- [FIX] Ja se pot amagar i mostrar el cursor.

- [FIX] Arreglat error al carregar arxius zero_terminated.
- [ONGOING] Un poc de treball en shaders més avançats.
This commit is contained in:
2025-07-01 19:18:03 +02:00
parent 8cc347f639
commit b403dbad52
6 changed files with 169 additions and 5 deletions

141
data/crtpi.glsl Normal file
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@@ -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

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@@ -276,6 +276,18 @@ namespace draw
shader_enabled ? disableShader() : enableShader(); 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 // Crea una superficie i torna un punter a ella
surface *createSurface(const uint16_t w, const uint16_t h) surface *createSurface(const uint16_t w, const uint16_t h)
{ {

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@@ -46,6 +46,9 @@ namespace draw
void disableShader(); void disableShader();
void toggleShader(); void toggleShader();
void hideCursor();
void showCursor();
/// @brief Crea una superficie i torna un punter a ella /// @brief Crea una superficie i torna un punter a ella
/// @param w ample de la superficie /// @param w ample de la superficie
/// @param h alt de la superficie /// @param h alt de la superficie

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@@ -134,7 +134,7 @@ namespace file
char *getFileBuffer(const char *resourcename, int& filesize, const bool zero_terminate) { char *getFileBuffer(const char *resourcename, int& filesize, const bool zero_terminate) {
FILE *f = getFilePointer(resourcename, filesize, true); 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); fread(buffer, filesize, 1, f);
if (zero_terminate) buffer[filesize]=0; if (zero_terminate) buffer[filesize]=0;
fclose(f); fclose(f);

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@@ -49,6 +49,7 @@ namespace shader
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLUSEPROGRAMPROC glUseProgram; PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORM2FPROC glUniform2f;
bool initGLExtensions() { bool initGLExtensions() {
glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader"); glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
@@ -66,11 +67,12 @@ namespace shader
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog"); glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram"); glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation"); glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv && return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram && glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
glDeleteProgram && glLinkProgram && glValidateProgram && glGetProgramiv && glDeleteProgram && glLinkProgram && glValidateProgram && glGetProgramiv &&
glGetProgramInfoLog && glUseProgram && glGetUniformLocation; glGetProgramInfoLog && glUseProgram && glGetUniformLocation && glUniform2f;
} }
#endif #endif
@@ -205,6 +207,7 @@ namespace shader
can_use_opengl = false; can_use_opengl = false;
return false; return false;
} }
can_use_opengl = true; can_use_opengl = true;
return true; return true;
} }
@@ -236,6 +239,9 @@ namespace shader
glUseProgram(programId); glUseProgram(programId);
} }
//GLint loc = glGetUniformLocation(programId, "TextureSize");
//glUniform2f(loc, 320, 256);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 1); glBindTexture(GL_TEXTURE_2D, 1);
@@ -265,6 +271,7 @@ namespace shader
SDL_RenderTexture(renderer, backBuffer, NULL, &window); SDL_RenderTexture(renderer, backBuffer, NULL, &window);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
if (glGetError()) { printf("GLERROR!\n"); exit(1); } int glerror = glGetError();
if (glerror) { printf("GLERROR: %i\n", glerror); exit(1); }
} }
} }

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@@ -5,9 +5,10 @@
void game::init() void game::init()
{ {
draw::init("Arounders", 320, 200, 3, false, 3.0f/4.0f); draw::init("Arounders", 320, 200, 3, false, 3.0f/4.0f);
draw::setShader("lynx.glsl"); draw::setShader("gbc.glsl");
draw::setTrans(0); draw::setTrans(0);
audio::init(48000, SDL_AUDIO_S16, 2); audio::init(48000, SDL_AUDIO_S16, 2);
draw::hideCursor();
file::setConfigFolder("arounders"); file::setConfigFolder("arounders");
font::init(); font::init();