Make Wii U renderer support non 4:3 aspect ratios

This commit is contained in:
Clownacy 2020-04-21 17:58:24 +01:00
parent caa00c9a6b
commit bc7b078df5

View file

@ -6,6 +6,7 @@
#include <string>
#include <gx2/context.h>
#include <gx2/display.h>
#include <gx2/draw.h>
#include <gx2/event.h>
#include <gx2/registers.h>
@ -40,6 +41,14 @@ typedef struct RenderBackend_Glyph
unsigned int height;
} RenderBackend_Glyph;
typedef struct Viewport
{
float x;
float y;
float width;
float height;
} Viewport;
static WHBGfxShaderGroup texture_shader;
static WHBGfxShaderGroup texture_colour_key_shader;
static WHBGfxShaderGroup colour_fill_shader;
@ -56,6 +65,29 @@ static GX2ContextState *gx2_context;
static RenderBackend_Surface *glyph_destination_surface;
static Viewport tv_viewport;
static Viewport drc_viewport;
static void CalculateViewport(unsigned int actual_screen_width, unsigned int actual_screen_height, Viewport *viewport)
{
if ((float)actual_screen_width / (float)actual_screen_height > (float)framebuffer_surface->width / (float)framebuffer_surface->height)
{
viewport->y = 0.0f;
viewport->height = actual_screen_height;
viewport->width = framebuffer_surface->width * ((float)actual_screen_height / (float)framebuffer_surface->height);
viewport->x = (actual_screen_width - viewport->width) / 2;
}
else
{
viewport->x = 0.0f;
viewport->width = actual_screen_width;
viewport->height = framebuffer_surface->height * ((float)actual_screen_width / (float)framebuffer_surface->width);
viewport->y = (actual_screen_height - viewport->height) / 2;
}
}
RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen)
{
(void)window_title;
@ -139,6 +171,29 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_w
GX2_BLEND_COMBINE_MODE_ADD);
*/
// Calculate centred viewports
switch (GX2GetSystemTVScanMode())
{
case GX2_TV_SCAN_MODE_NONE: // lolwut
break;
case GX2_TV_SCAN_MODE_480I:
case GX2_TV_SCAN_MODE_480P:
CalculateViewport(854, 480, &tv_viewport);
break;
case GX2_TV_SCAN_MODE_720P:
CalculateViewport(1280, 720, &tv_viewport);
break;
case GX2_TV_SCAN_MODE_1080I:
case GX2_TV_SCAN_MODE_1080P:
CalculateViewport(1920, 1080, &tv_viewport);
break;
}
CalculateViewport(854, 480, &drc_viewport);
return framebuffer_surface;
}
@ -185,13 +240,13 @@ void RenderBackend_DrawScreen(void)
// Set buffer to (4:3) full-screen
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
position_pointer[0] = -640.0f / 854.0f;
position_pointer[0] = -1.0f;
position_pointer[1] = -1.0f;
position_pointer[2] = 640.0f / 854.0f;
position_pointer[2] = 1.0f;
position_pointer[3] = -1.0f;
position_pointer[4] = 640.0f / 854.0f;
position_pointer[4] = 1.0f;
position_pointer[5] = 1.0f;
position_pointer[6] = -640.0f / 854.0f;
position_pointer[6] = -1.0f;
position_pointer[7] = 1.0f;
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
@ -217,6 +272,9 @@ void RenderBackend_DrawScreen(void)
WHBGfxBeginRenderTV();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Set Viewport
GX2SetViewport(tv_viewport.x, tv_viewport.y, tv_viewport.width, tv_viewport.height, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
@ -243,6 +301,9 @@ void RenderBackend_DrawScreen(void)
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Set Viewport
GX2SetViewport(drc_viewport.x, drc_viewport.y, drc_viewport.width, drc_viewport.height, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);