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@ -191,8 +191,8 @@ 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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UpdateViewportExtent(); |
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glViewport(viewport_extent.x, viewport_extent.y, viewport_extent.width, viewport_extent.height); |
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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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glClear(GL_COLOR_BUFFER_BIT); |
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glUseProgram(program_id); |
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@ -229,37 +229,32 @@ void RendererOpenGL::SetWindow(EmuWindow* window) { |
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render_window = window; |
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} |
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void RendererOpenGL::UpdateViewportExtent() { |
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unsigned width_in_pixels; |
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unsigned height_in_pixels; |
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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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std::tie(width_in_pixels, height_in_pixels) = render_window->GetFramebufferSize(); |
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// No update needed if framebuffer size hasn't changed
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if (width_in_pixels == framebuffer_size.width && height_in_pixels == framebuffer_size.height) { |
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return; |
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} |
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framebuffer_size.width = width_in_pixels; |
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framebuffer_size.height = height_in_pixels; |
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float window_aspect_ratio = static_cast<float>(height_in_pixels) / width_in_pixels; |
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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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// If the window is more narrow than the emulation content, borders are applied on the
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// top and bottom of the window.
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viewport_extent.width = width_in_pixels; |
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viewport_extent.height = emulation_aspect_ratio * viewport_extent.width; |
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viewport_extent.x = 0; |
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viewport_extent.y = (height_in_pixels - viewport_extent.height) / 2; |
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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 = 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, borders are applied on the left and right sides of the window.
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viewport_extent.height = height_in_pixels; |
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viewport_extent.width = (1 / emulation_aspect_ratio) * viewport_extent.height; |
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viewport_extent.x = (width_in_pixels - viewport_extent.width) / 2; |
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viewport_extent.y = 0; |
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// Otherwise, apply borders to the left and right sides of the window.
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unsigned viewport_width = 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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