re-add OSD system

This commit is contained in:
Arisotura 2020-05-28 18:11:41 +02:00
parent 2912a07b8b
commit 79d4183ccd
7 changed files with 730 additions and 51 deletions

View File

@ -8,6 +8,9 @@ SET(SOURCES_QT_SDL
VideoSettingsDialog.cpp
AudioSettingsDialog.cpp
Input.cpp
OSD.cpp
OSD_shaders.h
font.h
Platform.cpp
PlatformConfig.cpp

474
src/frontend/qt_sdl/OSD.cpp Normal file
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@ -0,0 +1,474 @@
/*
Copyright 2016-2020 Arisotura
This file is part of melonDS.
melonDS 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 3 of the License, or (at your option)
any later version.
melonDS 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 melonDS. If not, see http://www.gnu.org/licenses/.
*/
#include <stdio.h>
#include <string.h>
#include <deque>
#include <SDL2/SDL.h>
#include "../types.h"
#include "main.h"
#include <QPainter>
#include "OSD.h"
#include "OSD_shaders.h"
#include "font.h"
#include "PlatformConfig.h"
extern MainWindow* mainWindow;
namespace OSD
{
const u32 kOSDMargin = 6;
struct Item
{
Uint32 Timestamp;
char Text[256];
u32 Color;
u32 Width, Height;
u32* Bitmap;
bool NativeBitmapLoaded;
QImage NativeBitmap;
bool GLTextureLoaded;
GLuint GLTexture;
};
std::deque<Item> ItemQueue;
QOpenGLShaderProgram* Shader;
GLint uScreenSize, uOSDPos, uOSDSize;
GLuint OSDVertexArray;
GLuint OSDVertexBuffer;
volatile bool Rendering;
bool Init(QOpenGLFunctions_3_2_Core* f)
{
if (f)
{
Shader = new QOpenGLShaderProgram();
Shader->addShaderFromSourceCode(QOpenGLShader::Vertex, kScreenVS_OSD);
Shader->addShaderFromSourceCode(QOpenGLShader::Fragment, kScreenFS_OSD);
GLuint pid = Shader->programId();
f->glBindAttribLocation(pid, 0, "vPosition");
f->glBindFragDataLocation(pid, 0, "oColor");
Shader->link();
Shader->bind();
Shader->setUniformValue("OSDTex", (GLint)0);
Shader->release();
uScreenSize = Shader->uniformLocation("uScreenSize");
uOSDPos = Shader->uniformLocation("uOSDPos");
uOSDSize = Shader->uniformLocation("uOSDSize");
float vertices[6*2] =
{
0, 0,
1, 1,
1, 0,
0, 0,
0, 1,
1, 1
};
f->glGenBuffers(1, &OSDVertexBuffer);
f->glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
f->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
f->glGenVertexArrays(1, &OSDVertexArray);
f->glBindVertexArray(OSDVertexArray);
f->glEnableVertexAttribArray(0); // position
f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));
}
return true;
}
void DeInit(QOpenGLFunctions_3_2_Core* f)
{
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (item.GLTextureLoaded && f) f->glDeleteTextures(1, &item.GLTexture);
if (item.Bitmap) delete[] item.Bitmap;
it = ItemQueue.erase(it);
}
if (f) delete Shader;
}
int FindBreakPoint(const char* text, int i)
{
// i = character that went out of bounds
for (int j = i; j >= 0; j--)
{
if (text[j] == ' ')
return j;
}
return i;
}
void LayoutText(const char* text, u32* width, u32* height, int* breaks)
{
u32 w = 0;
u32 h = 14;
u32 totalw = 0;
u32 maxw = mainWindow->panel->width() - (kOSDMargin*2);
int lastbreak = -1;
int numbrk = 0;
u16* ptr;
memset(breaks, 0, sizeof(int)*64);
for (int i = 0; text[i] != '\0'; )
{
int glyphsize;
if (text[i] == ' ')
{
glyphsize = 6;
}
else
{
u32 ch = text[i];
if (ch < 0x10 || ch > 0x7E) ch = 0x7F;
ptr = &font[(ch-0x10) << 4];
glyphsize = ptr[0];
if (!glyphsize) glyphsize = 6;
else glyphsize += 2; // space around the character
}
w += glyphsize;
if (w > maxw)
{
// wrap shit as needed
if (text[i] == ' ')
{
if (numbrk >= 64) break;
breaks[numbrk++] = i;
i++;
}
else
{
int brk = FindBreakPoint(text, i);
if (brk != lastbreak) i = brk;
if (numbrk >= 64) break;
breaks[numbrk++] = i;
lastbreak = brk;
}
w = 0;
h += 14;
}
else
i++;
if (w > totalw) totalw = w;
}
*width = totalw;
*height = h;
}
u32 RainbowColor(u32 inc)
{
// inspired from Acmlmboard
if (inc < 100) return 0xFFFF9B9B + (inc << 8);
else if (inc < 200) return 0xFFFFFF9B - ((inc-100) << 16);
else if (inc < 300) return 0xFF9BFF9B + (inc-200);
else if (inc < 400) return 0xFF9BFFFF - ((inc-300) << 8);
else if (inc < 500) return 0xFF9B9BFF + ((inc-400) << 16);
else return 0xFFFF9BFF - (inc-500);
}
void RenderText(u32 color, const char* text, Item* item)
{
u32 w, h;
int breaks[64];
bool rainbow = (color == 0);
u32 rainbowinc = ((text[0] * 17) + (SDL_GetTicks() * 13)) % 600;
color |= 0xFF000000;
const u32 shadow = 0xE0000000;
LayoutText(text, &w, &h, breaks);
item->Width = w;
item->Height = h;
item->Bitmap = new u32[w*h];
memset(item->Bitmap, 0, w*h*sizeof(u32));
u32 x = 0, y = 1;
u32 maxw = mainWindow->panel->width() - (kOSDMargin*2);
int curline = 0;
u16* ptr;
for (int i = 0; text[i] != '\0'; )
{
int glyphsize;
if (text[i] == ' ')
{
x += 6;
}
else
{
u32 ch = text[i];
if (ch < 0x10 || ch > 0x7E) ch = 0x7F;
ptr = &font[(ch-0x10) << 4];
int glyphsize = ptr[0];
if (!glyphsize) x += 6;
else
{
x++;
if (rainbow)
{
color = RainbowColor(rainbowinc);
rainbowinc = (rainbowinc + 30) % 600;
}
// draw character
for (int cy = 0; cy < 12; cy++)
{
u16 val = ptr[4+cy];
for (int cx = 0; cx < glyphsize; cx++)
{
if (val & (1<<cx))
item->Bitmap[((y+cy) * w) + x+cx] = color;
}
}
x += glyphsize;
x++;
}
}
i++;
if (breaks[curline] && i >= breaks[curline])
{
i = breaks[curline++];
if (text[i] == ' ') i++;
x = 0;
y += 14;
}
}
// shadow
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
u32 val;
val = item->Bitmap[(y * w) + x];
if ((val >> 24) == 0xFF) continue;
if (x > 0) val = item->Bitmap[(y * w) + x-1];
if (x < w-1) val |= item->Bitmap[(y * w) + x+1];
if (y > 0)
{
if (x > 0) val |= item->Bitmap[((y-1) * w) + x-1];
val |= item->Bitmap[((y-1) * w) + x];
if (x < w-1) val |= item->Bitmap[((y-1) * w) + x+1];
}
if (y < h-1)
{
if (x > 0) val |= item->Bitmap[((y+1) * w) + x-1];
val |= item->Bitmap[((y+1) * w) + x];
if (x < w-1) val |= item->Bitmap[((y+1) * w) + x+1];
}
if ((val >> 24) == 0xFF)
item->Bitmap[(y * w) + x] = shadow;
}
}
}
void AddMessage(u32 color, const char* text)
{
if (!Config::ShowOSD) return;
while (Rendering);
Item item;
item.Timestamp = SDL_GetTicks();
strncpy(item.Text, text, 255); item.Text[255] = '\0';
item.Color = color;
item.Bitmap = nullptr;
item.NativeBitmapLoaded = false;
item.GLTextureLoaded = false;
ItemQueue.push_back(item);
}
void Update(QOpenGLFunctions_3_2_Core* f)
{
if (!Config::ShowOSD)
{
Rendering = true;
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (item.GLTextureLoaded && f) f->glDeleteTextures(1, &item.GLTexture);
if (item.Bitmap) delete[] item.Bitmap;
it = ItemQueue.erase(it);
}
Rendering = false;
return;
}
Rendering = true;
Uint32 tick_now = SDL_GetTicks();
Uint32 tick_min = tick_now - 2500;
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (item.Timestamp < tick_min)
{
if (item.GLTextureLoaded) f->glDeleteTextures(1, &item.GLTexture);
if (item.Bitmap) delete[] item.Bitmap;
it = ItemQueue.erase(it);
continue;
}
if (!item.Bitmap)
{
RenderText(item.Color, item.Text, &item);
}
it++;
}
Rendering = false;
}
void DrawNative(QPainter& painter)
{
if (!Config::ShowOSD) return;
Rendering = true;
u32 y = kOSDMargin;
painter.resetTransform();
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (!item.NativeBitmapLoaded)
{
item.NativeBitmap = QImage((const uchar*)item.Bitmap, item.Width, item.Height, QImage::Format_ARGB32_Premultiplied);
item.NativeBitmapLoaded = true;
}
painter.drawImage(kOSDMargin, y, item.NativeBitmap);
y += item.Height;
it++;
}
Rendering = false;
}
void DrawGL(QOpenGLFunctions_3_2_Core* f, float w, float h)
{
if (!Config::ShowOSD) return;
if (!mainWindow || !mainWindow->panel) return;
Rendering = true;
u32 y = kOSDMargin;
Shader->bind();
f->glUniform2f(uScreenSize, w, h);
f->glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
f->glBindVertexArray(OSDVertexArray);
f->glActiveTexture(GL_TEXTURE0);
f->glEnable(GL_BLEND);
f->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
{
Item& item = *it;
if (!item.GLTextureLoaded)
{
f->glGenTextures(1, &item.GLTexture);
f->glBindTexture(GL_TEXTURE_2D, item.GLTexture);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
f->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, item.Width, item.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, item.Bitmap);
item.GLTextureLoaded = true;
}
f->glBindTexture(GL_TEXTURE_2D, item.GLTexture);
f->glUniform2i(uOSDPos, kOSDMargin, y);
f->glUniform2i(uOSDSize, item.Width, item.Height);
f->glDrawArrays(GL_TRIANGLES, 0, 2*3);
y += item.Height;
it++;
}
f->glDisable(GL_BLEND);
Shader->release();
Rendering = false;
}
}

36
src/frontend/qt_sdl/OSD.h Normal file
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@ -0,0 +1,36 @@
/*
Copyright 2016-2020 Arisotura
This file is part of melonDS.
melonDS 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 3 of the License, or (at your option)
any later version.
melonDS 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 melonDS. If not, see http://www.gnu.org/licenses/.
*/
#ifndef OSD_H
#define OSD_H
namespace OSD
{
bool Init(QOpenGLFunctions_3_2_Core* f);
void DeInit(QOpenGLFunctions_3_2_Core* f);
void AddMessage(u32 color, const char* text);
void Update(QOpenGLFunctions_3_2_Core* f);
void DrawNative(QPainter& painter);
void DrawGL(QOpenGLFunctions_3_2_Core* f, float w, float h);
}
#endif // OSD_H

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@ -0,0 +1,65 @@
/*
Copyright 2016-2020 Arisotura
This file is part of melonDS.
melonDS 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 3 of the License, or (at your option)
any later version.
melonDS 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 melonDS. If not, see http://www.gnu.org/licenses/.
*/
#ifndef OSD_SHADERS_H
#define OSD_SHADERS_H
const char* kScreenVS_OSD = R"(#version 140
uniform vec2 uScreenSize;
uniform ivec2 uOSDPos;
uniform ivec2 uOSDSize;
in vec2 vPosition;
smooth out vec2 fTexcoord;
void main()
{
vec4 fpos;
vec2 osdpos = (vPosition * vec2(uOSDSize));
fTexcoord = osdpos;
osdpos += uOSDPos;
fpos.xy = ((osdpos * 2.0) / uScreenSize) - 1.0;
fpos.y *= -1;
fpos.z = 0.0;
fpos.w = 1.0;
gl_Position = fpos;
}
)";
const char* kScreenFS_OSD = R"(#version 140
uniform sampler2D OSDTex;
smooth in vec2 fTexcoord;
out vec4 oColor;
void main()
{
vec4 pixel = texelFetch(OSDTex, ivec2(fTexcoord), 0);
oColor = pixel.bgra;
}
)";
#endif // OSD_SHADERS_H

135
src/frontend/qt_sdl/font.h Normal file
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@ -0,0 +1,135 @@
/*
Copyright 2016-2020 Arisotura
This file is part of melonDS.
melonDS 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 3 of the License, or (at your option)
any later version.
melonDS 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 melonDS. If not, see http://www.gnu.org/licenses/.
*/
#ifndef FONT_H
#define FONT_H
unsigned short font[] = {
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12, 0, 0, 0,0x01C0, 0x00E0, 0x0060, 0x0860, 0x0C60, 0x0FE0, 0x07F0, 0x0038, 0x001C, 0x000E, 0x0007, 0x0003,
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12, 0, 0, 0,0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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12, 0, 0, 0,0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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12, 0, 0, 0,0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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3, 0, 0, 0,0x0000, 0x0000, 0x0007, 0x0007, 0x0000, 0x0000, 0x0000, 0x0007, 0x0007, 0x0000, 0x0000, 0x0000,
4, 0, 0, 0,0x0000, 0x0000, 0x000E, 0x000E, 0x0000, 0x0000, 0x000C, 0x000E, 0x0007, 0x0003, 0x0000, 0x0000,
6, 0, 0, 0,0x0030, 0x0038, 0x001C, 0x000E, 0x0007, 0x0007, 0x000E, 0x001C, 0x0038, 0x0030, 0x0000, 0x0000,
7, 0, 0, 0,0x0000, 0x0000, 0x0000, 0x007F, 0x007F, 0x0000, 0x0000, 0x007F, 0x007F, 0x0000, 0x0000, 0x0000,
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};
#endif

View File

@ -43,6 +43,7 @@
#include "version.h"
#include "FrontendUtil.h"
#include "OSD.h"
#include "NDS.h"
#include "GBACart.h"
@ -263,7 +264,7 @@ EmuThread::EmuThread(QObject* parent) : QThread(parent)
connect(this, SIGNAL(windowEmuReset()), mainWindow->actReset, SLOT(trigger()));
connect(this, SIGNAL(screenLayoutChange()), mainWindow->panel, SLOT(onScreenLayoutChanged()));
initOpenGL();
if (mainWindow->hasOGL) initOpenGL();
}
void EmuThread::initOpenGL()
@ -709,10 +710,13 @@ ScreenPanelNative::ScreenPanelNative(QWidget* parent) : QWidget(parent)
screenTrans[1].reset();
touching = false;
OSD::Init(nullptr);
}
ScreenPanelNative::~ScreenPanelNative()
{
OSD::DeInit(nullptr);
}
void ScreenPanelNative::setupScreenLayout()
@ -756,6 +760,9 @@ void ScreenPanelNative::paintEvent(QPaintEvent* event)
painter.setTransform(screenTrans[1]);
painter.drawImage(screenrc, screen[1]);
OSD::Update(nullptr);
OSD::DrawNative(painter);
}
void ScreenPanelNative::resizeEvent(QResizeEvent* event)
@ -793,12 +800,16 @@ ScreenPanelGL::ScreenPanelGL(QWidget* parent) : QOpenGLWidget(parent)
format.setVersion(3, 2);
format.setProfile(QSurfaceFormat::CoreProfile);
setFormat(format);
touching = false;
}
ScreenPanelGL::~ScreenPanelGL()
{
makeCurrent();
OSD::DeInit(this);
glDeleteTextures(1, &screenTexture);
glDeleteVertexArrays(1, &screenVertexArray);
@ -881,6 +892,8 @@ void ScreenPanelGL::initializeGL()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192*2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
OSD::Init(this);
}
void ScreenPanelGL::paintGL()
@ -935,6 +948,9 @@ void ScreenPanelGL::paintGL()
glDrawArrays(GL_TRIANGLES, 2*3, 2*3);
screenShader->release();
OSD::Update(this);
OSD::DrawGL(this, w*factor, h*factor);
}
void ScreenPanelGL::resizeEvent(QResizeEvent* event)

View File

@ -61,54 +61,4 @@ void main()
}
)";
const char* kScreenVS_OSD = R"(#version 140
layout(std140) uniform uConfig
{
vec2 uScreenSize;
uint u3DScale;
uint uFilterMode;
};
uniform ivec2 uOSDPos;
uniform ivec2 uOSDSize;
in vec2 vPosition;
smooth out vec2 fTexcoord;
void main()
{
vec4 fpos;
vec2 osdpos = (vPosition * vec2(uOSDSize));
fTexcoord = osdpos;
osdpos += uOSDPos;
fpos.xy = ((osdpos * 2.0) / uScreenSize) - 1.0;
fpos.y *= -1;
fpos.z = 0.0;
fpos.w = 1.0;
gl_Position = fpos;
}
)";
const char* kScreenFS_OSD = R"(#version 140
uniform sampler2D OSDTex;
smooth in vec2 fTexcoord;
out vec4 oColor;
void main()
{
vec4 pixel = texelFetch(OSDTex, ivec2(fTexcoord), 0);
oColor = pixel.bgra;
}
)";
#endif // MAIN_SHADERS_H