unificats els shaders glsl en un sol fitxer
corregida la inicialització de opengl i shaders
This commit is contained in:
@@ -75,8 +75,7 @@ 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|${PREFIX}/data/shaders/crtpi_240.glsl
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DATA|${PREFIX}/data/shaders/crtpi_256.glsl
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DATA|${PREFIX}/data/shaders/crtpi.glsl
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# Texturas - Balloons
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ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
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@@ -78,7 +78,9 @@ uniform COMPAT_PRECISION float OUTPUT_GAMMA;
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- GLSL compilers
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*/
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//uniform vec2 TextureSize;
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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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@@ -97,7 +99,8 @@ void main()
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#if defined(CURVATURE)
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screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
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#endif
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filterWidth = (768.0 / 240.0) / 3.0;
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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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@@ -146,7 +149,7 @@ float CalcScanLine(float dy)
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void main()
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{
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vec2 TextureSize = vec2(320.0, 240.0);
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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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@@ -1,234 +0,0 @@
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/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Copyright (C) 2015-2016 davej
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This program is free software; you can redistribute it and/or modify it
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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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#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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// 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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#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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#endif
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/* COMPATIBILITY
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- GLSL compilers
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*/
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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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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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#endif
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filterWidth = (768.0 / 256.0) / 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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uniform sampler2D Texture;
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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 -= 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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else
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{
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coord += vec2(0.5);
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coord /= screenScale;
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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-filterWidth);
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scanLineWeight += CalcScanLineWeight(dy+filterWidth);
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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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vec2 TextureSize = vec2(320.0, 256.0);
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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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#else
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vec2 texcoord = TEX0;
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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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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 = texture2D(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));
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#endif
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#endif
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scanLineWeight *= BLOOM_FACTOR;
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colour *= scanLineWeight;
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = sqrt(colour);
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#else
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colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
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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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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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#elif MASK_TYPE == 2
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float whichMask = fract((gl_FragCoord.x*1.0001) * 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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else if (whichMask < 0.6666666)
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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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#endif
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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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45
source/external/jail_shader.cpp
vendored
45
source/external/jail_shader.cpp
vendored
@@ -50,6 +50,8 @@ PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLUNIFORM2FPROC glUniform2f;
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bool initGLExtensions() {
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glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
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@@ -66,11 +68,13 @@ bool initGLExtensions() {
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
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glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
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glUseProgram && glDeleteProgram;
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glUseProgram && glDeleteProgram && glGetUniformLocation && glUniform2f;
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}
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#endif
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@@ -269,6 +273,19 @@ bool init(SDL_Window *window, SDL_Texture *back_buffer_texture, const std::strin
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usingOpenGL = false;
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return false;
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}
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// Establecer el uniform TextureSize inmediatamente después de compilar
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// Los uniforms persisten en el programa una vez establecidos
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glUseProgram(programId);
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GLint textureSizeLocation = glGetUniformLocation(programId, "TextureSize");
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if (textureSizeLocation != -1) {
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glUniform2f(textureSizeLocation, tex_size.x, tex_size.y);
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checkGLError("glUniform2f(TextureSize) - init");
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Warning: No se pudo encontrar el uniform 'TextureSize' en el shader");
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}
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glUseProgram(0); // Deseleccionar el programa
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "ADVERTENCIA: El driver del renderer no es OpenGL (%s).", render_name);
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usingOpenGL = false;
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@@ -391,6 +408,32 @@ void render() {
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}
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}
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void setTextureSize(float width, float height) {
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if (!usingOpenGL || programId == INVALID_PROGRAM_ID) {
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return;
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}
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// Guardar el programa actual
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GLint oldProgramId;
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glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
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// Usar nuestro programa
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glUseProgram(programId);
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// Obtener la ubicación del uniform TextureSize
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GLint textureSizeLocation = glGetUniformLocation(programId, "TextureSize");
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if (textureSizeLocation != -1) {
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glUniform2f(textureSizeLocation, width, height);
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checkGLError("glUniform2f(TextureSize)");
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Warning: No se pudo encontrar el uniform 'TextureSize' en el shader");
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}
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// Restaurar el programa anterior
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glUseProgram(oldProgramId);
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}
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void cleanup() {
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if (programId != INVALID_PROGRAM_ID) {
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glDeleteProgram(programId);
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1
source/external/jail_shader.h
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1
source/external/jail_shader.h
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@@ -6,4 +6,5 @@
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namespace shader {
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bool init(SDL_Window *ventana, SDL_Texture *texturaBackBuffer, const std::string &vertexShader, const std::string &fragmentShader = "");
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void render();
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void setTextureSize(float width, float height); // Establece el tamaño de textura como uniform
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} // namespace shader
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@@ -56,7 +56,6 @@ Screen::Screen()
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#endif
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// Inicializa los shaders
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SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
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loadShaders();
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shader::init(window_, game_canvas_, shader_source_);
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}
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@@ -227,7 +226,7 @@ void Screen::renderInfo() {
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// Carga el contenido del archivo GLSL
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void Screen::loadShaders() {
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if (shader_source_.empty()) {
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const std::string GLSL_FILE = param.game.game_area.rect.h == 256 ? "crtpi_256.glsl" : "crtpi_240.glsl";
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const std::string GLSL_FILE = "crtpi.glsl";
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auto data = Asset::get()->loadData(GLSL_FILE);
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if (!data.empty()) {
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shader_source_ = std::string(data.begin(), data.end());
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Block a user