SDL/Qt: Better resizing & fullscreen support
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@@ -103,16 +103,44 @@ void RendererMTL::display() {
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renderCommandEncoder->setRenderPipelineState(displayPipeline);
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renderCommandEncoder->setFragmentSamplerState(nearestSampler, 0);
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if (outputSizeChanged) {
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outputSizeChanged = false;
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const float srcAspect = 400.0 / 480.0;
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const float destAspect = float(outputWindowWidth) / float(outputWindowHeight);
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int destX = 0, destY = 0, destWidth = outputWindowWidth, destHeight = outputWindowHeight;
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if (destAspect > srcAspect) {
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// Window is wider than source
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destWidth = int(outputWindowHeight * srcAspect + 0.5f);
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destX = (outputWindowWidth - destWidth) / 2;
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} else {
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// Window is taller than source
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destHeight = int(outputWindowWidth / srcAspect + 0.5f);
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destY = (outputWindowHeight - destHeight) / 2;
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}
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blitInfo.scale = float(destWidth) / 400.0f;
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blitInfo.topScreenX = float(destX);
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blitInfo.topScreenY = float(destY + (destHeight - int(480 * blitInfo.scale)) / 2);
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blitInfo.bottomScreenX = float(destX) + 40 * blitInfo.scale;
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blitInfo.bottomScreenY = blitInfo.topScreenY + 240 * blitInfo.scale;
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}
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// Top screen
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if (topScreen) {
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renderCommandEncoder->setViewport(MTL::Viewport{0, 0, 400, 240, 0.0f, 1.0f});
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renderCommandEncoder->setViewport(
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MTL::Viewport{blitInfo.topScreenX, blitInfo.topScreenY + 240 * blitInfo.scale, 400 * blitInfo.scale, 240 * blitInfo.scale, 0.0f, 1.0f}
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);
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renderCommandEncoder->setFragmentTexture(topScreen->get().texture, 0);
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renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
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}
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// Bottom screen
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if (bottomScreen) {
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renderCommandEncoder->setViewport(MTL::Viewport{40, 240, 320, 240, 0.0f, 1.0f});
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renderCommandEncoder->setViewport(
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MTL::Viewport{blitInfo.bottomScreenX, blitInfo.bottomScreenY, 320 * blitInfo.scale, 240 * blitInfo.scale, 0.0f, 1.0f}
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);
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renderCommandEncoder->setFragmentTexture(bottomScreen->get().texture, 0);
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renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
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}
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