diff --git a/data/crtpi.glsl b/data/crtpi.glsl new file mode 100644 index 0000000..d1c998f --- /dev/null +++ b/data/crtpi.glsl @@ -0,0 +1,141 @@ +/* + crt-pi - A Raspberry Pi friendly CRT shader. + + Copyright (C) 2015-2016 davej + + This program is free software; you can redistribute it and/or modify it + under the terms of the GNU General Public License as published by the Free + Software Foundation; either version 2 of the License, or (at your option) + any later version. + + +Notes: + +This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA. + +SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely. + +GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA. + +CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot. + +By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER. + +BLOOM_FACTOR controls the increase in width for bright scanlines. + +MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen. + +*/ + +// Haven't put these as parameters as it would slow the code down. +#define SCANLINES +#define MULTISAMPLE +#define GAMMA +// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish) +#define MASK_TYPE 2 + + +#define COMPAT_PRECISION + +#define MASK_BRIGHTNESS 0.80 +#define SCANLINE_WEIGHT 6.0 +#define SCANLINE_GAP_BRIGHTNESS 0.12 +#define BLOOM_FACTOR 3.5 +#define INPUT_GAMMA 2.4 +#define OUTPUT_GAMMA 2.2 + +/* COMPATIBILITY + - GLSL compilers +*/ + +uniform vec2 TextureSize; +varying vec2 TEX0; +varying float filterWidth; + +#if defined(VERTEX) + +void main() +{ + filterWidth = (768.0 / TextureSize.x) / 3.0; + TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001; + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} + +#elif defined(FRAGMENT) + +uniform sampler2D Texture; + +float CalcScanLineWeight(float dist) +{ + return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS); +} + +float CalcScanLine(float dy) +{ + float scanLineWeight = CalcScanLineWeight(dy); +#if defined(MULTISAMPLE) + scanLineWeight += CalcScanLineWeight(dy-filterWidth); + scanLineWeight += CalcScanLineWeight(dy+filterWidth); + scanLineWeight *= 0.3333333; +#endif + return scanLineWeight; +} + +void main() +{ + //vec2 TextureSize = vec2(320.0, 256.0); + vec2 texcoord = TEX0; + { + vec2 texcoordInPixels = texcoord * TextureSize; + float tempY = floor(texcoordInPixels.y) + 0.5; + float yCoord = tempY / TextureSize.y; + float dy = texcoordInPixels.y - tempY; + float scanLineWeight = CalcScanLine(dy); + float signY = sign(dy); + dy = dy * dy; + dy = dy * dy; + dy *= 8.0; + dy /= TextureSize.y; + dy *= signY; + vec2 tc = vec2(texcoord.x, yCoord + dy); + + vec3 colour = texture2D(Texture, tc).rgb; + +#if defined(SCANLINES) +#if defined(GAMMA) + colour = pow(colour, vec3(INPUT_GAMMA)); +#endif + scanLineWeight *= BLOOM_FACTOR; + colour *= scanLineWeight; + +#if defined(GAMMA) + colour = pow(colour, vec3(1.0/OUTPUT_GAMMA)); +#endif +#endif +#if MASK_TYPE == 0 + gl_FragColor = vec4(colour, 1.0); +#else +#if MASK_TYPE == 1 + float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5); + vec3 mask; + if (whichMask < 0.5) + mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS); + else + mask = vec3(1.0, MASK_BRIGHTNESS, 1.0); +#elif MASK_TYPE == 2 + float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333); + vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS); + if (whichMask < 0.3333333) + mask.x = 1.0; + else if (whichMask < 0.6666666) + mask.y = 1.0; + else + mask.z = 1.0; +#endif + + gl_FragColor = vec4(colour * mask, 1.0); +#endif + } +} + +#endif diff --git a/source/jdraw.cpp b/source/jdraw.cpp index f201679..93cf42c 100644 --- a/source/jdraw.cpp +++ b/source/jdraw.cpp @@ -276,6 +276,18 @@ namespace draw shader_enabled ? disableShader() : enableShader(); } + void hideCursor() + { + screen_cursor = false; + SDL_HideCursor(); + } + + void showCursor() + { + screen_cursor = true; + SDL_ShowCursor(); + } + // Crea una superficie i torna un punter a ella surface *createSurface(const uint16_t w, const uint16_t h) { diff --git a/source/jdraw.h b/source/jdraw.h index 762bc3e..6cc40cf 100644 --- a/source/jdraw.h +++ b/source/jdraw.h @@ -46,6 +46,9 @@ namespace draw void disableShader(); void toggleShader(); + void hideCursor(); + void showCursor(); + /// @brief Crea una superficie i torna un punter a ella /// @param w ample de la superficie /// @param h alt de la superficie diff --git a/source/jfile.cpp b/source/jfile.cpp index 03eea08..c7fcf19 100644 --- a/source/jfile.cpp +++ b/source/jfile.cpp @@ -134,7 +134,7 @@ namespace file char *getFileBuffer(const char *resourcename, int& filesize, const bool zero_terminate) { FILE *f = getFilePointer(resourcename, filesize, true); - char* buffer = (char*)malloc(zero_terminate?filesize:filesize+1); + char* buffer = (char*)malloc(zero_terminate?filesize+1:filesize); fread(buffer, filesize, 1, f); if (zero_terminate) buffer[filesize]=0; fclose(f); diff --git a/source/jshader.cpp b/source/jshader.cpp index bc42c1f..68f87bd 100644 --- a/source/jshader.cpp +++ b/source/jshader.cpp @@ -49,6 +49,7 @@ namespace shader PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; PFNGLUSEPROGRAMPROC glUseProgram; PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; + PFNGLUNIFORM2FPROC glUniform2f; bool initGLExtensions() { glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader"); @@ -66,11 +67,12 @@ namespace shader glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog"); glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram"); glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation"); + glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f"); return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv && glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram && glDeleteProgram && glLinkProgram && glValidateProgram && glGetProgramiv && - glGetProgramInfoLog && glUseProgram && glGetUniformLocation; + glGetProgramInfoLog && glUseProgram && glGetUniformLocation && glUniform2f; } #endif @@ -205,6 +207,7 @@ namespace shader can_use_opengl = false; return false; } + can_use_opengl = true; return true; } @@ -236,6 +239,9 @@ namespace shader glUseProgram(programId); } + //GLint loc = glGetUniformLocation(programId, "TextureSize"); + //glUniform2f(loc, 320, 256); + glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 1); @@ -265,6 +271,7 @@ namespace shader SDL_RenderTexture(renderer, backBuffer, NULL, &window); SDL_RenderPresent(renderer); } - if (glGetError()) { printf("GLERROR!\n"); exit(1); } + int glerror = glGetError(); + if (glerror) { printf("GLERROR: %i\n", glerror); exit(1); } } } diff --git a/source/main.cpp b/source/main.cpp index 57c1d99..3270c81 100644 --- a/source/main.cpp +++ b/source/main.cpp @@ -5,10 +5,11 @@ void game::init() { draw::init("Arounders", 320, 200, 3, false, 3.0f/4.0f); - draw::setShader("lynx.glsl"); + draw::setShader("gbc.glsl"); draw::setTrans(0); audio::init(48000, SDL_AUDIO_S16, 2); - + draw::hideCursor(); + file::setConfigFolder("arounders"); font::init();