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core: frontend: Add top-bottom stereo rendering option
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@ -7,7 +7,7 @@
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<x>0</x>
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<y>0</y>
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<width>440</width>
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<height>748</height>
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<height>781</height>
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</rect>
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</property>
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<property name="minimumSize">
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@ -199,11 +199,11 @@
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<string>xBRZ</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>MMPX</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>MMPX</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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@ -239,6 +239,11 @@
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<string>Side by Side</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Top Bottom</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Anaglyph</string>
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@ -49,10 +49,11 @@ enum class LayoutOption : u32 {
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enum class StereoRenderOption : u32 {
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Off = 0,
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SideBySide = 1,
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Anaglyph = 2,
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Interlaced = 3,
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ReverseInterlaced = 4,
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CardboardVR = 5
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TopBottom = 2,
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Anaglyph = 3,
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Interlaced = 4,
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ReverseInterlaced = 5,
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CardboardVR = 6
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};
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// Which eye to render when 3d is off. 800px wide mode could be added here in the future, when
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@ -73,6 +73,13 @@ bool EmuWindow::IsWithinTouchscreen(const Layout::FramebufferLayout& layout, uns
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framebuffer_x < layout.bottom_screen.right / 2) ||
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(framebuffer_x >= (layout.bottom_screen.left / 2) + (layout.width / 2) &&
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framebuffer_x < (layout.bottom_screen.right / 2) + (layout.width / 2))));
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} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::TopBottom) {
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return framebuffer_x >= layout.bottom_screen.left &&
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framebuffer_x < layout.bottom_screen.right &&
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((framebuffer_y >= layout.bottom_screen.top / 2 &&
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framebuffer_y < layout.bottom_screen.bottom / 2) ||
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(framebuffer_y >= (layout.bottom_screen.top / 2) + (layout.height / 2) &&
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framebuffer_y < (layout.bottom_screen.bottom / 2) + (layout.height / 2)));
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} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR) {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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@ -91,22 +98,35 @@ bool EmuWindow::IsWithinTouchscreen(const Layout::FramebufferLayout& layout, uns
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std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) const {
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if (new_x >= framebuffer_layout.width / 2) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide)
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
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new_x -= framebuffer_layout.width / 2;
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else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR)
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} else if (Settings::values.render_3d.GetValue() ==
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Settings::StereoRenderOption::CardboardVR) {
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new_x -=
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(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
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}
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}
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
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new_x = std::max(new_x, framebuffer_layout.bottom_screen.left / 2);
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new_x = std::min(new_x, framebuffer_layout.bottom_screen.right / 2 - 1);
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} else {
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new_x = std::max(new_x, framebuffer_layout.bottom_screen.left);
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new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1);
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if (new_y >= framebuffer_layout.height / 2) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::TopBottom) {
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new_y -= framebuffer_layout.height / 2;
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}
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}
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new_y = std::max(new_y, framebuffer_layout.bottom_screen.top);
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new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1);
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
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new_x = std::clamp(new_x, framebuffer_layout.bottom_screen.left / 2,
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framebuffer_layout.bottom_screen.right / 2 - 1);
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} else {
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new_x = std::clamp(new_x, framebuffer_layout.bottom_screen.left,
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framebuffer_layout.bottom_screen.right - 1);
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}
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::TopBottom) {
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new_y = std::clamp(new_y, framebuffer_layout.bottom_screen.top / 2,
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framebuffer_layout.bottom_screen.bottom / 2 - 1);
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} else {
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new_y = std::clamp(new_y, framebuffer_layout.bottom_screen.top,
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framebuffer_layout.bottom_screen.bottom - 1);
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}
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return std::make_tuple(new_x, new_y);
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}
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@ -122,17 +142,25 @@ void EmuWindow::CreateTouchState() {
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}
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bool EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y)) {
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return false;
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}
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if (framebuffer_x >= framebuffer_layout.width / 2) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide)
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
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framebuffer_x -= framebuffer_layout.width / 2;
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else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::CardboardVR)
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} else if (Settings::values.render_3d.GetValue() ==
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Settings::StereoRenderOption::CardboardVR) {
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framebuffer_x -=
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(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
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}
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}
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std::lock_guard guard(touch_state->mutex);
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if (framebuffer_y >= framebuffer_layout.height / 2) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::TopBottom) {
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framebuffer_y -= framebuffer_layout.height / 2;
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}
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}
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std::scoped_lock lock{touch_state->mutex};
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::SideBySide) {
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left / 2) /
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@ -143,9 +171,17 @@ bool EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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}
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touch_state->touch_y =
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static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::TopBottom) {
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touch_state->touch_y =
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static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top / 2) /
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(framebuffer_layout.bottom_screen.bottom / 2 -
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framebuffer_layout.bottom_screen.top / 2);
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} else {
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touch_state->touch_y =
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static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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}
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if (!framebuffer_layout.is_rotated) {
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std::swap(touch_state->touch_x, touch_state->touch_y);
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@ -157,18 +193,20 @@ bool EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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}
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void EmuWindow::TouchReleased() {
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std::lock_guard guard{touch_state->mutex};
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std::scoped_lock lock{touch_state->mutex};
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touch_state->touch_pressed = false;
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touch_state->touch_x = 0;
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touch_state->touch_y = 0;
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}
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void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!touch_state->touch_pressed)
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if (!touch_state->touch_pressed) {
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return;
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}
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y)) {
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std::tie(framebuffer_x, framebuffer_y) = ClipToTouchScreen(framebuffer_x, framebuffer_y);
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}
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TouchPressed(framebuffer_x, framebuffer_y);
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}
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@ -774,6 +774,15 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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top_screen_top, top_screen_width / 2, top_screen_height, orientation);
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break;
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}
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case Settings::StereoRenderOption::TopBottom: {
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DrawSingleScreen(screen_infos[0], top_screen_left, top_screen_top / 2, top_screen_width,
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top_screen_height / 2, orientation);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreen(screen_infos[1], top_screen_left,
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static_cast<float>((top_screen_top / 2) + (layout.height / 2)),
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top_screen_width, top_screen_height / 2, orientation);
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break;
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}
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case Settings::StereoRenderOption::CardboardVR: {
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DrawSingleScreen(screen_infos[0], top_screen_left, top_screen_top, top_screen_width,
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top_screen_height, orientation);
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@ -823,6 +832,15 @@ void RendererOpenGL::DrawBottomScreen(const Layout::FramebufferLayout& layout,
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bottom_screen_top, bottom_screen_width / 2, bottom_screen_height, orientation);
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break;
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}
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case Settings::StereoRenderOption::TopBottom: {
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DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top / 2,
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bottom_screen_width, bottom_screen_height / 2, orientation);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreen(screen_infos[2], bottom_screen_left,
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static_cast<float>((bottom_screen_top / 2) + (layout.height / 2)),
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bottom_screen_width, bottom_screen_height / 2, orientation);
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break;
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}
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case Settings::StereoRenderOption::CardboardVR: {
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DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top,
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bottom_screen_width, bottom_screen_height, orientation);
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