/* Copyright 2016-2021 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 #include #include #include #include "../types.h" #include "main.h" #include #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 ItemQueue; QOpenGLShaderProgram* Shader; GLint uScreenSize, uOSDPos, uOSDSize; GLfloat uScaleFactor; 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"); uScaleFactor = Shader->uniformLocation("uScaleFactor"); 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<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->glUniform1f(uScaleFactor, mainWindow->devicePixelRatioF()); 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; } }