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https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Implement selection of upscaling filter in launcher
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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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