Primera implementación funcional de shaders

This commit is contained in:
2024-06-30 08:14:30 +02:00
parent 85a24e0100
commit b800ab2073
8 changed files with 571 additions and 27 deletions

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@@ -32,7 +32,7 @@ ifeq ($(OS),Windows_NT)
else else
FixPath = $1 FixPath = $1
SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp') SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -framework OpenGL -Wno-deprecated
LDFLAGS := -lSDL2 LDFLAGS := -lSDL2
RM = rm -f RM = rm -f
MKD:= mkdir -p MKD:= mkdir -p

234
data/shaders/crtpi.glsl Normal file
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@@ -0,0 +1,234 @@
/*
crt-pi - A Raspberry Pi friendly CRT shader.
Copyright (C) 2015-2016 davej
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
Notes:
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
BLOOM_FACTOR controls the increase in width for bright scanlines.
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
*/
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
// Haven't put these as parameters as it would slow the code down.
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
#define CURVATURE
//#define SHARPER
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
#define MASK_TYPE 1
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CURVATURE_X;
uniform COMPAT_PRECISION float CURVATURE_Y;
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
uniform COMPAT_PRECISION float BLOOM_FACTOR;
uniform COMPAT_PRECISION float INPUT_GAMMA;
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
#else
#define CURVATURE_X 0.25
#define CURVATURE_Y 0.45
#define MASK_BRIGHTNESS 0.70
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 1.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
#endif
/* COMPATIBILITY
- GLSL compilers
*/
//uniform vec2 TextureSize;
#if defined(CURVATURE)
varying vec2 screenScale;
#endif
varying vec2 TEX0;
varying float filterWidth;
#if defined(VERTEX)
//uniform mat4 MVPMatrix;
//attribute vec4 VertexCoord;
//attribute vec2 TexCoord;
//uniform vec2 InputSize;
//uniform vec2 OutputSize;
void main()
{
#if defined(CURVATURE)
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
#endif
filterWidth = (768.0 / 240.0) / 3.0;
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
uniform sampler2D Texture;
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= screenScale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0); // If out of bounds, return an invalid value.
else
{
coord += vec2(0.5);
coord /= screenScale;
}
return coord;
}
#endif
float CalcScanLineWeight(float dist)
{
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
}
float CalcScanLine(float dy)
{
float scanLineWeight = CalcScanLineWeight(dy);
#if defined(MULTISAMPLE)
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
scanLineWeight *= 0.3333333;
#endif
return scanLineWeight;
}
void main()
{
vec2 TextureSize = vec2(320.0, 240.0);
#if defined(CURVATURE)
vec2 texcoord = Distort(TEX0);
if (texcoord.x < 0.0)
gl_FragColor = vec4(0.0);
else
#else
vec2 texcoord = TEX0;
#endif
{
vec2 texcoordInPixels = texcoord * TextureSize;
#if defined(SHARPER)
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
vec2 coord = tempCoord / TextureSize;
vec2 deltas = texcoordInPixels - tempCoord;
float scanLineWeight = CalcScanLine(deltas.y);
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= TextureSize;
deltas *= signs;
vec2 tc = coord + deltas;
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= TextureSize.y;
dy *= signY;
vec2 tc = vec2(texcoord.x, yCoord + dy);
#endif
vec3 colour = texture2D(Texture, tc).rgb;
#if defined(SCANLINES)
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = colour * colour;
#else
colour = pow(colour, vec3(INPUT_GAMMA));
#endif
#endif
scanLineWeight *= BLOOM_FACTOR;
colour *= scanLineWeight;
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = sqrt(colour);
#else
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
#endif
#endif
#endif
#if MASK_TYPE == 0
gl_FragColor = vec4(colour, 1.0);
#else
#if MASK_TYPE == 1
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
vec3 mask;
if (whichMask < 0.5)
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
else
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
#elif MASK_TYPE == 2
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
if (whichMask < 0.3333333)
mask.x = 1.0;
else if (whichMask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
#endif
gl_FragColor = vec4(colour * mask, 1.0);
#endif
}
}
#endif

229
source/common/jshader.cpp Normal file
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@@ -0,0 +1,229 @@
#include "jshader.h"
#include <iostream>
#ifdef __APPLE__
#include "CoreFoundation/CoreFoundation.h"
#include <OpenGL/OpenGL.h>
#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
#include <OpenGL/gl3.h>
#else
#include <OpenGL/gl.h>
#endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
#else
#include <SDL2/SDL_opengl.h>
#include <SDL2/SDL_opengl_glext.h>
#endif
namespace shader
{
SDL_Window *win = nullptr;
SDL_Renderer *renderer = nullptr;
GLuint programId = 0;
SDL_Texture* backBuffer = nullptr;
SDL_Point win_size = {640, 480};
SDL_Point tex_size = {320, 240};
bool usingOpenGL;
#ifndef __APPLE__
// I'm avoiding the use of GLEW or some extensions handler, but that
// doesn't mean you should...
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;
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");
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
glUseProgram;
}
#endif
GLuint compileShader(const char* source, GLuint shaderType) {
// Create ID for shader
GLuint result = glCreateShader(shaderType);
// Add define depending on shader type
const char *sources[2] = { shaderType==GL_VERTEX_SHADER?"#define VERTEX\n":"#define FRAGMENT\n", source };
// Define shader text
glShaderSource(result, 2, sources, NULL);
// Compile shader
glCompileShader(result);
//Check vertex shader for errors
GLint shaderCompiled = GL_FALSE;
glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
if( shaderCompiled != GL_TRUE ) {
std::cout << "Error en la compilación: " << result << "!" << std::endl;
GLint logLength;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
GLchar *log = (GLchar*)malloc(logLength);
glGetShaderInfoLog(result, logLength, &logLength, log);
std::cout << "Shader compile log:" << log << std::endl;
free(log);
}
glDeleteShader(result);
result = 0;
// } else {
// std::cout << "Shader compilado correctamente. Id = " << result << std::endl;
}
return result;
}
GLuint compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource) {
GLuint programId = 0;
GLuint vtxShaderId, fragShaderId;
programId = glCreateProgram();
vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, GL_FRAGMENT_SHADER);
if(vtxShaderId && fragShaderId) {
// Associate shader with program
glAttachShader(programId, vtxShaderId);
glAttachShader(programId, fragShaderId);
glLinkProgram(programId);
glValidateProgram(programId);
// Check the status of the compile/link
GLint logLen;
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
if(logLen > 0) {
char* log = (char*) malloc(logLen * sizeof(char));
// Show any errors as appropriate
glGetProgramInfoLog(programId, logLen, &logLen, log);
std::cout << "Prog Info Log: " << std::endl << log << std::endl;
free(log);
}
}
if(vtxShaderId) {
glDeleteShader(vtxShaderId);
}
if(fragShaderId) {
glDeleteShader(fragShaderId);
}
return programId;
}
const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader)
{
shader::win = win;
shader::renderer = SDL_GetRenderer(win);
shader::backBuffer = backBuffer;
SDL_GetWindowSize(win, &win_size.x, &win_size.y);
int access;
SDL_QueryTexture(backBuffer, NULL, &access, &tex_size.x, &tex_size.y);
if (access != SDL_TEXTUREACCESS_TARGET)
{
std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl;
exit(1);
}
SDL_RendererInfo rendererInfo;
SDL_GetRendererInfo(renderer, &rendererInfo);
if(!strncmp(rendererInfo.name, "opengl", 6)) {
//std::cout << "Es OpenGL!" << std::endl;
#ifndef __APPLE__
if (!initGLExtensions()) {
std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
usingOpenGL = false;
return false;
}
#endif
// Compilar el shader y dejarlo listo para usar.
programId = compileProgram(vertexShader, fragmentShader);
//std::cout << "programId = " << programId << std::endl;
} else {
std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
usingOpenGL = false;
return false;
}
usingOpenGL = true;
return true;
}
void render()
{
GLint oldProgramId;
// Guarrada para obtener el textureid (en driverdata->texture)
//Detach the texture
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderClear(renderer);
if (usingOpenGL) {
SDL_GL_BindTexture(backBuffer, NULL, NULL);
if(programId != 0) {
glGetIntegerv(GL_CURRENT_PROGRAM,&oldProgramId);
glUseProgram(programId);
}
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
// Coordenadas de la ventana donde pintar.
minx = 0.0f;
miny = 0.0f;
maxx = tex_size.x;
maxy = tex_size.y;
minu = 0.0f;
maxu = 1.0f;
minv = 0.0f;
maxv = 1.0f;
glViewport(0, 0, win_size.x, win_size.y);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(minu, minv);
glVertex2f(minx, miny);
glTexCoord2f(maxu, minv);
glVertex2f(maxx, miny);
glTexCoord2f(minu, maxv);
glVertex2f(minx, maxy);
glTexCoord2f(maxu, maxv);
glVertex2f(maxx, maxy);
glEnd();
SDL_GL_SwapWindow(win);
if(programId != 0) {
glUseProgram(oldProgramId);
}
} else {
SDL_RenderCopy(renderer, backBuffer, NULL, NULL);
SDL_RenderPresent(renderer);
}
}
}

44
source/common/jshader.h Normal file
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@@ -0,0 +1,44 @@
#pragma once
#include <SDL2/SDL.h>
// TIPS:
// =======================================================================
// Abans de crear el renderer, cridar a la següent funció:
//
// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
//
// Aixó li diu que volem un renderer que use especificament opengl. A més,
// al crear el renderer li tenim que dir que el volem que use acceeració
// per hardware, i que soporte render a textura. Per exemple:
//
// SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED |
// SDL_RENDERER_TARGETTEXTURE);
//
// Per altra part, al crear la textura tenim que definir que puga ser target
// de renderitzat (SDL_TEXTUREACCESS_TARGET), per exemple:
//
// SDL_Texture *tex = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
// SDL_TEXTUREACCESS_TARGET, 320, 240);
//
// Els shaders li'ls passem com una cadena, som nosaltres els que s'encarreguem
// de carregarlos de disc, amb fopen, ifstream, jfile o el que vullgues.
// Si els tens en un std::string, passa-li-la com "cadena.c_str()".
//
// Poden ser els dos el mateix arxiu, com fa libRetro, jo desde dins ja fique
// els defines necessaris. Si es el mateix arxiu, pots no ficar el quart paràmetre.
//
// Els shaders de libRetro no funcionen directament, hi ha que fer algunes modificacions.
//
// El pintat final de la teua escena l'has de fer com si "backBuffer" fora la pantalla.
//
// Ah! una cosa mes: al compilar, en Linux afegir "-lGL", en Windows afegir "-lopengl32".
// En Mac ni idea
namespace shader
{
const bool init(SDL_Window* win, SDL_Texture* backBuffer,
const char* vertexShader, const char* fragmentShader=nullptr);
void render();
}

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@@ -1,6 +1,9 @@
#include "screen.h" #include "screen.h"
#include <string> #include <string>
#include <iostream> #include <iostream>
#include "jshader.h"
#include <fstream>
#include <streambuf>
// Constructor // Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options) Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options)
@@ -12,8 +15,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
this->asset = asset; this->asset = asset;
// Inicializa variables // Inicializa variables
windowWidth = 0; SDL_GetRendererOutputSize(renderer, &windowWidth, &windowHeight);
windowHeight = 0;
gameCanvasWidth = options->video.gameWidth; gameCanvasWidth = options->video.gameWidth;
gameCanvasHeight = options->video.gameHeight; gameCanvasHeight = options->video.gameHeight;
borderWidth = options->video.border.width * 2; borderWidth = options->video.border.width * 2;
@@ -72,18 +74,25 @@ void Screen::blit()
// Actualiza y dibuja el efecto de flash en la pantalla // Actualiza y dibuja el efecto de flash en la pantalla
doFlash(); doFlash();
// Vuelve a dejar el renderizador en modo normal if (options->video.shaders)
SDL_SetRenderTarget(renderer, nullptr); {
shader::render();
}
else
{
// Vuelve a dejar el renderizador en modo normal
SDL_SetRenderTarget(renderer, nullptr);
// Borra el contenido previo // Borra el contenido previo
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF); SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
// Copia la textura de juego en el renderizador en la posición adecuada // Copia la textura de juego en el renderizador en la posición adecuada
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest); SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
// Muestra por pantalla el renderizador // Muestra por pantalla el renderizador
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
}
} }
// Establece el modo de video // Establece el modo de video
@@ -170,8 +179,20 @@ void Screen::setVideoMode(int videoMode)
} }
} }
// Reinicia los shaders
if (options->video.shaders)
{
std::ifstream f(asset->get("crtpi.glsl").c_str());
std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
shader::init(window, gameCanvas, source.c_str());
}
// Modifica el tamaño del renderizador // Modifica el tamaño del renderizador
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight); else
{
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
}
// Actualiza las opciones // Actualiza las opciones
options->video.mode = videoMode; options->video.mode = videoMode;
@@ -377,13 +398,6 @@ void Screen::doFlash()
SDL_SetRenderTarget(renderer, temp); SDL_SetRenderTarget(renderer, temp);
// Actualiza la lógica del efecto // Actualiza la lógica del efecto
if (flashEffect.counter < flashEffect.lenght) flashEffect.counter < flashEffect.lenght ? flashEffect.counter++ : flashEffect.enabled = false;
{
flashEffect.counter++;
}
else
{
flashEffect.enabled = false;
}
} }
} }

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@@ -121,6 +121,7 @@ struct op_video_t
bool integerScale; // Indica si el escalado de la imagen ha de ser entero en el modo a pantalla completa bool integerScale; // Indica si el escalado de la imagen ha de ser entero en el modo a pantalla completa
bool keepAspect; // Indica si se ha de mantener la relación de aspecto al poner el modo a pantalla completa bool keepAspect; // Indica si se ha de mantener la relación de aspecto al poner el modo a pantalla completa
op_border_t border; // Opciones para el borde la pantalla de juego op_border_t border; // Opciones para el borde la pantalla de juego
bool shaders; // Indica si se van a usar shaders para los filtros de video
}; };
// Estructura para las opciones de musica // Estructura para las opciones de musica

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@@ -148,7 +148,6 @@ bool Director::initSDL()
// Inicializa SDL // Inicializa SDL
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
// if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
{ {
if (options->console) if (options->console)
{ {
@@ -166,10 +165,19 @@ bool Director::initSDL()
{ {
if (options->console) if (options->console)
{ {
std::cout << "Warning: Nearest texture filtering not enabled!\n"; std::cout << "Warning: texture filtering not enabled!\n";
} }
} }
if (options->video.shaders)
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"))
{
if (options->console)
{
std::cout << "Warning: opengl not enabled!\n";
}
}
// Crea la ventana // Crea la ventana
int incW = 0; int incW = 0;
int incH = 0; int incH = 0;
@@ -178,7 +186,7 @@ bool Director::initSDL()
incW = options->video.border.width * 2; incW = options->video.border.width * 2;
incH = options->video.border.height * 2; incH = options->video.border.height * 2;
} }
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (param->gameWidth + incW) * options->video.window.size, (param->gameHeight + incH) * options->video.window.size, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (param->gameWidth + incW) * options->video.window.size, (param->gameHeight + incH) * options->video.window.size, 0);
if (window == nullptr) if (window == nullptr)
{ {
if (options->console) if (options->console)
@@ -195,6 +203,13 @@ bool Director::initSDL()
{ {
flags = flags | SDL_RENDERER_PRESENTVSYNC; flags = flags | SDL_RENDERER_PRESENTVSYNC;
} }
// La aceleración se activa según las opciones
if (options->video.shaders)
{
flags = flags | SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
}
renderer = SDL_CreateRenderer(window, -1, flags); renderer = SDL_CreateRenderer(window, -1, flags);
if (renderer == nullptr) if (renderer == nullptr)
@@ -270,6 +285,9 @@ bool Director::setFileList()
asset->add(prefix + "/data/sound/powerball.wav", t_sound); asset->add(prefix + "/data/sound/powerball.wav", t_sound);
asset->add(prefix + "/data/sound/notify.wav", t_sound); asset->add(prefix + "/data/sound/notify.wav", t_sound);
// Shaders
asset->add(prefix + "/data/shaders/crtpi.glsl", t_data);
// Texturas // Texturas
asset->add(prefix + "/data/gfx/balloon1.png", t_bitmap); asset->add(prefix + "/data/gfx/balloon1.png", t_bitmap);
asset->add(prefix + "/data/gfx/balloon1.ani", t_data); asset->add(prefix + "/data/gfx/balloon1.ani", t_data);
@@ -404,6 +422,7 @@ void Director::initOptions()
options->video.border.width = 0; options->video.border.width = 0;
options->video.border.height = 0; options->video.border.height = 0;
options->video.border.enabled = false; options->video.border.enabled = false;
options->video.shaders = true;
// Opciones de audio // Opciones de audio
options->audio.music.enabled = true; options->audio.music.enabled = true;
@@ -617,6 +636,7 @@ bool Director::saveConfigFile()
file << "border.enabled=" + boolToString(options->video.border.enabled) + "\n"; file << "border.enabled=" + boolToString(options->video.border.enabled) + "\n";
file << "border.width=" + std::to_string(options->video.border.width) + "\n"; file << "border.width=" + std::to_string(options->video.border.width) + "\n";
file << "border.height=" + std::to_string(options->video.border.height) + "\n"; file << "border.height=" + std::to_string(options->video.border.height) + "\n";
file << "video.shaders=" + boolToString(options->video.shaders) + "\n";
// Opciones de audio // Opciones de audio
file << "\n## AUDIO\n"; file << "\n## AUDIO\n";
@@ -807,6 +827,11 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
options->video.border.height = std::stoi(value); options->video.border.height = std::stoi(value);
} }
else if (var == "video.shaders")
{
options->video.shaders = stringToBool(value);
}
// Opciones de audio // Opciones de audio
else if (var == "music.enabled") else if (var == "music.enabled")
{ {

View File

@@ -38,9 +38,6 @@ private:
Asset *asset; // Objeto que gestiona todos los ficheros de recursos Asset *asset; // Objeto que gestiona todos los ficheros de recursos
Input *input; // Objeto para leer las entradas de teclado o mando Input *input; // Objeto para leer las entradas de teclado o mando
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
Instructions *instructions; // Objeto para la sección de las instrucciones
HiScoreTable *hiScoreTable; // Objeto para mostrar las mejores puntuaciones online
Game *demoGame; // Objeto para lanzar la demo del juego
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
section_t *section; // Indicador para el bucle del titulo section_t *section; // Indicador para el bucle del titulo
Background *backgroundObj; // Objeto para dibujar el fondo del juego Background *backgroundObj; // Objeto para dibujar el fondo del juego