migrat a OpenGL 3.3 Core Profile
This commit is contained in:
@@ -111,22 +111,27 @@ set(APP_SOURCES
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# Fuentes de librerías de terceros
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set(EXTERNAL_SOURCES
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source/external/jail_audio.cpp
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source/external/jail_shader.cpp
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source/external/json.hpp
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source/external/gif.cpp
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)
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# Fuentes del sistema de renderizado
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set(RENDERING_SOURCES
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source/rendering/opengl/opengl_shader.cpp
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)
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# Configuración de SDL3
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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# --- 2. AÑADIR EJECUTABLE ---
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add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
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add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
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# --- 3. DIRECTORIOS DE INCLUSIÓN ---
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target_include_directories(${PROJECT_NAME} PUBLIC
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"${CMAKE_SOURCE_DIR}/source"
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"${CMAKE_SOURCE_DIR}/source/external"
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"${CMAKE_SOURCE_DIR}/source/rendering"
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"${CMAKE_BINARY_DIR}"
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)
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@@ -75,7 +75,8 @@ SOUND|${PREFIX}/data/sound/voice_thankyou.wav
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SOUND|${PREFIX}/data/sound/walk.wav
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# Shaders
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DATA|${PREFIX}/data/shaders/crtpi.glsl
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DATA|${PREFIX}/data/shaders/crtpi_vertex.glsl
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DATA|${PREFIX}/data/shaders/crtpi_fragment.glsl
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# Texturas - Balloons
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ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
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@@ -1,5 +1,6 @@
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/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Modernized to OpenGL 3.3 Core Profile
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Copyright (C) 2015-2016 davej
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@@ -7,35 +8,8 @@
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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Notes:
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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.
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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.
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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.
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CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
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By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
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BLOOM_FACTOR controls the increase in width for bright scanlines.
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MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
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*/
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#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
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#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
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#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
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#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
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#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
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#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
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#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
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#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
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// Haven't put these as parameters as it would slow the code down.
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#define SCANLINES
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#define MULTISAMPLE
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@@ -46,24 +20,6 @@ MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how
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// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
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#define MASK_TYPE 2
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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precision mediump float;
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#else
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#define COMPAT_PRECISION
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#endif
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float CURVATURE_X;
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uniform COMPAT_PRECISION float CURVATURE_Y;
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uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
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uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
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uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
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uniform COMPAT_PRECISION float BLOOM_FACTOR;
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uniform COMPAT_PRECISION float INPUT_GAMMA;
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uniform COMPAT_PRECISION float OUTPUT_GAMMA;
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#else
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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@@ -72,61 +28,79 @@ uniform COMPAT_PRECISION float OUTPUT_GAMMA;
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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#endif
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/* COMPATIBILITY
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- GLSL compilers
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*/
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// Uniform para el tamaño de textura (pasado desde C++)
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uniform vec2 TextureSize;
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#if defined(CURVATURE)
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varying vec2 screenScale;
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#endif
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varying vec2 TEX0;
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varying float filterWidth;
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#if defined(VERTEX)
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//uniform mat4 MVPMatrix;
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//attribute vec4 VertexCoord;
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//attribute vec2 TexCoord;
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//uniform vec2 InputSize;
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//uniform vec2 OutputSize;
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// ============================================================================
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// VERTEX SHADER
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// ============================================================================
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#version 330 core
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// Inputs (desde VAO)
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layout(location = 0) in vec2 aPosition;
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layout(location = 1) in vec2 aTexCoord;
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// Outputs al fragment shader
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out vec2 vTexCoord;
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out float vFilterWidth;
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#if defined(CURVATURE)
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out vec2 vScreenScale;
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#endif
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// Uniforms
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uniform vec2 TextureSize;
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void main()
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{
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#if defined(CURVATURE)
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screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
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vScreenScale = vec2(1.0, 1.0);
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#endif
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// Calcula filterWidth dinámicamente basándose en la altura de la textura
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filterWidth = (768.0 / TextureSize.y) / 3.0;
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TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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vFilterWidth = (768.0 / TextureSize.y) / 3.0;
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// Pasar coordenadas de textura (invertir Y para SDL)
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vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001;
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// Posición del vértice (ya en espacio de clip [-1, 1])
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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#elif defined(FRAGMENT)
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// ============================================================================
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// FRAGMENT SHADER
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// ============================================================================
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#version 330 core
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// Inputs desde vertex shader
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in vec2 vTexCoord;
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in float vFilterWidth;
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#if defined(CURVATURE)
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in vec2 vScreenScale;
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#endif
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// Output
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out vec4 FragColor;
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// Uniforms
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uniform sampler2D Texture;
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uniform vec2 TextureSize;
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#if defined(CURVATURE)
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vec2 Distort(vec2 coord)
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{
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vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= screenScale;
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coord *= vScreenScale;
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0); // If out of bounds, return an invalid value.
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coord = vec2(-1.0);
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else
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{
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coord += vec2(0.5);
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coord /= screenScale;
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coord /= vScreenScale;
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}
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return coord;
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}
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#endif
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@@ -140,8 +114,8 @@ float CalcScanLine(float dy)
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{
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy-filterWidth);
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scanLineWeight += CalcScanLineWeight(dy+filterWidth);
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scanLineWeight += CalcScanLineWeight(dy - vFilterWidth);
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scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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@@ -149,17 +123,18 @@ float CalcScanLine(float dy)
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void main()
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{
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// TextureSize ahora viene como uniform, no está hardcodeado
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#if defined(CURVATURE)
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vec2 texcoord = Distort(TEX0);
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if (texcoord.x < 0.0)
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gl_FragColor = vec4(0.0);
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else
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vec2 texcoord = Distort(vTexCoord);
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if (texcoord.x < 0.0) {
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FragColor = vec4(0.0);
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return;
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}
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#else
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vec2 texcoord = TEX0;
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vec2 texcoord = vTexCoord;
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#endif
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{
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vec2 texcoordInPixels = texcoord * TextureSize;
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#if defined(SHARPER)
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vec2 tempCoord = floor(texcoordInPixels) + 0.5;
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vec2 coord = tempCoord / TextureSize;
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@@ -188,7 +163,8 @@ void main()
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vec2 tc = vec2(texcoord.x, yCoord + dy);
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#endif
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vec3 colour = texture2D(Texture, tc).rgb;
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// texture() en vez de texture2D() (OpenGL 3.3+)
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vec3 colour = texture(Texture, tc).rgb;
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#if defined(SCANLINES)
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#if defined(GAMMA)
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@@ -209,18 +185,19 @@ void main()
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#endif
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#endif
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#endif
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#if MASK_TYPE == 0
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gl_FragColor = vec4(colour, 1.0);
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#else
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#if MASK_TYPE == 1
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float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
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FragColor = vec4(colour, 1.0);
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#elif MASK_TYPE == 1
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float whichMask = fract(gl_FragCoord.x * 0.5);
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vec3 mask;
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if (whichMask < 0.5)
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mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
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else
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mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
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FragColor = vec4(colour * mask, 1.0);
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#elif MASK_TYPE == 2
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float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
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float whichMask = fract(gl_FragCoord.x * 0.3333333);
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vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
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if (whichMask < 0.3333333)
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mask.x = 1.0;
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@@ -228,10 +205,8 @@ void main()
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mask.y = 1.0;
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else
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mask.z = 1.0;
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FragColor = vec4(colour * mask, 1.0);
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#endif
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}
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gl_FragColor = vec4(colour * mask, 1.0);
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#endif
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}
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}
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#endif
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157
data/shaders/crtpi_fragment.glsl
Normal file
157
data/shaders/crtpi_fragment.glsl
Normal file
@@ -0,0 +1,157 @@
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#version 330 core
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// Configuración
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#define SCANLINES
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#define MULTISAMPLE
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#define GAMMA
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//#define FAKE_GAMMA
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//#define CURVATURE
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//#define SHARPER
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#define MASK_TYPE 2
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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// Inputs desde vertex shader
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in vec2 vTexCoord;
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in float vFilterWidth;
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#if defined(CURVATURE)
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in vec2 vScreenScale;
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#endif
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// Output
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out vec4 FragColor;
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// Uniforms
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uniform sampler2D Texture;
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uniform vec2 TextureSize;
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#if defined(CURVATURE)
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vec2 Distort(vec2 coord)
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{
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vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= vScreenScale;
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0);
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else
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{
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coord += vec2(0.5);
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coord /= vScreenScale;
|
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}
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return coord;
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}
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#endif
|
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float CalcScanLineWeight(float dist)
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{
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return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
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}
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float CalcScanLine(float dy)
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{
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy - vFilterWidth);
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scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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void main()
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||||
{
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#if defined(CURVATURE)
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vec2 texcoord = Distort(vTexCoord);
|
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if (texcoord.x < 0.0) {
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FragColor = vec4(0.0);
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return;
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||||
}
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#else
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vec2 texcoord = vTexCoord;
|
||||
#endif
|
||||
|
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vec2 texcoordInPixels = texcoord * TextureSize;
|
||||
|
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#if defined(SHARPER)
|
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vec2 tempCoord = floor(texcoordInPixels) + 0.5;
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vec2 coord = tempCoord / TextureSize;
|
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vec2 deltas = texcoordInPixels - tempCoord;
|
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float scanLineWeight = CalcScanLine(deltas.y);
|
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vec2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
|
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= TextureSize;
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deltas *= signs;
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vec2 tc = coord + deltas;
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#else
|
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float tempY = floor(texcoordInPixels.y) + 0.5;
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float yCoord = tempY / TextureSize.y;
|
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float dy = texcoordInPixels.y - tempY;
|
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float scanLineWeight = CalcScanLine(dy);
|
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float signY = sign(dy);
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dy = dy * dy;
|
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dy = dy * dy;
|
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dy *= 8.0;
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dy /= TextureSize.y;
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dy *= signY;
|
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vec2 tc = vec2(texcoord.x, yCoord + dy);
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#endif
|
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vec3 colour = texture(Texture, tc).rgb;
|
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|
||||
#if defined(SCANLINES)
|
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#if defined(GAMMA)
|
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#if defined(FAKE_GAMMA)
|
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colour = colour * colour;
|
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#else
|
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colour = pow(colour, vec3(INPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
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scanLineWeight *= BLOOM_FACTOR;
|
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colour *= scanLineWeight;
|
||||
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
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colour = sqrt(colour);
|
||||
#else
|
||||
colour = pow(colour, vec3(1.0 / OUTPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if MASK_TYPE == 0
|
||||
FragColor = vec4(colour, 1.0);
|
||||
#elif MASK_TYPE == 1
|
||||
float whichMask = fract(gl_FragCoord.x * 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);
|
||||
FragColor = vec4(colour * mask, 1.0);
|
||||
#elif MASK_TYPE == 2
|
||||
float whichMask = fract(gl_FragCoord.x * 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;
|
||||
FragColor = vec4(colour * mask, 1.0);
|
||||
#endif
|
||||
}
|
||||
48
data/shaders/crtpi_vertex.glsl
Normal file
48
data/shaders/crtpi_vertex.glsl
Normal file
@@ -0,0 +1,48 @@
|
||||
#version 330 core
|
||||
|
||||
// Configuración
|
||||
#define SCANLINES
|
||||
#define MULTISAMPLE
|
||||
#define GAMMA
|
||||
//#define FAKE_GAMMA
|
||||
//#define CURVATURE
|
||||
//#define SHARPER
|
||||
#define MASK_TYPE 2
|
||||
|
||||
#define CURVATURE_X 0.05
|
||||
#define CURVATURE_Y 0.1
|
||||
#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
|
||||
|
||||
// Inputs (desde VAO)
|
||||
layout(location = 0) in vec2 aPosition;
|
||||
layout(location = 1) in vec2 aTexCoord;
|
||||
|
||||
// Outputs al fragment shader
|
||||
out vec2 vTexCoord;
|
||||
out float vFilterWidth;
|
||||
#if defined(CURVATURE)
|
||||
out vec2 vScreenScale;
|
||||
#endif
|
||||
|
||||
// Uniforms
|
||||
uniform vec2 TextureSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if defined(CURVATURE)
|
||||
vScreenScale = vec2(1.0, 1.0);
|
||||
#endif
|
||||
// Calcula filterWidth dinámicamente basándose en la altura de la textura
|
||||
vFilterWidth = (768.0 / TextureSize.y) / 3.0;
|
||||
|
||||
// Pasar coordenadas de textura (invertir Y para SDL)
|
||||
vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001;
|
||||
|
||||
// Posición del vértice (ya en espacio de clip [-1, 1])
|
||||
gl_Position = vec4(aPosition, 0.0, 1.0);
|
||||
}
|
||||
468
source/external/jail_shader.cpp
vendored
468
source/external/jail_shader.cpp
vendored
@@ -1,468 +0,0 @@
|
||||
#include "jail_shader.h"
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_GL_GetProcAddress, SDL_LogError
|
||||
#include <stdint.h> // Para uintptr_t
|
||||
#include <cstring> // Para strncmp
|
||||
#include <stdexcept> // Para runtime_error
|
||||
#include <vector> // Para vector
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include <OpenGL/OpenGL.h> // Para OpenGL en macOS
|
||||
|
||||
#include "CoreFoundation/CoreFoundation.h" // Para Core Foundation en macOS
|
||||
#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
|
||||
#include <OpenGL/gl3.h> // Para OpenGL 3 en macOS
|
||||
#else // NO ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
|
||||
#include <OpenGL/gl.h> // Para OpenGL (compatibilidad) en macOS
|
||||
#endif // ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
|
||||
#else // SI NO ES __APPLE__
|
||||
#include <SDL3/SDL_opengl.h> // Para GLuint, GLint, glTexCoord2f, glVertex2f
|
||||
#endif // __APPLE__
|
||||
|
||||
namespace shader {
|
||||
// Constantes
|
||||
const GLuint INVALID_SHADER_ID = 0;
|
||||
const GLuint INVALID_PROGRAM_ID = 0;
|
||||
const GLuint DEFAULT_TEXTURE_ID = 1;
|
||||
|
||||
// Variables globales
|
||||
SDL_Window *win = nullptr;
|
||||
SDL_Renderer *renderer = nullptr;
|
||||
GLuint programId = 0;
|
||||
SDL_Texture *backBuffer = nullptr;
|
||||
SDL_Point win_size = {320 * 4, 256 * 4};
|
||||
SDL_FPoint tex_size = {320, 256};
|
||||
bool usingOpenGL = false;
|
||||
|
||||
#ifndef __APPLE__
|
||||
// Declaración de funciones de extensión de OpenGL (evitando GLEW)
|
||||
PFNGLCREATESHADERPROC glCreateShader;
|
||||
PFNGLSHADERSOURCEPROC glShaderSource;
|
||||
PFNGLCOMPILESHADERPROC glCompileShader;
|
||||
PFNGLGETSHADERIVPROC glGetShaderiv;
|
||||
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
|
||||
PFNGLDELETESHADERPROC glDeleteShader;
|
||||
PFNGLATTACHSHADERPROC glAttachShader;
|
||||
PFNGLCREATEPROGRAMPROC glCreateProgram;
|
||||
PFNGLLINKPROGRAMPROC glLinkProgram;
|
||||
PFNGLVALIDATEPROGRAMPROC glValidateProgram;
|
||||
PFNGLGETPROGRAMIVPROC glGetProgramiv;
|
||||
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
|
||||
PFNGLUSEPROGRAMPROC glUseProgram;
|
||||
PFNGLDELETEPROGRAMPROC glDeleteProgram;
|
||||
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
|
||||
PFNGLUNIFORM2FPROC glUniform2f;
|
||||
|
||||
bool initGLExtensions() {
|
||||
glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
|
||||
glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
|
||||
glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
|
||||
glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
|
||||
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
|
||||
glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
|
||||
glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
|
||||
glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
|
||||
glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
|
||||
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
|
||||
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
|
||||
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
|
||||
glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
|
||||
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
|
||||
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
|
||||
glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
|
||||
|
||||
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
|
||||
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
|
||||
glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
|
||||
glUseProgram && glDeleteProgram && glGetUniformLocation && glUniform2f;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Función para verificar errores de OpenGL
|
||||
void checkGLError(const char *operation) {
|
||||
GLenum error = glGetError();
|
||||
if (error != GL_NO_ERROR) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Error OpenGL en %s: 0x%x",
|
||||
operation,
|
||||
error);
|
||||
}
|
||||
}
|
||||
|
||||
// Función para compilar un shader a partir de un std::string
|
||||
GLuint compileShader(const std::string &source, GLuint shader_type) {
|
||||
if (source.empty()) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "ERROR FATAL: El código fuente del shader está vacío.");
|
||||
throw std::runtime_error("ERROR FATAL: El código fuente del shader está vacío.");
|
||||
}
|
||||
|
||||
// Crear identificador del shader
|
||||
GLuint shader_id = glCreateShader(shader_type);
|
||||
if (shader_id == INVALID_SHADER_ID) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al crear el shader.");
|
||||
checkGLError("glCreateShader");
|
||||
return INVALID_SHADER_ID;
|
||||
}
|
||||
|
||||
// Agregar una directiva según el tipo de shader
|
||||
std::string directive = (shader_type == GL_VERTEX_SHADER)
|
||||
? "#define VERTEX\n"
|
||||
: "#define FRAGMENT\n";
|
||||
|
||||
const char *sources[2] = {directive.c_str(), source.c_str()};
|
||||
|
||||
// Especificar el código fuente del shader
|
||||
glShaderSource(shader_id, 2, sources, nullptr);
|
||||
checkGLError("glShaderSource");
|
||||
|
||||
// Compilar el shader
|
||||
glCompileShader(shader_id);
|
||||
checkGLError("glCompileShader");
|
||||
|
||||
// Verificar si la compilación fue exitosa
|
||||
GLint compiled_ok = GL_FALSE;
|
||||
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled_ok);
|
||||
if (compiled_ok != GL_TRUE) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error en la compilación del shader (%d)!", shader_id);
|
||||
GLint log_length;
|
||||
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (log_length > 0) {
|
||||
std::vector<GLchar> log(log_length);
|
||||
glGetShaderInfoLog(shader_id, log_length, &log_length, log.data());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Registro de compilación del shader: %s", log.data());
|
||||
}
|
||||
glDeleteShader(shader_id);
|
||||
return INVALID_SHADER_ID;
|
||||
}
|
||||
return shader_id;
|
||||
}
|
||||
|
||||
// Función para compilar un programa de shaders (vertex y fragment) a partir de std::string
|
||||
GLuint compileProgram(const std::string &vertex_shader_source, const std::string &fragment_shader_source) {
|
||||
GLuint program_id = glCreateProgram();
|
||||
if (program_id == INVALID_PROGRAM_ID) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al crear el programa de shaders.");
|
||||
checkGLError("glCreateProgram");
|
||||
return INVALID_PROGRAM_ID;
|
||||
}
|
||||
|
||||
// Si el fragment shader está vacío, reutilizamos el código del vertex shader
|
||||
GLuint vertex_shader_id = compileShader(vertex_shader_source, GL_VERTEX_SHADER);
|
||||
GLuint fragment_shader_id = compileShader(fragment_shader_source.empty() ? vertex_shader_source : fragment_shader_source, GL_FRAGMENT_SHADER);
|
||||
|
||||
if (vertex_shader_id != INVALID_SHADER_ID && fragment_shader_id != INVALID_SHADER_ID) {
|
||||
// Asociar los shaders al programa
|
||||
glAttachShader(program_id, vertex_shader_id);
|
||||
checkGLError("glAttachShader vertex");
|
||||
glAttachShader(program_id, fragment_shader_id);
|
||||
checkGLError("glAttachShader fragment");
|
||||
|
||||
glLinkProgram(program_id);
|
||||
checkGLError("glLinkProgram");
|
||||
|
||||
// Verificar el estado del enlace
|
||||
GLint isLinked = GL_FALSE;
|
||||
glGetProgramiv(program_id, GL_LINK_STATUS, &isLinked);
|
||||
if (isLinked == GL_FALSE) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al enlazar el programa de shaders.");
|
||||
GLint log_length;
|
||||
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (log_length > 0) {
|
||||
std::vector<char> log(log_length);
|
||||
glGetProgramInfoLog(program_id, log_length, &log_length, log.data());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Registro de enlace del programa: %s", log.data());
|
||||
}
|
||||
glDeleteProgram(program_id);
|
||||
program_id = INVALID_PROGRAM_ID;
|
||||
} else {
|
||||
glValidateProgram(program_id);
|
||||
checkGLError("glValidateProgram");
|
||||
|
||||
// Log de información del programa (solo si hay información)
|
||||
GLint log_length;
|
||||
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (log_length > 1) // > 1 porque algunos drivers devuelven 1 para cadena vacía
|
||||
{
|
||||
std::vector<char> log(log_length);
|
||||
glGetProgramInfoLog(program_id, log_length, &log_length, log.data());
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Registro de información del programa:\n%s", log.data());
|
||||
}
|
||||
}
|
||||
} else {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: No se pudieron compilar los shaders.");
|
||||
glDeleteProgram(program_id);
|
||||
program_id = INVALID_PROGRAM_ID;
|
||||
}
|
||||
|
||||
// Limpiar los shaders (ya no son necesarios después del enlace)
|
||||
if (vertex_shader_id != INVALID_SHADER_ID) {
|
||||
glDeleteShader(vertex_shader_id);
|
||||
}
|
||||
if (fragment_shader_id != INVALID_SHADER_ID) {
|
||||
glDeleteShader(fragment_shader_id);
|
||||
}
|
||||
|
||||
return program_id;
|
||||
}
|
||||
|
||||
// Función para obtener el ID de textura OpenGL desde SDL3
|
||||
GLuint getTextureID(SDL_Texture *texture) {
|
||||
if (!texture)
|
||||
return DEFAULT_TEXTURE_ID;
|
||||
|
||||
// Intentar obtener el ID de textura OpenGL desde las propiedades de SDL3
|
||||
SDL_PropertiesID props = SDL_GetTextureProperties(texture);
|
||||
GLuint textureId = 0;
|
||||
|
||||
// Intentar diferentes nombres de propiedades según la versión de SDL3
|
||||
textureId = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "SDL.texture.opengl.texture", nullptr);
|
||||
|
||||
// Si la primera no funciona, intentar con el nombre alternativo
|
||||
if (textureId == 0) {
|
||||
textureId = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "texture.opengl.texture", nullptr);
|
||||
}
|
||||
|
||||
// Si aún no funciona, intentar obtener como número
|
||||
if (textureId == 0) {
|
||||
textureId = (GLuint)SDL_GetNumberProperty(props, "SDL.texture.opengl.texture", DEFAULT_TEXTURE_ID);
|
||||
}
|
||||
|
||||
// Si ninguna funciona, usar el método manual de bindeo de textura
|
||||
if (textureId == 0) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"No se pudo obtener el ID de textura OpenGL, usando ID por defecto (%d)",
|
||||
DEFAULT_TEXTURE_ID);
|
||||
textureId = DEFAULT_TEXTURE_ID;
|
||||
}
|
||||
|
||||
return textureId;
|
||||
}
|
||||
|
||||
bool init(SDL_Window *window, SDL_Texture *back_buffer_texture, const std::string &vertex_shader, const std::string &fragment_shader) {
|
||||
shader::win = window;
|
||||
shader::renderer = SDL_GetRenderer(window);
|
||||
shader::backBuffer = back_buffer_texture;
|
||||
|
||||
if (!shader::renderer) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: No se pudo obtener el renderer de la ventana.");
|
||||
return false;
|
||||
}
|
||||
|
||||
SDL_GetWindowSize(window, &win_size.x, &win_size.y);
|
||||
SDL_GetTextureSize(back_buffer_texture, &tex_size.x, &tex_size.y);
|
||||
|
||||
const auto render_name = SDL_GetRendererName(renderer);
|
||||
if (!render_name) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: No se pudo obtener el nombre del renderer.");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Limpiar shader anterior si existe
|
||||
if (programId != INVALID_PROGRAM_ID) {
|
||||
glDeleteProgram(programId);
|
||||
programId = INVALID_PROGRAM_ID;
|
||||
}
|
||||
|
||||
// Verificar que el renderer sea OpenGL
|
||||
if (!strncmp(render_name, "opengl", 6)) {
|
||||
#ifndef __APPLE__
|
||||
if (!initGLExtensions()) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "ERROR: No se han podido inicializar las extensiones de OpenGL.");
|
||||
usingOpenGL = false;
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
// Compilar el programa de shaders utilizando std::string
|
||||
programId = compileProgram(vertex_shader, fragment_shader);
|
||||
if (programId == INVALID_PROGRAM_ID) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "ERROR: No se pudo compilar el programa de shaders.");
|
||||
usingOpenGL = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Establecer el uniform TextureSize inmediatamente después de compilar
|
||||
// Los uniforms persisten en el programa una vez establecidos
|
||||
glUseProgram(programId);
|
||||
GLint textureSizeLocation = glGetUniformLocation(programId, "TextureSize");
|
||||
if (textureSizeLocation != -1) {
|
||||
glUniform2f(textureSizeLocation, tex_size.x, tex_size.y);
|
||||
checkGLError("glUniform2f(TextureSize) - init");
|
||||
} else {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Warning: No se pudo encontrar el uniform 'TextureSize' en el shader");
|
||||
}
|
||||
glUseProgram(0); // Deseleccionar el programa
|
||||
} else {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "ADVERTENCIA: El driver del renderer no es OpenGL (%s).", render_name);
|
||||
usingOpenGL = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
usingOpenGL = true;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Shader system initialized successfully");
|
||||
return true;
|
||||
}
|
||||
|
||||
void render() {
|
||||
// Establece el color de fondo
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
if (usingOpenGL && programId != INVALID_PROGRAM_ID) {
|
||||
// Obtener el tamaño actual de la ventana (puede haber cambiado desde init)
|
||||
int current_win_width, current_win_height;
|
||||
SDL_GetWindowSize(win, ¤t_win_width, ¤t_win_height);
|
||||
|
||||
// Guardar estados de OpenGL
|
||||
GLint oldProgramId;
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
|
||||
|
||||
GLint oldViewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, oldViewport);
|
||||
|
||||
GLboolean wasTextureEnabled = glIsEnabled(GL_TEXTURE_2D);
|
||||
GLint oldTextureId;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId);
|
||||
|
||||
// Obtener y bindear la textura
|
||||
GLuint textureId = getTextureID(backBuffer);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, textureId);
|
||||
checkGLError("glBindTexture");
|
||||
|
||||
// Usar nuestro programa de shaders
|
||||
glUseProgram(programId);
|
||||
checkGLError("glUseProgram");
|
||||
|
||||
// Recupera el tamaño lógico configurado con SDL_RenderSetLogicalSize
|
||||
int logicalW, logicalH;
|
||||
SDL_RendererLogicalPresentation mode;
|
||||
SDL_GetRenderLogicalPresentation(renderer, &logicalW, &logicalH, &mode);
|
||||
if (logicalW == 0 || logicalH == 0) {
|
||||
logicalW = current_win_width;
|
||||
logicalH = current_win_height;
|
||||
}
|
||||
|
||||
// Cálculo del viewport
|
||||
int viewportX = 0, viewportY = 0, viewportW = current_win_width, viewportH = current_win_height;
|
||||
const bool USE_INTEGER_SCALE = mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE;
|
||||
if (USE_INTEGER_SCALE) {
|
||||
// Calcula el factor de escalado entero máximo que se puede aplicar
|
||||
int scaleX = current_win_width / logicalW;
|
||||
int scaleY = current_win_height / logicalH;
|
||||
int scale = (scaleX < scaleY ? scaleX : scaleY);
|
||||
if (scale < 1) {
|
||||
scale = 1;
|
||||
}
|
||||
viewportW = logicalW * scale;
|
||||
viewportH = logicalH * scale;
|
||||
viewportX = (current_win_width - viewportW) / 2;
|
||||
viewportY = (current_win_height - viewportH) / 2;
|
||||
} else {
|
||||
// Letterboxing: preserva la relación de aspecto usando una escala flotante
|
||||
float windowAspect = static_cast<float>(current_win_width) / current_win_height;
|
||||
float logicalAspect = static_cast<float>(logicalW) / logicalH;
|
||||
if (windowAspect > logicalAspect) {
|
||||
viewportW = static_cast<int>(logicalAspect * current_win_height);
|
||||
viewportX = (current_win_width - viewportW) / 2;
|
||||
} else {
|
||||
viewportH = static_cast<int>(current_win_width / logicalAspect);
|
||||
viewportY = (current_win_height - viewportH) / 2;
|
||||
}
|
||||
}
|
||||
glViewport(viewportX, viewportY, viewportW, viewportH);
|
||||
checkGLError("glViewport");
|
||||
|
||||
// Configurar la proyección ortográfica usando el espacio lógico
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
// Queremos que el origen esté en la esquina superior izquierda del espacio lógico.
|
||||
glOrtho(0, static_cast<GLdouble>(logicalW), static_cast<GLdouble>(logicalH), 0, -1, 1);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
// Dibuja el quad con las coordenadas ajustadas.
|
||||
// Se asignan las coordenadas de textura "normales" para que no quede espejado horizontalmente,
|
||||
// y se mantiene el flip vertical para que la imagen no aparezca volteada.
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
// Vértice superior izquierdo
|
||||
glTexCoord2f(0.0f, 1.0f);
|
||||
glVertex2f(0.0f, 0.0f);
|
||||
// Vértice superior derecho
|
||||
glTexCoord2f(1.0f, 1.0f);
|
||||
glVertex2f(static_cast<GLfloat>(logicalW), 0.0f);
|
||||
// Vértice inferior izquierdo
|
||||
glTexCoord2f(0.0f, 0.0f);
|
||||
glVertex2f(0.0f, static_cast<GLfloat>(logicalH));
|
||||
// Vértice inferior derecho
|
||||
glTexCoord2f(1.0f, 0.0f);
|
||||
glVertex2f(static_cast<GLfloat>(logicalW), static_cast<GLfloat>(logicalH));
|
||||
glEnd();
|
||||
checkGLError("render quad");
|
||||
|
||||
SDL_GL_SwapWindow(win);
|
||||
|
||||
// Restaurar estados de OpenGL
|
||||
glUseProgram(oldProgramId);
|
||||
glBindTexture(GL_TEXTURE_2D, oldTextureId);
|
||||
if (!wasTextureEnabled) {
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
glViewport(oldViewport[0], oldViewport[1], oldViewport[2], oldViewport[3]);
|
||||
} else {
|
||||
// Fallback a renderizado normal de SDL
|
||||
SDL_RenderTexture(renderer, backBuffer, nullptr, nullptr);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
void setTextureSize(float width, float height) {
|
||||
if (!usingOpenGL || programId == INVALID_PROGRAM_ID) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Guardar el programa actual
|
||||
GLint oldProgramId;
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
|
||||
|
||||
// Usar nuestro programa
|
||||
glUseProgram(programId);
|
||||
|
||||
// Obtener la ubicación del uniform TextureSize
|
||||
GLint textureSizeLocation = glGetUniformLocation(programId, "TextureSize");
|
||||
if (textureSizeLocation != -1) {
|
||||
glUniform2f(textureSizeLocation, width, height);
|
||||
checkGLError("glUniform2f(TextureSize)");
|
||||
} else {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Warning: No se pudo encontrar el uniform 'TextureSize' en el shader");
|
||||
}
|
||||
|
||||
// Restaurar el programa anterior
|
||||
glUseProgram(oldProgramId);
|
||||
}
|
||||
|
||||
void cleanup() {
|
||||
if (programId != INVALID_PROGRAM_ID) {
|
||||
glDeleteProgram(programId);
|
||||
programId = INVALID_PROGRAM_ID;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Programa de shaders liberado.");
|
||||
}
|
||||
|
||||
// Reinicializar variables
|
||||
win = nullptr;
|
||||
renderer = nullptr;
|
||||
backBuffer = nullptr;
|
||||
usingOpenGL = false;
|
||||
}
|
||||
|
||||
bool isUsingOpenGL() {
|
||||
return usingOpenGL;
|
||||
}
|
||||
|
||||
GLuint getProgramId() {
|
||||
return programId;
|
||||
}
|
||||
} // namespace shader
|
||||
10
source/external/jail_shader.h
vendored
10
source/external/jail_shader.h
vendored
@@ -1,10 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_Texture, SDL_Window
|
||||
#include <string> // Para basic_string, string
|
||||
|
||||
namespace shader {
|
||||
bool init(SDL_Window *ventana, SDL_Texture *texturaBackBuffer, const std::string &vertexShader, const std::string &fragmentShader = "");
|
||||
void render();
|
||||
void setTextureSize(float width, float height); // Establece el tamaño de textura como uniform
|
||||
} // namespace shader
|
||||
455
source/rendering/opengl/opengl_shader.cpp
Normal file
455
source/rendering/opengl/opengl_shader.cpp
Normal file
@@ -0,0 +1,455 @@
|
||||
#include "opengl_shader.h"
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <cstring>
|
||||
#include <stdexcept>
|
||||
#include <vector>
|
||||
|
||||
namespace Rendering {
|
||||
|
||||
OpenGLShader::~OpenGLShader() {
|
||||
cleanup();
|
||||
}
|
||||
|
||||
#ifndef __APPLE__
|
||||
bool OpenGLShader::initGLExtensions() {
|
||||
glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
|
||||
glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
|
||||
glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
|
||||
glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
|
||||
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
|
||||
glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
|
||||
glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
|
||||
glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
|
||||
glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
|
||||
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
|
||||
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
|
||||
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
|
||||
glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
|
||||
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
|
||||
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
|
||||
glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
|
||||
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)SDL_GL_GetProcAddress("glGenVertexArrays");
|
||||
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)SDL_GL_GetProcAddress("glBindVertexArray");
|
||||
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)SDL_GL_GetProcAddress("glDeleteVertexArrays");
|
||||
glGenBuffers = (PFNGLGENBUFFERSPROC)SDL_GL_GetProcAddress("glGenBuffers");
|
||||
glBindBuffer = (PFNGLBINDBUFFERPROC)SDL_GL_GetProcAddress("glBindBuffer");
|
||||
glBufferData = (PFNGLBUFFERDATAPROC)SDL_GL_GetProcAddress("glBufferData");
|
||||
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)SDL_GL_GetProcAddress("glDeleteBuffers");
|
||||
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)SDL_GL_GetProcAddress("glVertexAttribPointer");
|
||||
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)SDL_GL_GetProcAddress("glEnableVertexAttribArray");
|
||||
|
||||
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
|
||||
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
|
||||
glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
|
||||
glUseProgram && glDeleteProgram && glGetUniformLocation && glUniform2f &&
|
||||
glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays &&
|
||||
glGenBuffers && glBindBuffer && glBufferData && glDeleteBuffers &&
|
||||
glVertexAttribPointer && glEnableVertexAttribArray;
|
||||
}
|
||||
#endif
|
||||
|
||||
void OpenGLShader::checkGLError(const char* operation) {
|
||||
GLenum error = glGetError();
|
||||
if (error != GL_NO_ERROR) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Error OpenGL en %s: 0x%x", operation, error);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint OpenGLShader::compileShader(const std::string& source, GLenum shader_type) {
|
||||
if (source.empty()) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"ERROR: El código fuente del shader está vacío");
|
||||
return 0;
|
||||
}
|
||||
|
||||
GLuint shader_id = glCreateShader(shader_type);
|
||||
if (shader_id == 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al crear shader");
|
||||
checkGLError("glCreateShader");
|
||||
return 0;
|
||||
}
|
||||
|
||||
const char* sources[1] = {source.c_str()};
|
||||
glShaderSource(shader_id, 1, sources, nullptr);
|
||||
checkGLError("glShaderSource");
|
||||
|
||||
glCompileShader(shader_id);
|
||||
checkGLError("glCompileShader");
|
||||
|
||||
// Verificar compilación
|
||||
GLint compiled = GL_FALSE;
|
||||
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled);
|
||||
if (compiled != GL_TRUE) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Error en compilación del shader");
|
||||
GLint log_length;
|
||||
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (log_length > 0) {
|
||||
std::vector<char> log(log_length);
|
||||
glGetShaderInfoLog(shader_id, log_length, &log_length, log.data());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Log de compilación: %s", log.data());
|
||||
}
|
||||
glDeleteShader(shader_id);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return shader_id;
|
||||
}
|
||||
|
||||
GLuint OpenGLShader::linkProgram(GLuint vertex_shader, GLuint fragment_shader) {
|
||||
GLuint program = glCreateProgram();
|
||||
if (program == 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Error al crear programa de shaders");
|
||||
return 0;
|
||||
}
|
||||
|
||||
glAttachShader(program, vertex_shader);
|
||||
checkGLError("glAttachShader(vertex)");
|
||||
glAttachShader(program, fragment_shader);
|
||||
checkGLError("glAttachShader(fragment)");
|
||||
|
||||
glLinkProgram(program);
|
||||
checkGLError("glLinkProgram");
|
||||
|
||||
// Verificar enlace
|
||||
GLint linked = GL_FALSE;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &linked);
|
||||
if (linked != GL_TRUE) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Error al enlazar programa");
|
||||
GLint log_length;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (log_length > 0) {
|
||||
std::vector<char> log(log_length);
|
||||
glGetProgramInfoLog(program, log_length, &log_length, log.data());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Log de enlace: %s", log.data());
|
||||
}
|
||||
glDeleteProgram(program);
|
||||
return 0;
|
||||
}
|
||||
|
||||
glValidateProgram(program);
|
||||
checkGLError("glValidateProgram");
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
void OpenGLShader::createQuadGeometry() {
|
||||
// Datos del quad: posición (x, y) + coordenadas de textura (u, v)
|
||||
// Formato: x, y, u, v
|
||||
float vertices[] = {
|
||||
// Posición // TexCoords
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, // Inferior izquierda
|
||||
1.0f, -1.0f, 1.0f, 0.0f, // Inferior derecha
|
||||
1.0f, 1.0f, 1.0f, 1.0f, // Superior derecha
|
||||
-1.0f, 1.0f, 0.0f, 1.0f // Superior izquierda
|
||||
};
|
||||
|
||||
// Índices para dibujar el quad con dos triángulos
|
||||
unsigned int indices[] = {
|
||||
0, 1, 2, // Primer triángulo
|
||||
2, 3, 0 // Segundo triángulo
|
||||
};
|
||||
|
||||
// Generar y configurar VAO
|
||||
glGenVertexArrays(1, &vao_);
|
||||
glBindVertexArray(vao_);
|
||||
checkGLError("glBindVertexArray");
|
||||
|
||||
// Generar y configurar VBO
|
||||
glGenBuffers(1, &vbo_);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
checkGLError("glBufferData(VBO)");
|
||||
|
||||
// Generar y configurar EBO
|
||||
glGenBuffers(1, &ebo_);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||
checkGLError("glBufferData(EBO)");
|
||||
|
||||
// Atributo 0: Posición (2 floats)
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
checkGLError("glVertexAttribPointer(position)");
|
||||
|
||||
// Atributo 1: Coordenadas de textura (2 floats)
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
checkGLError("glVertexAttribPointer(texcoord)");
|
||||
|
||||
// Desvincular
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
GLuint OpenGLShader::getTextureID(SDL_Texture* texture) {
|
||||
if (!texture) return 1;
|
||||
|
||||
SDL_PropertiesID props = SDL_GetTextureProperties(texture);
|
||||
GLuint texture_id = 0;
|
||||
|
||||
// Intentar obtener ID de textura OpenGL
|
||||
texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "SDL.texture.opengl.texture", nullptr);
|
||||
|
||||
if (texture_id == 0) {
|
||||
texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "texture.opengl.texture", nullptr);
|
||||
}
|
||||
|
||||
if (texture_id == 0) {
|
||||
texture_id = (GLuint)SDL_GetNumberProperty(props, "SDL.texture.opengl.texture", 1);
|
||||
}
|
||||
|
||||
if (texture_id == 0) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"No se pudo obtener ID de textura OpenGL, usando 1 por defecto");
|
||||
texture_id = 1;
|
||||
}
|
||||
|
||||
return texture_id;
|
||||
}
|
||||
|
||||
bool OpenGLShader::init(SDL_Window* window,
|
||||
SDL_Texture* texture,
|
||||
const std::string& vertex_source,
|
||||
const std::string& fragment_source) {
|
||||
window_ = window;
|
||||
back_buffer_ = texture;
|
||||
renderer_ = SDL_GetRenderer(window);
|
||||
|
||||
if (!renderer_) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Error: No se pudo obtener el renderer");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Obtener tamaños
|
||||
SDL_GetWindowSize(window_, &window_width_, &window_height_);
|
||||
SDL_GetTextureSize(back_buffer_, &texture_width_, &texture_height_);
|
||||
|
||||
// Verificar que es OpenGL
|
||||
const char* renderer_name = SDL_GetRendererName(renderer_);
|
||||
if (!renderer_name || strncmp(renderer_name, "opengl", 6) != 0) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Renderer no es OpenGL: %s", renderer_name ? renderer_name : "unknown");
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifndef __APPLE__
|
||||
// Inicializar extensiones OpenGL en Windows/Linux
|
||||
if (!initGLExtensions()) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Error al inicializar extensiones OpenGL");
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Limpiar shader anterior si existe
|
||||
if (program_id_ != 0) {
|
||||
glDeleteProgram(program_id_);
|
||||
program_id_ = 0;
|
||||
}
|
||||
|
||||
// Compilar shaders
|
||||
GLuint vertex_shader = compileShader(vertex_source, GL_VERTEX_SHADER);
|
||||
GLuint fragment_shader = compileShader(fragment_source, GL_FRAGMENT_SHADER);
|
||||
|
||||
if (vertex_shader == 0 || fragment_shader == 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Error al compilar shaders");
|
||||
if (vertex_shader != 0) glDeleteShader(vertex_shader);
|
||||
if (fragment_shader != 0) glDeleteShader(fragment_shader);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Enlazar programa
|
||||
program_id_ = linkProgram(vertex_shader, fragment_shader);
|
||||
|
||||
// Limpiar shaders (ya no necesarios tras el enlace)
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
|
||||
if (program_id_ == 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Error al crear programa de shaders");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Crear geometría del quad
|
||||
createQuadGeometry();
|
||||
|
||||
// Obtener ubicación del uniform TextureSize
|
||||
glUseProgram(program_id_);
|
||||
texture_size_location_ = glGetUniformLocation(program_id_, "TextureSize");
|
||||
if (texture_size_location_ != -1) {
|
||||
glUniform2f(texture_size_location_, texture_width_, texture_height_);
|
||||
checkGLError("glUniform2f(TextureSize)");
|
||||
} else {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Uniform 'TextureSize' no encontrado en shader");
|
||||
}
|
||||
glUseProgram(0);
|
||||
|
||||
is_initialized_ = true;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"** OpenGL 3.3 Shader Backend inicializado correctamente");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void OpenGLShader::render() {
|
||||
if (!is_initialized_ || program_id_ == 0) {
|
||||
// Fallback: renderizado SDL normal
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
|
||||
SDL_SetRenderTarget(renderer_, nullptr);
|
||||
SDL_RenderClear(renderer_);
|
||||
SDL_RenderTexture(renderer_, back_buffer_, nullptr, nullptr);
|
||||
SDL_RenderPresent(renderer_);
|
||||
return;
|
||||
}
|
||||
|
||||
// Obtener tamaño actual de ventana (puede haber cambiado)
|
||||
int current_width, current_height;
|
||||
SDL_GetWindowSize(window_, ¤t_width, ¤t_height);
|
||||
|
||||
// Guardar estados OpenGL
|
||||
GLint old_program;
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, &old_program);
|
||||
|
||||
GLint old_viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, old_viewport);
|
||||
|
||||
GLboolean was_texture_enabled = glIsEnabled(GL_TEXTURE_2D);
|
||||
GLint old_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture);
|
||||
|
||||
GLint old_vao;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
|
||||
|
||||
// Preparar renderizado
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
|
||||
SDL_SetRenderTarget(renderer_, nullptr);
|
||||
SDL_RenderClear(renderer_);
|
||||
|
||||
// Obtener y bindear textura
|
||||
GLuint texture_id = getTextureID(back_buffer_);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||
checkGLError("glBindTexture");
|
||||
|
||||
// Usar nuestro programa
|
||||
glUseProgram(program_id_);
|
||||
checkGLError("glUseProgram");
|
||||
|
||||
// Configurar viewport (obtener tamaño lógico de SDL)
|
||||
int logical_w, logical_h;
|
||||
SDL_RendererLogicalPresentation mode;
|
||||
SDL_GetRenderLogicalPresentation(renderer_, &logical_w, &logical_h, &mode);
|
||||
|
||||
if (logical_w == 0 || logical_h == 0) {
|
||||
logical_w = current_width;
|
||||
logical_h = current_height;
|
||||
}
|
||||
|
||||
// Calcular viewport considerando aspect ratio
|
||||
int viewport_x = 0, viewport_y = 0;
|
||||
int viewport_w = current_width, viewport_h = current_height;
|
||||
|
||||
if (mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE) {
|
||||
int scale_x = current_width / logical_w;
|
||||
int scale_y = current_height / logical_h;
|
||||
int scale = (scale_x < scale_y) ? scale_x : scale_y;
|
||||
if (scale < 1) scale = 1;
|
||||
|
||||
viewport_w = logical_w * scale;
|
||||
viewport_h = logical_h * scale;
|
||||
viewport_x = (current_width - viewport_w) / 2;
|
||||
viewport_y = (current_height - viewport_h) / 2;
|
||||
} else {
|
||||
float window_aspect = static_cast<float>(current_width) / current_height;
|
||||
float logical_aspect = static_cast<float>(logical_w) / logical_h;
|
||||
|
||||
if (window_aspect > logical_aspect) {
|
||||
viewport_w = static_cast<int>(logical_aspect * current_height);
|
||||
viewport_x = (current_width - viewport_w) / 2;
|
||||
} else {
|
||||
viewport_h = static_cast<int>(current_width / logical_aspect);
|
||||
viewport_y = (current_height - viewport_h) / 2;
|
||||
}
|
||||
}
|
||||
|
||||
glViewport(viewport_x, viewport_y, viewport_w, viewport_h);
|
||||
checkGLError("glViewport");
|
||||
|
||||
// Dibujar quad usando VAO
|
||||
glBindVertexArray(vao_);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
checkGLError("glDrawElements");
|
||||
|
||||
// Presentar
|
||||
SDL_GL_SwapWindow(window_);
|
||||
|
||||
// Restaurar estados OpenGL
|
||||
glUseProgram(old_program);
|
||||
glBindTexture(GL_TEXTURE_2D, old_texture);
|
||||
if (!was_texture_enabled) {
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
glBindVertexArray(old_vao);
|
||||
glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
|
||||
}
|
||||
|
||||
void OpenGLShader::setTextureSize(float width, float height) {
|
||||
if (!is_initialized_ || program_id_ == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
texture_width_ = width;
|
||||
texture_height_ = height;
|
||||
|
||||
GLint old_program;
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, &old_program);
|
||||
|
||||
glUseProgram(program_id_);
|
||||
|
||||
if (texture_size_location_ != -1) {
|
||||
glUniform2f(texture_size_location_, width, height);
|
||||
checkGLError("glUniform2f(TextureSize)");
|
||||
}
|
||||
|
||||
glUseProgram(old_program);
|
||||
}
|
||||
|
||||
void OpenGLShader::cleanup() {
|
||||
if (vao_ != 0) {
|
||||
glDeleteVertexArrays(1, &vao_);
|
||||
vao_ = 0;
|
||||
}
|
||||
|
||||
if (vbo_ != 0) {
|
||||
glDeleteBuffers(1, &vbo_);
|
||||
vbo_ = 0;
|
||||
}
|
||||
|
||||
if (ebo_ != 0) {
|
||||
glDeleteBuffers(1, &ebo_);
|
||||
ebo_ = 0;
|
||||
}
|
||||
|
||||
if (program_id_ != 0) {
|
||||
glDeleteProgram(program_id_);
|
||||
program_id_ = 0;
|
||||
}
|
||||
|
||||
is_initialized_ = false;
|
||||
window_ = nullptr;
|
||||
renderer_ = nullptr;
|
||||
back_buffer_ = nullptr;
|
||||
}
|
||||
|
||||
} // namespace Rendering
|
||||
98
source/rendering/opengl/opengl_shader.h
Normal file
98
source/rendering/opengl/opengl_shader.h
Normal file
@@ -0,0 +1,98 @@
|
||||
#pragma once
|
||||
|
||||
#include "../shader_backend.h"
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include <OpenGL/gl3.h>
|
||||
#else
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#endif
|
||||
|
||||
namespace Rendering {
|
||||
|
||||
/**
|
||||
* @brief Backend de shaders usando OpenGL 3.3 Core Profile
|
||||
*
|
||||
* Implementa el renderizado de shaders usando APIs modernas de OpenGL:
|
||||
* - VAO (Vertex Array Objects)
|
||||
* - VBO (Vertex Buffer Objects)
|
||||
* - Shaders GLSL #version 330 core
|
||||
*/
|
||||
class OpenGLShader : public ShaderBackend {
|
||||
public:
|
||||
OpenGLShader() = default;
|
||||
~OpenGLShader() override;
|
||||
|
||||
bool init(SDL_Window* window,
|
||||
SDL_Texture* texture,
|
||||
const std::string& vertex_source,
|
||||
const std::string& fragment_source) override;
|
||||
|
||||
void render() override;
|
||||
void setTextureSize(float width, float height) override;
|
||||
void cleanup() override;
|
||||
bool isHardwareAccelerated() const override { return is_initialized_; }
|
||||
|
||||
private:
|
||||
// Funciones auxiliares
|
||||
bool initGLExtensions();
|
||||
GLuint compileShader(const std::string& source, GLenum shader_type);
|
||||
GLuint linkProgram(GLuint vertex_shader, GLuint fragment_shader);
|
||||
void createQuadGeometry();
|
||||
GLuint getTextureID(SDL_Texture* texture);
|
||||
void checkGLError(const char* operation);
|
||||
|
||||
// Estado SDL
|
||||
SDL_Window* window_ = nullptr;
|
||||
SDL_Renderer* renderer_ = nullptr;
|
||||
SDL_Texture* back_buffer_ = nullptr;
|
||||
|
||||
// Estado OpenGL
|
||||
GLuint program_id_ = 0;
|
||||
GLuint vao_ = 0; // Vertex Array Object
|
||||
GLuint vbo_ = 0; // Vertex Buffer Object
|
||||
GLuint ebo_ = 0; // Element Buffer Object
|
||||
|
||||
// Ubicaciones de uniforms
|
||||
GLint texture_size_location_ = -1;
|
||||
|
||||
// Tamaños
|
||||
int window_width_ = 0;
|
||||
int window_height_ = 0;
|
||||
float texture_width_ = 0.0f;
|
||||
float texture_height_ = 0.0f;
|
||||
|
||||
// Estado
|
||||
bool is_initialized_ = false;
|
||||
|
||||
#ifndef __APPLE__
|
||||
// Punteros a funciones OpenGL en Windows/Linux
|
||||
PFNGLCREATESHADERPROC glCreateShader = nullptr;
|
||||
PFNGLSHADERSOURCEPROC glShaderSource = nullptr;
|
||||
PFNGLCOMPILESHADERPROC glCompileShader = nullptr;
|
||||
PFNGLGETSHADERIVPROC glGetShaderiv = nullptr;
|
||||
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = nullptr;
|
||||
PFNGLDELETESHADERPROC glDeleteShader = nullptr;
|
||||
PFNGLATTACHSHADERPROC glAttachShader = nullptr;
|
||||
PFNGLCREATEPROGRAMPROC glCreateProgram = nullptr;
|
||||
PFNGLLINKPROGRAMPROC glLinkProgram = nullptr;
|
||||
PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
|
||||
PFNGLGETPROGRAMIVPROC glGetProgramiv = nullptr;
|
||||
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = nullptr;
|
||||
PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
|
||||
PFNGLDELETEPROGRAMPROC glDeleteProgram = nullptr;
|
||||
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = nullptr;
|
||||
PFNGLUNIFORM2FPROC glUniform2f = nullptr;
|
||||
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = nullptr;
|
||||
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = nullptr;
|
||||
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = nullptr;
|
||||
PFNGLGENBUFFERSPROC glGenBuffers = nullptr;
|
||||
PFNGLBINDBUFFERPROC glBindBuffer = nullptr;
|
||||
PFNGLBUFFERDATAPROC glBufferData = nullptr;
|
||||
PFNGLDELETEBUFFERSPROC glDeleteBuffers = nullptr;
|
||||
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
|
||||
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = nullptr;
|
||||
#endif
|
||||
};
|
||||
|
||||
} // namespace Rendering
|
||||
55
source/rendering/shader_backend.h
Normal file
55
source/rendering/shader_backend.h
Normal file
@@ -0,0 +1,55 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <string>
|
||||
|
||||
namespace Rendering {
|
||||
|
||||
/**
|
||||
* @brief Interfaz abstracta para backends de renderizado con shaders
|
||||
*
|
||||
* Esta interfaz define el contrato que todos los backends de shaders
|
||||
* deben cumplir (OpenGL, Metal, Vulkan, etc.)
|
||||
*/
|
||||
class ShaderBackend {
|
||||
public:
|
||||
virtual ~ShaderBackend() = default;
|
||||
|
||||
/**
|
||||
* @brief Inicializa el backend de shaders
|
||||
* @param window Ventana SDL
|
||||
* @param texture Textura de backbuffer a la que aplicar shaders
|
||||
* @param vertex_source Código fuente del vertex shader
|
||||
* @param fragment_source Código fuente del fragment shader
|
||||
* @return true si la inicialización fue exitosa
|
||||
*/
|
||||
virtual bool init(SDL_Window* window,
|
||||
SDL_Texture* texture,
|
||||
const std::string& vertex_source,
|
||||
const std::string& fragment_source) = 0;
|
||||
|
||||
/**
|
||||
* @brief Renderiza la textura con los shaders aplicados
|
||||
*/
|
||||
virtual void render() = 0;
|
||||
|
||||
/**
|
||||
* @brief Establece el tamaño de la textura como parámetro del shader
|
||||
* @param width Ancho de la textura
|
||||
* @param height Alto de la textura
|
||||
*/
|
||||
virtual void setTextureSize(float width, float height) = 0;
|
||||
|
||||
/**
|
||||
* @brief Limpia y libera recursos del backend
|
||||
*/
|
||||
virtual void cleanup() = 0;
|
||||
|
||||
/**
|
||||
* @brief Verifica si el backend está usando aceleración por hardware
|
||||
* @return true si usa aceleración (OpenGL/Metal/Vulkan)
|
||||
*/
|
||||
virtual bool isHardwareAccelerated() const = 0;
|
||||
};
|
||||
|
||||
} // namespace Rendering
|
||||
@@ -9,8 +9,8 @@
|
||||
#include <string> // Para operator+, char_traits, to_string, string
|
||||
|
||||
#include "asset.h" // Para Asset
|
||||
#include "external/jail_shader.h" // Para init, render
|
||||
#include "mouse.h" // Para updateCursorVisibility
|
||||
#include "rendering/opengl/opengl_shader.h" // Para OpenGLShader
|
||||
#include "options.h" // Para VideoOptions, video, WindowOptions, window
|
||||
#include "param.h" // Para Param, param, ParamGame, ParamDebug
|
||||
#include "text.h" // Para Text, Text::COLOR, Text::STROKE
|
||||
@@ -57,7 +57,8 @@ Screen::Screen()
|
||||
|
||||
// Inicializa los shaders
|
||||
loadShaders();
|
||||
shader::init(window_, game_canvas_, shader_source_);
|
||||
shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
|
||||
shader_backend_->init(window_, game_canvas_, vertex_shader_source_, fragment_shader_source_);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -97,8 +98,8 @@ void Screen::renderPresent() {
|
||||
SDL_SetRenderTarget(renderer_, nullptr);
|
||||
clean();
|
||||
|
||||
if (Options::video.shaders) {
|
||||
shader::render();
|
||||
if (Options::video.shaders && shader_backend_) {
|
||||
shader_backend_->render();
|
||||
} else {
|
||||
SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
|
||||
SDL_RenderPresent(renderer_);
|
||||
@@ -223,13 +224,20 @@ void Screen::renderInfo() {
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// Carga el contenido del archivo GLSL
|
||||
// Carga el contenido de los archivos GLSL
|
||||
void Screen::loadShaders() {
|
||||
if (shader_source_.empty()) {
|
||||
const std::string GLSL_FILE = "crtpi.glsl";
|
||||
auto data = Asset::get()->loadData(GLSL_FILE);
|
||||
if (vertex_shader_source_.empty()) {
|
||||
const std::string VERTEX_FILE = "crtpi_vertex.glsl";
|
||||
auto data = Asset::get()->loadData(VERTEX_FILE);
|
||||
if (!data.empty()) {
|
||||
shader_source_ = std::string(data.begin(), data.end());
|
||||
vertex_shader_source_ = std::string(data.begin(), data.end());
|
||||
}
|
||||
}
|
||||
if (fragment_shader_source_.empty()) {
|
||||
const std::string FRAGMENT_FILE = "crtpi_fragment.glsl";
|
||||
auto data = Asset::get()->loadData(FRAGMENT_FILE);
|
||||
if (!data.empty()) {
|
||||
fragment_shader_source_ = std::string(data.begin(), data.end());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -238,7 +246,10 @@ void Screen::loadShaders() {
|
||||
void Screen::initShaders() {
|
||||
if (Options::video.shaders) {
|
||||
loadShaders();
|
||||
shader::init(window_, game_canvas_, shader_source_);
|
||||
if (!shader_backend_) {
|
||||
shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
|
||||
}
|
||||
shader_backend_->init(window_, game_canvas_, vertex_shader_source_, fragment_shader_source_);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -310,6 +321,10 @@ auto Screen::initSDLVideo() -> bool {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Warning: Failed to set OpenGL hint!");
|
||||
}
|
||||
// Configurar contexto OpenGL 3.3 Core Profile
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
#endif
|
||||
|
||||
// Crear ventana
|
||||
|
||||
@@ -8,10 +8,15 @@
|
||||
#include "color.h" // Para Color
|
||||
#include "options.h" // Para VideoOptions, video
|
||||
|
||||
// Forward declarations
|
||||
class Notifier;
|
||||
class ServiceMenu;
|
||||
class Text;
|
||||
|
||||
namespace Rendering {
|
||||
class ShaderBackend;
|
||||
}
|
||||
|
||||
// --- Clase Screen: gestiona la ventana, el renderizador y los efectos visuales globales (singleton) ---
|
||||
class Screen {
|
||||
public:
|
||||
@@ -209,11 +214,13 @@ class Screen {
|
||||
ServiceMenu *service_menu_; // Objeto para mostrar el menú de servicio
|
||||
Notifier *notifier_; // Objeto para mostrar las notificaciones por pantalla
|
||||
std::shared_ptr<Text> text_; // Objeto para escribir texto en pantalla
|
||||
std::unique_ptr<Rendering::ShaderBackend> shader_backend_; // Backend de shaders (OpenGL/Metal/Vulkan)
|
||||
|
||||
// --- Variables de estado ---
|
||||
SDL_FRect src_rect_; // Coordenadas de origen para dibujar la textura del juego
|
||||
SDL_FRect dst_rect_; // Coordenadas destino para dibujar la textura del juego
|
||||
std::string shader_source_; // Almacena el contenido del archivo GLSL
|
||||
std::string vertex_shader_source_; // Almacena el vertex shader
|
||||
std::string fragment_shader_source_; // Almacena el fragment shader
|
||||
FPS fps_; // Gestión de frames por segundo
|
||||
FlashEffect flash_effect_; // Efecto de flash en pantalla
|
||||
ShakeEffect shake_effect_; // Efecto de agitar la pantalla
|
||||
|
||||
Reference in New Issue
Block a user