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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Implement selection of upscaling filter in launcher

This commit is contained in:
Ivan Savenko 2024-08-03 20:14:51 +00:00
parent f29a687234
commit d6059b044d
11 changed files with 173 additions and 32 deletions

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@ -10,6 +10,8 @@
#include "StdInc.h"
#include "Canvas.h"
#include "../gui/CGuiHandler.h"
#include "../render/IScreenHandler.h"
#include "../renderSDL/SDL_Extensions.h"
#include "Colors.h"
#include "IImage.h"
@ -63,7 +65,7 @@ int Canvas::getScalingFactor() const
{
if (scalingPolicy == CanvasScalingPolicy::IGNORE)
return 1;
return 2; // TODO: get from screen handler
return GH.screenHandler().getScalingFactor();
}
Point Canvas::transformPos(const Point & input)

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@ -252,8 +252,11 @@ void CBitmapFont::renderCharacter(SDL_Surface * surface, const BitmapChar & char
posX += character.leftOffset * scalingFactor;
auto sdlColor = CSDL_Ext::toSDL(color);
if (atlasImage->format->palette)
atlasImage->format->palette->colors[255] = CSDL_Ext::toSDL(color);
SDL_SetPaletteColors(atlasImage->format->palette, &sdlColor, 255, 1);
// atlasImage->format->palette->colors[255] = CSDL_Ext::toSDL(color);
else
SDL_SetSurfaceColorMod(atlasImage, color.r, color.g, color.b);

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@ -13,10 +13,13 @@
#include "SDLImage.h"
#include "ImageScaled.h"
#include "../gui/CGuiHandler.h"
#include "../render/CAnimation.h"
#include "../render/CDefFile.h"
#include "../render/Colors.h"
#include "../render/ColorFilter.h"
#include "../render/IScreenHandler.h"
#include "../../lib/json/JsonUtils.h"
#include "../../lib/filesystem/Filesystem.h"
@ -130,7 +133,7 @@ RenderHandler::AnimationLayoutMap & RenderHandler::getAnimationLayout(const Anim
int RenderHandler::getScalingFactor() const
{
return 2;
return GH.screenHandler().getScalingFactor();
}
std::shared_ptr<IImage> RenderHandler::createImageReference(const ImageLocator & locator, std::shared_ptr<ISharedImage> input, EImageBlitMode mode)

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@ -12,7 +12,9 @@
#include "SDL_PixelAccess.h"
#include "../gui/CGuiHandler.h"
#include "../render/Graphics.h"
#include "../render/IScreenHandler.h"
#include "../render/Colors.h"
#include "../CMT.h"
#include "../xBRZ/xbrz.h"
@ -772,5 +774,10 @@ void CSDL_Ext::getClipRect(SDL_Surface * src, Rect & other)
other = CSDL_Ext::fromSDL(rect);
}
int CSDL_Ext::CClipRectGuard::getScalingFactor() const
{
return GH.screenHandler().getScalingFactor();
}
template SDL_Surface * CSDL_Ext::createSurfaceWithBpp<3>(int, int);
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 &,
SDL_Surface * surf;
Rect oldRect;
int getScalingFactor() const
{
return 2;
}
int getScalingFactor() const;
public:
CClipRectGuard(SDL_Surface * surface, const Rect & rect): surf(surface)

View File

@ -38,15 +38,14 @@ SDL_Surface * screen2 = nullptr; //and hlp surface (used to store not-active int
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
static const std::string NAME = GameConstants::VCMI_VERSION; //application name
static constexpr Point heroes3Resolution = Point(800, 600);
std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
{
// Renderer upscaling factor. TODO: make configurable
static const int scalingFactor = 2;
// H3 resolution, any resolution smaller than that is not correctly supported
static const Point minResolution = Point(800, 600) * scalingFactor;
static constexpr Point minResolution = heroes3Resolution;
// arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
static const double minimalScaling = 50;
static constexpr double minimalScaling = 50;
Point renderResolution = getRenderResolution();
double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
@ -103,7 +102,15 @@ Point ScreenHandler::getPreferredLogicalResolution() const
int ScreenHandler::getScalingFactor() const
{
return 2;
switch (upscalingFilter)
{
case EUpscalingFilter::NONE: return 1;
case EUpscalingFilter::XBRZ_2: return 2;
case EUpscalingFilter::XBRZ_3: return 3;
case EUpscalingFilter::XBRZ_4: return 4;
}
throw std::runtime_error("invalid upscaling filter");
}
Point ScreenHandler::getLogicalResolution() const
@ -303,12 +310,61 @@ void ScreenHandler::initializeWindow()
handleFatalError(message, true);
}
selectUpscalingFilter();
selectDownscalingFilter();
SDL_RendererInfo info;
SDL_GetRendererInfo(mainRenderer, &info);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["scalingMode"].String().c_str());
logGlobal->info("Created renderer %s", info.name);
}
EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
{
static const std::map<std::string, EUpscalingFilter> upscalingFilterTypes =
{
{"auto", EUpscalingFilter::AUTO },
{"none", EUpscalingFilter::NONE },
{"xbrz2", EUpscalingFilter::XBRZ_2 },
{"xbrz3", EUpscalingFilter::XBRZ_3 },
{"xbrz4", EUpscalingFilter::XBRZ_4 }
};
auto filterName = settings["video"]["upscalingFilter"].String();
auto filter = upscalingFilterTypes.at(filterName);
if (filter != EUpscalingFilter::AUTO)
return filter;
// else - autoselect
Point outputResolution = getRenderResolution();
Point logicalResolution = getPreferredLogicalResolution();
float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
float scaling = std::min(scaleX, scaleY);
if (scaling <= 1.0f)
return EUpscalingFilter::NONE;
if (scaling <= 2.0f)
return EUpscalingFilter::XBRZ_2;
if (scaling <= 3.0f)
return EUpscalingFilter::XBRZ_3;
return EUpscalingFilter::XBRZ_4;
}
void ScreenHandler::selectUpscalingFilter()
{
upscalingFilter = loadUpscalingFilter();
logGlobal->debug("Selected upscaling filter %d", static_cast<int>(upscalingFilter));
}
void ScreenHandler::selectDownscalingFilter()
{
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, settings["video"]["downscalingFilter"].String().c_str());
logGlobal->debug("Selected downscaling filter %s", settings["video"]["downscalingFilter"].String());
}
void ScreenHandler::initializeScreenBuffers()
{
#ifdef VCMI_ENDIAN_BIG
@ -323,7 +379,7 @@ void ScreenHandler::initializeScreenBuffers()
int amask = 0xFF000000;
#endif
auto logicalSize = getPreferredLogicalResolution();
auto logicalSize = getPreferredLogicalResolution() * getScalingFactor();
SDL_RenderSetLogicalSize(mainRenderer, logicalSize.x, logicalSize.y);
screen = SDL_CreateRGBSurface(0, logicalSize.x, logicalSize.y, 32, rmask, gmask, bmask, amask);

View File

@ -29,9 +29,23 @@ enum class EWindowMode
FULLSCREEN_EXCLUSIVE
};
enum class EUpscalingFilter
{
AUTO, // used only for loading from config, replaced with autoselected value on init
NONE,
//BILINEAR, // TODO?
//BICUBIC, // TODO?
XBRZ_2,
XBRZ_3,
XBRZ_4,
// 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
};
/// This class is responsible for management of game window and its main rendering surface
class ScreenHandler final : public IScreenHandler
{
EUpscalingFilter upscalingFilter = EUpscalingFilter::AUTO;
/// Dimensions of target surfaces/textures, this value is what game logic views as screen size
Point getPreferredLogicalResolution() const;
@ -69,6 +83,11 @@ class ScreenHandler final : public IScreenHandler
/// Performs validation of settings and updates them to valid values if necessary
void validateSettings();
EUpscalingFilter loadUpscalingFilter() const;
void selectDownscalingFilter();
void selectUpscalingFilter();
public:
/// Creates and initializes screen, window and SDL state

View File

@ -166,7 +166,8 @@
"showfps",
"targetfps",
"vsync",
"scalingMode"
"upscalingFilter",
"downscalingFilter"
],
"properties" : {
"resolution" : {
@ -230,7 +231,12 @@
"type" : "boolean",
"default" : true
},
"scalingMode" : {
"upscalingFilter" : {
"type" : "string",
"enum" : [ "auto", "none", "xbrz2", "xbrz3", "xbrz4" ],
"default" : "auto"
},
"downscalingFilter" : {
"type" : "string",
"enum" : [ "nearest", "linear", "best" ],
"default" : "best"

View File

@ -39,6 +39,15 @@ static constexpr std::array cursorTypesList =
};
static constexpr std::array upscalingFilterTypes =
{
"auto",
"none",
"xbrz2",
"xbrz3",
"xbrz4"
};
static constexpr std::array downscalingFilterTypes =
{
"nearest",
"linear",
@ -138,10 +147,14 @@ void CSettingsView::loadSettings()
Languages::fillLanguages(ui->comboBoxLanguage, false);
fillValidRenderers();
std::string upscalingFilter = settings["video"]["scalingMode"].String();
std::string upscalingFilter = settings["video"]["upscalingFilter"].String();
int upscalingFilterIndex = vstd::find_pos(upscalingFilterTypes, upscalingFilter);
ui->comboBoxUpscalingFilter->setCurrentIndex(upscalingFilterIndex);
std::string downscalingFilter = settings["video"]["downscalingFilter"].String();
int downscalingFilterIndex = vstd::find_pos(downscalingFilterTypes, upscalingFilter);
ui->comboBoxDownscalingFilter->setCurrentIndex(downscalingFilterIndex);
ui->sliderMusicVolume->setValue(settings["general"]["music"].Integer());
ui->sliderSoundVolume->setValue(settings["general"]["sound"].Integer());
ui->sliderRelativeCursorSpeed->setValue(settings["general"]["relativePointerSpeedMultiplier"].Integer());
@ -645,10 +658,16 @@ void CSettingsView::on_buttonIgnoreSslErrors_clicked(bool checked)
void CSettingsView::on_comboBoxUpscalingFilter_currentIndexChanged(int index)
{
Settings node = settings.write["video"]["scalingMode"];
Settings node = settings.write["video"]["upscalingFilter"];
node->String() = upscalingFilterTypes[index];
}
void CSettingsView::on_comboBoxDownscalingFilter_currentIndexChanged(int index)
{
Settings node = settings.write["video"]["downscalingFilter"];
node->String() = downscalingFilterTypes[index];
}
void CSettingsView::on_sliderMusicVolume_valueChanged(int value)
{
Settings node = settings.write["general"]["music"];

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@ -67,6 +67,7 @@ private slots:
void on_buttonIgnoreSslErrors_clicked(bool checked);
void on_comboBoxUpscalingFilter_currentIndexChanged(int index);
void on_comboBoxDownscalingFilter_currentIndexChanged(int index);
void on_sliderMusicVolume_valueChanged(int value);
void on_sliderSoundVolume_valueChanged(int value);
void on_buttonRelativeCursorMode_toggled(bool value);

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@ -48,8 +48,8 @@
<rect>
<x>0</x>
<y>0</y>
<width>730</width>
<height>1691</height>
<width>729</width>
<height>1396</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout" columnstretch="2,0,1,1,1">
@ -57,7 +57,6 @@
<widget class="QLabel" name="labelGeneral">
<property name="font">
<font>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
@ -301,7 +300,6 @@
<widget class="QLabel" name="labelArtificialIntelligence">
<property name="font">
<font>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
@ -516,7 +514,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
<widget class="QLabel" name="labelVideo">
<property name="font">
<font>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
@ -532,7 +529,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
<widget class="QLabel" name="labelAudio">
<property name="font">
<font>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
@ -606,7 +602,7 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
</widget>
</item>
<item row="23" column="1" colspan="4">
<widget class="QComboBox" name="comboBoxUpscalingFilter">
<widget class="QComboBox" name="comboBoxDownscalingFilter">
<item>
<property name="text">
<string>Nearest</string>
@ -619,7 +615,7 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
</item>
<item>
<property name="text">
<string>Best (Linear)</string>
<string>Automatic (Linear)</string>
</property>
</item>
</widget>
@ -747,7 +743,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
<widget class="QLabel" name="labelInputMouse_2">
<property name="font">
<font>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
@ -852,7 +847,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
<widget class="QLabel" name="labelNetwork">
<property name="font">
<font>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
@ -894,9 +888,9 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
</widget>
</item>
<item row="23" column="0">
<widget class="QLabel" name="labelUpscalingFilter">
<widget class="QLabel" name="labelDownscalingFilter">
<property name="text">
<string>Upscaling Filter</string>
<string>Downscaling Filter</string>
</property>
</widget>
</item>
@ -942,7 +936,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
<widget class="QLabel" name="labelInputMouse">
<property name="font">
<font>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
@ -1020,7 +1013,6 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
<widget class="QLabel" name="labelInputMouse_3">
<property name="font">
<font>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
@ -1160,6 +1152,42 @@ Fullscreen Exclusive Mode - game will cover entirety of your screen and will use
</property>
</widget>
</item>
<item row="22" column="0">
<widget class="QLabel" name="labelUpscalingFilter">
<property name="text">
<string>Upscaling Filter</string>
</property>
</widget>
</item>
<item row="22" column="1" colspan="4">
<widget class="QComboBox" name="comboBoxUpscalingFilter">
<item>
<property name="text">
<string>Automatic</string>
</property>
</item>
<item>
<property name="text">
<string>None</string>
</property>
</item>
<item>
<property name="text">
<string>xBRZ x2</string>
</property>
</item>
<item>
<property name="text">
<string>xBRZ x3</string>
</property>
</item>
<item>
<property name="text">
<string>xBRZ x4</string>
</property>
</item>
</widget>
</item>
</layout>
</widget>
</widget>