
stbi_set_flip_vertically_on_load(flip);
int width, height, channels = 0;
unsigned char *data = stbi_load_from_memory(buf, size, &width, &height, &channels, 4);
assert(data != NULL);
GLuint tex = InitTexture(data, width, height, channels);
stbi_image_free(data);
return tex;
}
static GLuint Shader(GLenum type, const char *src)
{
char err_buf[512];
GLuint shader = glCreateShader(type);
assert(shader && "Failed to create shader");
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glGetShaderInfoLog(shader, sizeof(err_buf), NULL, err_buf);
fprintf(stderr,
"Shader compilation failed: %s\n\n"
"[Shader Source]\n"
"%s\n",
err_buf, src);
assert(0);
}
return shader;
}
DecalShader *NewDecalShader(enum ShaderType type)
{
// Allocate shader wrapper object
DecalShader *s = new DecalShader;
assert(s != NULL);
s->flip = 0;
s->scale = 1.4;
s->time = 0;
const char *vert_src = R"(
#version 150 core
uniform bool in_FlipY;
uniform vec4 in_ScaleOffset;
uniform vec4 in_TexScaleOffset;
in vec2 in_Position;
in vec2 in_Texcoord;
out vec2 Texcoord;
void main() {
vec2 t = in_Texcoord;
if (in_FlipY) t.y = 1-t.y;
Texcoord = t*in_TexScaleOffset.xy + in_TexScaleOffset.zw;
gl_Position = vec4(in_Position*in_ScaleOffset.xy+in_ScaleOffset.zw, 0.0, 1.0);
}
)";
GLuint vert = Shader(GL_VERTEX_SHADER, vert_src);
assert(vert != 0);
// const char *image_frag_src = R"(
// #version 150 core
// uniform sampler2D tex;
// in vec2 Texcoord;
// out vec4 out_Color;
// void main() {
// out_Color.rgba = texture(tex, Texcoord);
// }
// )";
const char *image_gamma_frag_src = R"(
#version 400 core
uniform sampler2D tex;
uniform uint palette[256];
float gamma_ch(int ch, float col)
{
return float(bitfieldExtract(palette[uint(col * 255.0)], ch*8, 8)) / 255.0;
}
vec4 gamma(vec4 col)
{
return vec4(gamma_ch(0, col.r), gamma_ch(1, col.g), gamma_ch(2, col.b), col.a);
}
in vec2 Texcoord;
out vec4 out_Color;
void main() {
out_Color.rgba = gamma(texture(tex, Texcoord));
}
)";
// Simple 2-color decal shader
// - in_ColorFill is first pass
// - Red channel of the texture is used as primary color, mixed with 1-Red for
// secondary color.
// - Blue is a lazy alpha removal for now
// - Alpha channel passed through
const char *mask_frag_src = R"(
#version 150 core
uniform sampler2D tex;
uniform vec4 in_ColorPrimary;
uniform vec4 in_ColorSecondary;
uniform vec4 in_ColorFill;
in vec2 Texcoord;
out vec4 out_Color;
void main() {
vec4 t = texture(tex, Texcoord);
out_Color.rgba = in_ColorFill.rgba;
out_Color.rgb += mix(in_ColorSecondary.rgb, in_ColorPrimary.rgb, t.r);
out_Color.a += t.a - t.b;
}
)";
const char *frag_src = NULL;
switch (type) {
case ShaderType::Mask: frag_src = mask_frag_src; break;
// case ShaderType::Blit: frag_src = image_frag_src; break;
case ShaderType::BlitGamma: frag_src = image_gamma_frag_src; break;
case ShaderType::Logo: frag_src = xemu_logo_frag_src; break;
default: assert(0);
}
GLuint frag = Shader(GL_FRAGMENT_SHADER, frag_src);
assert(frag != 0);
// Link vertex and fragment shaders
s->prog = glCreateProgram();
glAttachShader(s->prog, vert);
glAttachShader(s->prog, frag);
glBindFragDataLocation(s->prog, 0, "out_Color");
glLinkProgram(s->prog);
glUseProgram(s->prog);
// Flag shaders for deletion when program is deleted
glDeleteShader(vert);
glDeleteShader(frag);
s->flipy_loc = glGetUniformLocation(s->prog, "in_FlipY");
s->scale_offset_loc = glGetUniformLocation(s->prog, "in_ScaleOffset");
s->tex_scale_offset_loc =
glGetUniformLocation(s->prog, "in_TexScaleOffset");
s->tex_loc = glGetUniformLocation(s->prog, "tex");
s->color_primary_loc = glGetUniformLocation(s->prog, "in_ColorPrimary");
s->color_secondary_loc = glGetUniformLocation(s->prog, "in_ColorSecondary");
s->color_fill_loc = glGetUniformLocation(s->prog, "in_ColorFill");
s->time_loc = glGetUniformLocation(s->prog, "iTime");
s->scale_loc = glGetUniformLocation(s->prog, "scale");
for (int i = 0; i < 256; i++) {
char name[64];
snprintf(name, sizeof(name), "palette[%d]", i);
s->palette_loc[i] = glGetUniformLocation(s->prog, name);
}
const GLfloat verts[6][4] = {
// x y s t
{ -1.0f, -1.0f, 0.0f, 0.0f }, // BL
{ -1.0f, 1.0f, 0.0f, 1.0f }, // TL
{ 1.0f, 1.0f, 1.0f, 1.0f }, // TR
{ 1.0f, -1.0f, 1.0f, 0.0f }, // BR
};
const GLint indicies[] = { 0, 1, 2, 3 };
glGenVertexArrays(1, &s->vao);
glBindVertexArray(s->vao);
glGenBuffers(1, &s->vbo);
glBindBuffer(GL_ARRAY_BUFFER, s->vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_COPY);
glGenBuffers(1, &s->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
GLint loc = glGetAttribLocation(s->prog, "in_Position");
if (loc >= 0) {
glVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(loc);
}
loc = glGetAttribLocation(s->prog, "in_Texcoord");
if (loc >= 0) {
glVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)(2*sizeof(GLfloat)));
glEnableVertexAttribArray(loc);
}
return s;
}
void RenderDecal(DecalShader *s, float x, float y, float w, float h,
float tex_x, float tex_y, float tex_w, float tex_h,
uint32_t primary, uint32_t secondary, uint32_t fill)
{
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
float ww = vp[2], wh = vp[3];
x = (int)x;
y = (int)y;
w = (int)w;
h = (int)h;
tex_x = (int)tex_x;
tex_y = (int)tex_y;
tex_w = (int)tex_w;
tex_h = (int)tex_h;
int tw_i, th_i;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &tw_i);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &th_i);
float tw = tw_i, th = th_i;
#define COL(color, c) (float)(((color) >> ((c)*8)) & 0xff) / 255.0
if (s->flipy_loc >= 0) {
glUniform1i(s->flipy_loc, s->flip);
}
if (s->scale_offset_loc >= 0) {
glUniform4f(s->scale_offset_loc, w / ww, h / wh, -1 + ((2 * x + w) / ww),
-1 + ((2 * y + h) / wh));
}
if (s->tex_scale_offset_loc >= 0) {
glUniform4f(s->tex_scale_offset_loc, tex_w / tw, tex_h / th, tex_x / tw,
tex_y / th);
}
if (s->tex_loc >= 0) {
glUniform1i(s->tex_loc, 0);
}
if (s->color_primary_loc >= 0) {
glUniform4f(s->color_primary_loc, COL(primary, 3), COL(primary, 2),
COL(primary, 1), COL(primary, 0));
}
if (s->color_secondary_loc >= 0) {
glUniform4f(s->color_secondary_loc, COL(secondary, 3), COL(secondary, 2),
COL(secondary, 1), COL(secondary, 0));
}
if (s->color_fill_loc >= 0) {
glUniform4f(s->color_fill_loc, COL(fill, 3), COL(fill, 2), COL(fill, 1),
COL(fill, 0));
}
if (s->time_loc >= 0) {
glUniform1f(s->time_loc, s->time/1000.0f);
}
if (s->scale_loc >= 0) {
glUniform1f(s->scale_loc, s->scale);
}
#undef COL
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
}
struct rect {
int x, y, w, h;
};
static const struct rect tex_items[] = {
{ 0, 148, 467, 364 }, // obj_controller
{ 0, 81, 67, 67 }, // obj_lstick
{ 0, 14, 67, 67 }, // obj_rstick
{ 67, 104, 68, 44 }, // obj_port_socket
{ 67, 76, 28, 28 }, // obj_port_lbl_1
{ 67, 48, 28, 28 }, // obj_port_lbl_2
{ 67, 20, 28, 28 }, // obj_port_lbl_3
{ 95, 76, 28, 28 }, // obj_port_lbl_4
{ 0, 0, 512, 512 } // obj_xmu
};
enum tex_item_names {
obj_controller,
obj_lstick,
obj_rstick,
obj_port_socket,
obj_port_lbl_1,
obj_port_lbl_2,
obj_port_lbl_3,
obj_port_lbl_4,
obj_xmu
};
void InitCustomRendering(void)
{
glActiveTexture(GL_TEXTURE0);
g_controller_tex =
LoadTextureFromMemory(controller_mask_data, controller_mask_size);
g_decal_shader = NewDecalShader(ShaderType::Mask);
controller_fbo = new Fbo(512, 512);
g_xmu_tex = LoadTextureFromMemory(xmu_mask_data, xmu_mask_size);
xmu_fbo = new Fbo(512, 256);
g_logo_tex = LoadTextureFromMemory(logo_sdf_data, logo_sdf_size);
g_logo_shader = NewDecalShader(ShaderType::Logo);
logo_fbo = new Fbo(512, 512);
g_icon_tex = LoadTextureFromMemory(xemu_64x64_data, xemu_64x64_size, false);
g_framebuffer_shader = NewDecalShader(ShaderType::BlitGamma);
}
static void RenderMeter(DecalShader *s, float x, float y, float width,
float height, float p, uint32_t color_bg,
uint32_t color_fg)
{
RenderDecal(s, x, y, width, height, 0, 0, 1, 1, 0, 0, color_bg);
RenderDecal(s, x, y, width * p, height, 0, 0, 1, 1, 0, 0, color_fg);
}
void RenderController(float frame_x, float frame_y, uint32_t primary_color,
uint32_t secondary_color, ControllerState *state)
{
// Location within the controller texture of masked button locations,
// relative to the origin of the controller
const struct rect jewel = { 177, 172, 113, 118 };
const struct rect lstick_ctr = { 93, 246, 0, 0 };
const struct rect rstick_ctr = { 342, 148, 0, 0 };
const struct rect buttons[12] = {
{ 367, 187, 30, 38 }, // A
{ 368, 229, 30, 38 }, // B
{ 330, 204, 30, 38 }, // X
{ 331, 247, 30, 38 }, // Y
{ 82, 121, 31, 47 }, // D-Left
{ 104, 160, 44, 25 }, // D-Up
{ 141, 121, 31, 47 }, // D-Right
{ 104, 105, 44, 25 }, // D-Down
{ 187, 94, 34, 24 }, // Back
{ 246, 94, 36, 26 }, // Start
{ 348, 288, 30, 38 }, // White
{ 386, 268, 30, 38 }, // Black
};
uint8_t alpha = 0;
uint32_t now = SDL_GetTicks();
float t;
glUseProgram(g_decal_shader->prog);
glBindVertexArray(g_decal_shader->vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_controller_tex);
// Add a 5 pixel space around the controller so we can wiggle the controller
// around to visualize rumble in action
frame_x += 5;
frame_y += 5;
float original_frame_x = frame_x;
float original_frame_y = frame_y;
// Floating point versions that will get scaled
float rumble_l = 0;
float rumble_r = 0;
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ZERO);
uint32_t jewel_color = secondary_color;
// Check to see if the guide button is pressed
const uint32_t animate_guide_button_duration = 2000;
if (state->buttons & CONTROLLER_BUTTON_GUIDE) {
state->animate_guide_button_end = now + animate_guide_button_duration;
}
if (now < state->animate_guide_button_end) {
t = 1.0f - (float)(state->animate_guide_button_end-now)/(float)animate_guide_button_duration;
float sin_wav = (1-sin(M_PI * t / 2.0f));
// Animate guide button by highlighting logo jewel and fading out over time
alpha = sin_wav * 255.0f;
jewel_color = primary_color + alpha;
// Add a little extra flare: wiggle the frame around while we rumble
frame_x += ((float)(rand() % 5)-2.5) * (1-t);
frame_y += ((float)(rand() % 5)-2.5) * (1-t);
rumble_l = rumble_r = sin_wav;
}
// Render controller texture
RenderDecal(g_decal_shader, frame_x + 0, frame_y + 0,
tex_items[obj_controller].w, tex_items[obj_controller].h,
tex_items[obj_controller].x, tex_items[obj_controller].y,
tex_items[obj_controller].w, tex_items[obj_controller].h,
primary_color, secondary_color, 0);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE); // Blend with controller cutouts
RenderDecal(g_decal_shader, frame_x + jewel.x, frame_y + jewel.y, jewel.w,
jewel.h, 0, 0, 1, 1, 0, 0, jewel_color);
// The controller has alpha cutouts where the buttons are. Draw a surface
// behind the buttons if they are activated
for (int i = 0; i < 12; i++) {
if (state->buttons & (1 << i)) {
RenderDecal(g_decal_shader, frame_x + buttons[i].x,
frame_y + buttons[i].y, buttons[i].w, buttons[i].h, 0,
0, 1, 1, 0, 0, primary_color + 0xff);
}
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Blend with controller
// Render left thumbstick
float w = tex_items[obj_lstick].w;
float h = tex_items[obj_lstick].h;
float c_x = frame_x+lstick_ctr.x;
float c_y = frame_y+lstick_ctr.y;
float lstick_x = (float)state->axis[CONTROLLER_AXIS_LSTICK_X]/32768.0;
float lstick_y = (float)state->axis[CONTROLLER_AXIS_LSTICK_Y]/32768.0;
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f + 10.0f * lstick_x),
(int)(c_y - h / 2.0f + 10.0f * lstick_y), w, h,
tex_items[obj_lstick].x, tex_items[obj_lstick].y, w, h,
(state->buttons & CONTROLLER_BUTTON_LSTICK) ? secondary_color :
primary_color,
(state->buttons & CONTROLLER_BUTTON_LSTICK) ? primary_color :
secondary_color,
0);
// Render right thumbstick
w = tex_items[obj_rstick].w;
h = tex_items[obj_rstick].h;
c_x = frame_x+rstick_ctr.x;
c_y = frame_y+rstick_ctr.y;
float rstick_x = (float)state->axis[CONTROLLER_AXIS_RSTICK_X]/32768.0;
float rstick_y = (float)state->axis[CONTROLLER_AXIS_RSTICK_Y]/32768.0;
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f + 10.0f * rstick_x),
(int)(c_y - h / 2.0f + 10.0f * rstick_y), w, h,
tex_items[obj_rstick].x, tex_items[obj_rstick].y, w, h,
(state->buttons & CONTROLLER_BUTTON_RSTICK) ? secondary_color :
primary_color,
(state->buttons & CONTROLLER_BUTTON_RSTICK) ? primary_color :
secondary_color,
0);
glBlendFunc(GL_ONE, GL_ZERO); // Don't blend, just overwrite values in buffer
// Render trigger bars
float ltrig = state->axis[CONTROLLER_AXIS_LTRIG] / 32767.0;
float rtrig = state->axis[CONTROLLER_AXIS_RTRIG] / 32767.0;
const uint32_t animate_trigger_duration = 1000;
if ((ltrig > 0) || (rtrig > 0)) {
state->animate_trigger_end = now + animate_trigger_duration;
rumble_l = fmax(rumble_l, ltrig);
rumble_r = fmax(rumble_r, rtrig);
}
// Animate trigger alpha down after a period of inactivity
alpha = 0x80;
if (state->animate_trigger_end > now) {
t = 1.0f - (float)(state->animate_trigger_end-now)/(float)animate_trigger_duration;
float sin_wav = (1-sin(M_PI * t / 2.0f));
alpha += fmin(sin_wav * 0x40, 0x80);
}
RenderMeter(g_decal_shader, original_frame_x + 10,
original_frame_y + tex_items[obj_controller].h + 20, 150, 5,
ltrig, primary_color + alpha, primary_color + 0xff);
RenderMeter(g_decal_shader,
original_frame_x + tex_items[obj_controller].w - 160,
original_frame_y + tex_items[obj_controller].h + 20, 150, 5,
rtrig, primary_color + alpha, primary_color + 0xff);
// Apply rumble updates
state->rumble_l = (int)(rumble_l * (float)0xffff);
state->rumble_r = (int)(rumble_r * (float)0xffff);
glBindVertexArray(0);
glUseProgram(0);
}
void RenderControllerPort(float frame_x, float frame_y, int i,
uint32_t port_color)
{
glUseProgram(g_decal_shader->prog);
glBindVertexArray(g_decal_shader->vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_controller_tex);
glBlendFunc(GL_ONE, GL_ZERO);
// Render port socket
RenderDecal(g_decal_shader, frame_x, frame_y, tex_items[obj_port_socket].w,
tex_items[obj_port_socket].h, tex_items[obj_port_socket].x,
tex_items[obj_port_socket].y, tex_items[obj_port_socket].w,
tex_items[obj_port_socket].h, port_color, port_color, 0);
frame_x += (tex_items[obj_port_socket].w-tex_items[obj_port_lbl_1].w)/2;
frame_y += tex_items[obj_port_socket].h + 8;
// Render port label
RenderDecal(
g_decal_shader, frame_x, frame_y, tex_items[obj_port_lbl_1 + i].w,
tex_items[obj_port_lbl_1 + i].h, tex_items[obj_port_lbl_1 + i].x,
tex_items[obj_port_lbl_1 + i].y, tex_items[obj_port_lbl_1 + i].w,
tex_items[obj_port_lbl_1 + i].h, port_color, port_color, 0);
glBindVertexArray(0);
glUseProgram(0);
}
void RenderXmu(float frame_x, float frame_y, uint32_t primary_color,
uint32_t secondary_color)
{
glUseProgram(g_decal_shader->prog);
glBindVertexArray(g_decal_shader->vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_xmu_tex);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ZERO);
// Render xmu
RenderDecal(g_decal_shader, frame_x, frame_y, 256, 256,
tex_items[obj_xmu].x, tex_items[obj_xmu].y,
tex_items[obj_xmu].w, tex_items[obj_xmu].h, primary_color,
secondary_color, 0);
glBindVertexArray(0);
glUseProgram(0);
}
void RenderLogo(uint32_t time)
{
uint32_t color = 0x62ca13ff;
g_logo_shader->time = time;
glUseProgram(g_logo_shader->prog);
glBindVertexArray(g_decal_shader->vao);
glBlendFunc(GL_ONE, GL_ZERO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_logo_tex);
RenderDecal(g_logo_shader, 0, 0, 512, 512, 0, 0, 128, 128, color,
color, 0x00000000);
glBindVertexArray(0);
glUseProgram(0);
}
// Scale <src> proportionally to fit in <max>
void ScaleDimensions(int src_width, int src_height, int max_width, int max_height, int *out_width, int *out_height)
{
float w_ratio = (float)max_width/(float)max_height;
float t_ratio = (float)src_width/(float)src_height;
if (w_ratio >= t_ratio) {
*out_width = (float)max_width * t_ratio/w_ratio;
*out_height = max_height;
} else {
*out_width = max_width;
*out_height = (float)max_height * w_ratio/t_ratio;
}
}
void RenderFramebuffer(GLint tex, int width, int height, bool flip, float scale[2])
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
DecalShader *s = g_framebuffer_shader;
s->flip = flip;
glViewport(0, 0, width, height);
glUseProgram(s->prog);
glBindVertexArray(s->vao);
glUniform1i(s->flipy_loc, s->flip);
glUniform4f(s->scale_offset_loc, scale[0], scale[1], 0, 0);
glUniform4f(s->tex_scale_offset_loc, 1.0, 1.0, 0, 0);
glUniform1i(s->tex_loc, 0);
const uint8_t *palette = nv2a_get_dac_palette();
for (int i = 0; i < 256; i++) {
uint32_t e = (palette[i * 3 + 2] << 16) | (palette[i * 3 + 1] << 8) |
palette[i * 3];
glUniform1ui(s->palette_loc[i], e);
}
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
if (!nv2a_get_screen_off()) {
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
}
}
float GetDisplayAspectRatio(int width, int height)
{
switch (g_config.display.ui.aspect_ratio) {
case CONFIG_DISPLAY_UI_ASPECT_RATIO_NATIVE:
return (float)width/(float)height;
case CONFIG_DISPLAY_UI_ASPECT_RATIO_16X9:
return 16.0f/9.0f;
case CONFIG_DISPLAY_UI_ASPECT_RATIO_4X3:
return 4.0f/3.0f;
case CONFIG_DISPLAY_UI_ASPECT_RATIO_AUTO:
default:
return xemu_get_widescreen() ? 16.0f/9.0f : 4.0f/3.0f;
}
}
void RenderFramebuffer(GLint tex, int width, int height, bool flip)
{
int tw, th;
float scale[2];
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &tw);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &th);
// Calculate scaling factors
if (g_config.display.ui.fit == CONFIG_DISPLAY_UI_FIT_STRETCH) {
// Stretch to fit
scale[0] = 1.0;
scale[1] = 1.0;
} else if (g_config.display.ui.fit == CONFIG_DISPLAY_UI_FIT_CENTER) {
// Centered
float t_ratio = GetDisplayAspectRatio(tw, th);
scale[0] = t_ratio*(float)th/(float)width;
scale[1] = (float)th/(float)height;
} else {
float t_ratio = GetDisplayAspectRatio(tw, th);
float w_ratio = (float)width/(float)height;
if (w_ratio >= t_ratio) {
scale[0] = t_ratio/w_ratio;
scale[1] = 1.0;
} else {
scale[0] = 1.0;
scale[1] = w_ratio/t_ratio;
}
}
RenderFramebuffer(tex, width, height, flip, scale);
}
bool RenderFramebufferToPng(GLuint tex, bool flip, std::vector<uint8_t> &png, int max_width, int max_height)
{
int width, height;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
width = height * GetDisplayAspectRatio(width, height);
if (!max_width) max_width = width;
if (!max_height) max_height = height;
ScaleDimensions(width, height, max_width, max_height, &width, &height);
std::vector<uint8_t> pixels;
pixels.resize(width * height * 3);
Fbo fbo(width, height);
fbo.Target();
bool blend = glIsEnabled(GL_BLEND);
if (blend) glDisable(GL_BLEND);
float scale[2] = {1.0, 1.0};
RenderFramebuffer(tex, width, height, !flip, scale);
if (blend) glEnable(GL_BLEND);
glPixelStorei(GL_PACK_ROW_LENGTH, width);
glPixelStorei(GL_PACK_IMAGE_HEIGHT, height);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
fbo.Restore();
return fpng::fpng_encode_image_to_memory(pixels.data(), width, height, 3, png);
}
void SaveScreenshot(GLuint tex, bool flip)
{
Error *err = NULL;
char fname[128];
std::vector<uint8_t> png;
if (RenderFramebufferToPng(tex, flip, png)) {
time_t t = time(NULL);
struct tm *tmp = localtime(&t);
if (tmp) {
strftime(fname, sizeof(fname), "xemu-%Y-%m-%d-%H-%M-%S.png", tmp);
} else {
strcpy(fname, "xemu.png");
}
const char *output_dir = g_config.general.screenshot_dir;
if (!strlen(output_dir)) {
output_dir = ".";
}
// FIXME: Check for existing path
char *path = g_strdup_printf("%s/%s", output_dir, fname);
FILE *fd = qemu_fopen(path, "wb");
if (fd) {
int s = fwrite(png.data(), png.size(), 1, fd);
if (s != 1) {
error_setg(&err, "Failed to write %s", path);
}
fclose(fd);
} else {
error_setg(&err, "Failed to open %s for writing", path);
}
g_free(path);
} else {
error_setg(&err, "Failed to encode PNG image");
}
if (err) {
xemu_queue_error_message(error_get_pretty(err));
error_report_err(err);
} else {
char *msg = g_strdup_printf("Screenshot Saved: %s", fname);
xemu_queue_notification(msg);
free(msg);
}
}