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https://github.com/vcmi/vcmi.git
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Implement selection of upscaling filter in launcher
This commit is contained in:
parent
f29a687234
commit
d6059b044d
@ -10,6 +10,8 @@
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#include "StdInc.h"
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#include "Canvas.h"
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#include "../gui/CGuiHandler.h"
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#include "../render/IScreenHandler.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "Colors.h"
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#include "IImage.h"
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@ -63,7 +65,7 @@ int Canvas::getScalingFactor() const
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{
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if (scalingPolicy == CanvasScalingPolicy::IGNORE)
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return 1;
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return 2; // TODO: get from screen handler
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return GH.screenHandler().getScalingFactor();
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}
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Point Canvas::transformPos(const Point & input)
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@ -252,8 +252,11 @@ void CBitmapFont::renderCharacter(SDL_Surface * surface, const BitmapChar & char
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posX += character.leftOffset * scalingFactor;
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auto sdlColor = CSDL_Ext::toSDL(color);
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if (atlasImage->format->palette)
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atlasImage->format->palette->colors[255] = CSDL_Ext::toSDL(color);
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SDL_SetPaletteColors(atlasImage->format->palette, &sdlColor, 255, 1);
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// atlasImage->format->palette->colors[255] = CSDL_Ext::toSDL(color);
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else
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SDL_SetSurfaceColorMod(atlasImage, color.r, color.g, color.b);
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@ -13,10 +13,13 @@
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#include "SDLImage.h"
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#include "ImageScaled.h"
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#include "../gui/CGuiHandler.h"
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#include "../render/CAnimation.h"
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#include "../render/CDefFile.h"
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#include "../render/Colors.h"
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#include "../render/ColorFilter.h"
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#include "../render/IScreenHandler.h"
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#include "../../lib/json/JsonUtils.h"
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#include "../../lib/filesystem/Filesystem.h"
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@ -130,7 +133,7 @@ RenderHandler::AnimationLayoutMap & RenderHandler::getAnimationLayout(const Anim
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int RenderHandler::getScalingFactor() const
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{
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return 2;
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return GH.screenHandler().getScalingFactor();
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}
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std::shared_ptr<IImage> RenderHandler::createImageReference(const ImageLocator & locator, std::shared_ptr<ISharedImage> input, EImageBlitMode mode)
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@ -12,7 +12,9 @@
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#include "SDL_PixelAccess.h"
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#include "../gui/CGuiHandler.h"
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#include "../render/Graphics.h"
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#include "../render/IScreenHandler.h"
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#include "../render/Colors.h"
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#include "../CMT.h"
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#include "../xBRZ/xbrz.h"
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@ -772,5 +774,10 @@ void CSDL_Ext::getClipRect(SDL_Surface * src, Rect & other)
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other = CSDL_Ext::fromSDL(rect);
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}
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int CSDL_Ext::CClipRectGuard::getScalingFactor() const
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{
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return GH.screenHandler().getScalingFactor();
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}
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template SDL_Surface * CSDL_Ext::createSurfaceWithBpp<3>(int, int);
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template SDL_Surface * CSDL_Ext::createSurfaceWithBpp<4>(int, int);
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@ -111,10 +111,7 @@ using TColorPutterAlpha = void (*)(uint8_t *&, const uint8_t &, const uint8_t &,
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SDL_Surface * surf;
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Rect oldRect;
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int getScalingFactor() const
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{
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return 2;
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}
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int getScalingFactor() const;
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public:
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CClipRectGuard(SDL_Surface * surface, const Rect & rect): surf(surface)
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@ -38,15 +38,14 @@ SDL_Surface * screen2 = nullptr; //and hlp surface (used to store not-active int
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SDL_Surface * screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
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static const std::string NAME = GameConstants::VCMI_VERSION; //application name
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static constexpr Point heroes3Resolution = Point(800, 600);
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std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
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{
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// Renderer upscaling factor. TODO: make configurable
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static const int scalingFactor = 2;
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// H3 resolution, any resolution smaller than that is not correctly supported
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static const Point minResolution = Point(800, 600) * scalingFactor;
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static constexpr Point minResolution = heroes3Resolution;
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// arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
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static const double minimalScaling = 50;
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static constexpr double minimalScaling = 50;
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Point renderResolution = getRenderResolution();
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double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
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@ -103,7 +102,15 @@ Point ScreenHandler::getPreferredLogicalResolution() const
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int ScreenHandler::getScalingFactor() const
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{
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return 2;
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switch (upscalingFilter)
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{
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case EUpscalingFilter::NONE: return 1;
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case EUpscalingFilter::XBRZ_2: return 2;
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case EUpscalingFilter::XBRZ_3: return 3;
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case EUpscalingFilter::XBRZ_4: return 4;
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}
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throw std::runtime_error("invalid upscaling filter");
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}
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Point ScreenHandler::getLogicalResolution() const
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@ -303,12 +310,61 @@ void ScreenHandler::initializeWindow()
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handleFatalError(message, true);
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}
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selectUpscalingFilter();
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selectDownscalingFilter();
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SDL_RendererInfo info;
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SDL_GetRendererInfo(mainRenderer, &info);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["scalingMode"].String().c_str());
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logGlobal->info("Created renderer %s", info.name);
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}
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EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
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{
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static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
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{
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{"auto", EUpscalingFilter::AUTO },
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{"none", EUpscalingFilter::NONE },
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{"xbrz2", EUpscalingFilter::XBRZ_2 },
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{"xbrz3", EUpscalingFilter::XBRZ_3 },
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{"xbrz4", EUpscalingFilter::XBRZ_4 }
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};
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auto filterName = settings["video"]["upscalingFilter"].String();
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auto filter = upscalingFilterTypes.at(filterName);
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if (filter != EUpscalingFilter::AUTO)
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return filter;
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// else - autoselect
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Point outputResolution = getRenderResolution();
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Point logicalResolution = getPreferredLogicalResolution();
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float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
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float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
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float scaling = std::min(scaleX, scaleY);
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if (scaling <= 1.0f)
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return EUpscalingFilter::NONE;
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if (scaling <= 2.0f)
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return EUpscalingFilter::XBRZ_2;
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if (scaling <= 3.0f)
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return EUpscalingFilter::XBRZ_3;
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return EUpscalingFilter::XBRZ_4;
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}
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void ScreenHandler::selectUpscalingFilter()
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{
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upscalingFilter = loadUpscalingFilter();
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logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
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}
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void ScreenHandler::selectDownscalingFilter()
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{
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
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logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
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}
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void ScreenHandler::initializeScreenBuffers()
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{
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#ifdef VCMI_ENDIAN_BIG
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@ -323,7 +379,7 @@ void ScreenHandler::initializeScreenBuffers()
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int amask = 0xFF000000;
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#endif
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auto logicalSize = getPreferredLogicalResolution();
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auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
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SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
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screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);
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@ -29,9 +29,23 @@ enum class EWindowMode
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FULLSCREEN_EXCLUSIVE
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};
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enum class EUpscalingFilter
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{
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AUTO, // used only for loading from config, replaced with autoselected value on init
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NONE,
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//BILINEAR, // TODO?
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//BICUBIC, // TODO?
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XBRZ_2,
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XBRZ_3,
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XBRZ_4,
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// NOTE: xbrz also provides x5 and x6 filters, but those would require high-end gaming PC's due to huge memory usage with no visible gain
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};
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/// This class is responsible for management of game window and its main rendering surface
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class ScreenHandler final : public IScreenHandler
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{
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EUpscalingFilter upscalingFilter = EUpscalingFilter::AUTO;
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/// Dimensions of target surfaces/textures, this value is what game logic views as screen size
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Point getPreferredLogicalResolution() const;
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@ -69,6 +83,11 @@ class ScreenHandler final : public IScreenHandler
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/// Performs validation of settings and updates them to valid values if necessary
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void validateSettings();
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EUpscalingFilter loadUpscalingFilter() const;
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void selectDownscalingFilter();
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void selectUpscalingFilter();
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public:
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/// Creates and initializes screen, window and SDL state
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@ -166,7 +166,8 @@
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"showfps",
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"targetfps",
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"vsync",
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"scalingMode"
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"upscalingFilter",
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"downscalingFilter"
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],
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"properties" : {
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"resolution" : {
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@ -230,7 +231,12 @@
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"type" : "boolean",
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"default" : true
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},
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"scalingMode" : {
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"upscalingFilter" : {
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"type" : "string",
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"enum" : [ "auto", "none", "xbrz2", "xbrz3", "xbrz4" ],
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"default" : "auto"
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},
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"downscalingFilter" : {
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"type" : "string",
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"enum" : [ "nearest", "linear", "best" ],
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"default" : "best"
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@ -39,6 +39,15 @@ static constexpr std::array cursorTypesList =
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};
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static constexpr std::array upscalingFilterTypes =
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{
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"auto",
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"none",
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"xbrz2",
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"xbrz3",
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"xbrz4"
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};
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static constexpr std::array downscalingFilterTypes =
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{
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"nearest",
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"linear",
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@ -138,10 +147,14 @@ void CSettingsView::loadSettings()
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Languages::fillLanguages(ui->comboBoxLanguage, false);
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fillValidRenderers();
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std::string upscalingFilter = settings["video"]["scalingMode"].String();
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std::string upscalingFilter = settings["video"]["upscalingFilter"].String();
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int upscalingFilterIndex = vstd::find_pos(upscalingFilterTypes, upscalingFilter);
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ui->comboBoxUpscalingFilter->setCurrentIndex(upscalingFilterIndex);
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std::string downscalingFilter = settings["video"]["downscalingFilter"].String();
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int downscalingFilterIndex = vstd::find_pos(downscalingFilterTypes, upscalingFilter);
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ui->comboBoxDownscalingFilter->setCurrentIndex(downscalingFilterIndex);
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ui->sliderMusicVolume->setValue(settings["general"]["music"].Integer());
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ui->sliderSoundVolume->setValue(settings["general"]["sound"].Integer());
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ui->sliderRelativeCursorSpeed->setValue(settings["general"]["relativePointerSpeedMultiplier"].Integer());
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@ -645,10 +658,16 @@ void CSettingsView::on_buttonIgnoreSslErrors_clicked(bool checked)
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void CSettingsView::on_comboBoxUpscalingFilter_currentIndexChanged(int index)
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{
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Settings node = settings.write["video"]["scalingMode"];
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Settings node = settings.write["video"]["upscalingFilter"];
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node->String() = upscalingFilterTypes[index];
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}
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void CSettingsView::on_comboBoxDownscalingFilter_currentIndexChanged(int index)
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{
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Settings node = settings.write["video"]["downscalingFilter"];
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node->String() = downscalingFilterTypes[index];
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}
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void CSettingsView::on_sliderMusicVolume_valueChanged(int value)
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{
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Settings node = settings.write["general"]["music"];
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@ -67,6 +67,7 @@ private slots:
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void on_buttonIgnoreSslErrors_clicked(bool checked);
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void on_comboBoxUpscalingFilter_currentIndexChanged(int index);
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void on_comboBoxDownscalingFilter_currentIndexChanged(int index);
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void on_sliderMusicVolume_valueChanged(int value);
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void on_sliderSoundVolume_valueChanged(int value);
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void on_buttonRelativeCursorMode_toggled(bool value);
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@ -48,8 +48,8 @@
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<rect>
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<x>0</x>
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<y>0</y>
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<width>730</width>
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<height>1691</height>
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<width>729</width>
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<height>1396</height>
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</rect>
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</property>
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<layout class="QGridLayout" name="gridLayout" columnstretch="2,0,1,1,1">
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@ -57,7 +57,6 @@
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<widget class="QLabel" name="labelGeneral">
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<property name="font">
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<font>
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<weight>75</weight>
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<bold>true</bold>
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</font>
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</property>
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@ -301,7 +300,6 @@
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<widget class="QLabel" name="labelArtificialIntelligence">
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<property name="font">
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<font>
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<weight>75</weight>
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<bold>true</bold>
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</font>
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</property>
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@ -516,7 +514,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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<widget class="QLabel" name="labelVideo">
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<property name="font">
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<font>
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<weight>75</weight>
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<bold>true</bold>
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</font>
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</property>
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@ -532,7 +529,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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<widget class="QLabel" name="labelAudio">
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<property name="font">
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<font>
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<weight>75</weight>
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<bold>true</bold>
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</font>
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</property>
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@ -606,7 +602,7 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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</widget>
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</item>
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<item row="23" column="1" colspan="4">
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<widget class="QComboBox" name="comboBoxUpscalingFilter">
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<widget class="QComboBox" name="comboBoxDownscalingFilter">
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<item>
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<property name="text">
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<string>Nearest</string>
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@ -619,7 +615,7 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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</item>
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<item>
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<property name="text">
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<string>Best (Linear)</string>
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<string>Automatic (Linear)</string>
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</property>
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</item>
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</widget>
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@ -747,7 +743,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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<widget class="QLabel" name="labelInputMouse_2">
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<property name="font">
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<font>
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<weight>75</weight>
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<bold>true</bold>
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</font>
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</property>
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@ -852,7 +847,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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<widget class="QLabel" name="labelNetwork">
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<property name="font">
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<font>
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<weight>75</weight>
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<bold>true</bold>
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</font>
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</property>
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@ -894,9 +888,9 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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</widget>
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</item>
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<item row="23" column="0">
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<widget class="QLabel" name="labelUpscalingFilter">
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<widget class="QLabel" name="labelDownscalingFilter">
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<property name="text">
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<string>Upscaling Filter</string>
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<string>Downscaling Filter</string>
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</property>
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</widget>
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</item>
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@ -942,7 +936,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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<widget class="QLabel" name="labelInputMouse">
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<property name="font">
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<font>
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<weight>75</weight>
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<bold>true</bold>
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</font>
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</property>
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@ -1020,7 +1013,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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<widget class="QLabel" name="labelInputMouse_3">
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<property name="font">
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<font>
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<weight>75</weight>
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<bold>true</bold>
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</font>
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</property>
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@ -1160,6 +1152,42 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
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</property>
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</widget>
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</item>
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<item row="22" column="0">
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<widget class="QLabel" name="labelUpscalingFilter">
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<property name="text">
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<string>Upscaling Filter</string>
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</property>
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</widget>
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</item>
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<item row="22" column="1" colspan="4">
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<widget class="QComboBox" name="comboBoxUpscalingFilter">
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<item>
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<property name="text">
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<string>Automatic</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>None</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>xBRZ x2</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>xBRZ x3</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>xBRZ x4</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>
|
||||
</widget>
|
||||
</widget>
|
||||
|
Loading…
Reference in New Issue
Block a user