Primera implementación funcional de shaders
This commit is contained in:
2
Makefile
2
Makefile
@@ -32,7 +32,7 @@ ifeq ($(OS),Windows_NT)
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else
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FixPath = $1
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SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
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CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections
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CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -framework OpenGL -Wno-deprecated
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LDFLAGS := -lSDL2
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RM = rm -f
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MKD:= mkdir -p
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234
data/shaders/crtpi.glsl
Normal file
234
data/shaders/crtpi.glsl
Normal file
@@ -0,0 +1,234 @@
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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 1
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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 0.25
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#define CURVATURE_Y 0.45
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#define MASK_BRIGHTNESS 0.70
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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 1.5
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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 / 240.0) / 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, 240.0);
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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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229
source/common/jshader.cpp
Normal file
229
source/common/jshader.cpp
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@@ -0,0 +1,229 @@
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#include "jshader.h"
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#include <iostream>
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#ifdef __APPLE__
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#include "CoreFoundation/CoreFoundation.h"
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#include <OpenGL/OpenGL.h>
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#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#include <OpenGL/gl3.h>
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#else
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#include <OpenGL/gl.h>
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#endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#else
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_opengl_glext.h>
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#endif
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namespace shader
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{
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SDL_Window *win = nullptr;
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SDL_Renderer *renderer = nullptr;
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GLuint programId = 0;
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SDL_Texture* backBuffer = nullptr;
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SDL_Point win_size = {640, 480};
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SDL_Point tex_size = {320, 240};
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bool usingOpenGL;
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#ifndef __APPLE__
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// I'm avoiding the use of GLEW or some extensions handler, but that
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// doesn't mean you should...
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLUSEPROGRAMPROC glUseProgram;
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bool initGLExtensions() {
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glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
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glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
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glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
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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;
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}
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#endif
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GLuint compileShader(const char* source, GLuint shaderType) {
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// Create ID for shader
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GLuint result = glCreateShader(shaderType);
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// Add define depending on shader type
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const char *sources[2] = { shaderType==GL_VERTEX_SHADER?"#define VERTEX\n":"#define FRAGMENT\n", source };
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// Define shader text
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glShaderSource(result, 2, sources, NULL);
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// Compile shader
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glCompileShader(result);
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//Check vertex shader for errors
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GLint shaderCompiled = GL_FALSE;
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glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
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if( shaderCompiled != GL_TRUE ) {
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std::cout << "Error en la compilación: " << result << "!" << std::endl;
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GLint logLength;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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GLchar *log = (GLchar*)malloc(logLength);
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glGetShaderInfoLog(result, logLength, &logLength, log);
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std::cout << "Shader compile log:" << log << std::endl;
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free(log);
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}
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glDeleteShader(result);
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result = 0;
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// } else {
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// std::cout << "Shader compilado correctamente. Id = " << result << std::endl;
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}
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return result;
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}
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GLuint compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource) {
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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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programId = glCreateProgram();
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vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, GL_FRAGMENT_SHADER);
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if(vtxShaderId && fragShaderId) {
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// Associate shader with program
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glAttachShader(programId, vtxShaderId);
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glAttachShader(programId, fragShaderId);
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glLinkProgram(programId);
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glValidateProgram(programId);
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// Check the status of the compile/link
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GLint logLen;
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
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if(logLen > 0) {
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char* log = (char*) malloc(logLen * sizeof(char));
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// Show any errors as appropriate
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glGetProgramInfoLog(programId, logLen, &logLen, log);
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std::cout << "Prog Info Log: " << std::endl << log << std::endl;
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free(log);
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}
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}
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if(vtxShaderId) {
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glDeleteShader(vtxShaderId);
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}
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if(fragShaderId) {
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glDeleteShader(fragShaderId);
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}
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return programId;
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}
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const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader)
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{
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shader::win = win;
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shader::renderer = SDL_GetRenderer(win);
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shader::backBuffer = backBuffer;
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SDL_GetWindowSize(win, &win_size.x, &win_size.y);
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int access;
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SDL_QueryTexture(backBuffer, NULL, &access, &tex_size.x, &tex_size.y);
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if (access != SDL_TEXTUREACCESS_TARGET)
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{
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std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl;
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exit(1);
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}
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SDL_RendererInfo rendererInfo;
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SDL_GetRendererInfo(renderer, &rendererInfo);
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if(!strncmp(rendererInfo.name, "opengl", 6)) {
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//std::cout << "Es OpenGL!" << std::endl;
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#ifndef __APPLE__
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if (!initGLExtensions()) {
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std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
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usingOpenGL = false;
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return false;
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}
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#endif
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// Compilar el shader y dejarlo listo para usar.
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programId = compileProgram(vertexShader, fragmentShader);
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//std::cout << "programId = " << programId << std::endl;
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} else {
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std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
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usingOpenGL = false;
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return false;
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}
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usingOpenGL = true;
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return true;
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}
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void render()
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{
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GLint oldProgramId;
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// Guarrada para obtener el textureid (en driverdata->texture)
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//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
44
source/common/jshader.h
Normal file
@@ -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();
|
||||
}
|
||||
@@ -1,6 +1,9 @@
|
||||
#include "screen.h"
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include "jshader.h"
|
||||
#include <fstream>
|
||||
#include <streambuf>
|
||||
|
||||
// Constructor
|
||||
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;
|
||||
|
||||
// Inicializa variables
|
||||
windowWidth = 0;
|
||||
windowHeight = 0;
|
||||
SDL_GetRendererOutputSize(renderer, &windowWidth, &windowHeight);
|
||||
gameCanvasWidth = options->video.gameWidth;
|
||||
gameCanvasHeight = options->video.gameHeight;
|
||||
borderWidth = options->video.border.width * 2;
|
||||
@@ -72,6 +74,12 @@ void Screen::blit()
|
||||
// Actualiza y dibuja el efecto de flash en la pantalla
|
||||
doFlash();
|
||||
|
||||
if (options->video.shaders)
|
||||
{
|
||||
shader::render();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Vuelve a dejar el renderizador en modo normal
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
|
||||
@@ -85,6 +93,7 @@ void Screen::blit()
|
||||
// Muestra por pantalla el renderizador
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el modo de video
|
||||
void Screen::setVideoMode(int videoMode)
|
||||
@@ -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
|
||||
else
|
||||
{
|
||||
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
|
||||
}
|
||||
|
||||
// Actualiza las opciones
|
||||
options->video.mode = videoMode;
|
||||
@@ -377,13 +398,6 @@ void Screen::doFlash()
|
||||
SDL_SetRenderTarget(renderer, temp);
|
||||
|
||||
// Actualiza la lógica del efecto
|
||||
if (flashEffect.counter < flashEffect.lenght)
|
||||
{
|
||||
flashEffect.counter++;
|
||||
}
|
||||
else
|
||||
{
|
||||
flashEffect.enabled = false;
|
||||
}
|
||||
flashEffect.counter < flashEffect.lenght ? flashEffect.counter++ : flashEffect.enabled = false;
|
||||
}
|
||||
}
|
||||
@@ -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 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
|
||||
bool shaders; // Indica si se van a usar shaders para los filtros de video
|
||||
};
|
||||
|
||||
// Estructura para las opciones de musica
|
||||
|
||||
@@ -148,7 +148,6 @@ bool Director::initSDL()
|
||||
|
||||
// Inicializa SDL
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
|
||||
// if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
|
||||
{
|
||||
if (options->console)
|
||||
{
|
||||
@@ -166,7 +165,16 @@ bool Director::initSDL()
|
||||
{
|
||||
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";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -178,7 +186,7 @@ bool Director::initSDL()
|
||||
incW = options->video.border.width * 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 (options->console)
|
||||
@@ -195,6 +203,13 @@ bool Director::initSDL()
|
||||
{
|
||||
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);
|
||||
|
||||
if (renderer == nullptr)
|
||||
@@ -270,6 +285,9 @@ bool Director::setFileList()
|
||||
asset->add(prefix + "/data/sound/powerball.wav", t_sound);
|
||||
asset->add(prefix + "/data/sound/notify.wav", t_sound);
|
||||
|
||||
// Shaders
|
||||
asset->add(prefix + "/data/shaders/crtpi.glsl", t_data);
|
||||
|
||||
// Texturas
|
||||
asset->add(prefix + "/data/gfx/balloon1.png", t_bitmap);
|
||||
asset->add(prefix + "/data/gfx/balloon1.ani", t_data);
|
||||
@@ -404,6 +422,7 @@ void Director::initOptions()
|
||||
options->video.border.width = 0;
|
||||
options->video.border.height = 0;
|
||||
options->video.border.enabled = false;
|
||||
options->video.shaders = true;
|
||||
|
||||
// Opciones de audio
|
||||
options->audio.music.enabled = true;
|
||||
@@ -617,6 +636,7 @@ bool Director::saveConfigFile()
|
||||
file << "border.enabled=" + boolToString(options->video.border.enabled) + "\n";
|
||||
file << "border.width=" + std::to_string(options->video.border.width) + "\n";
|
||||
file << "border.height=" + std::to_string(options->video.border.height) + "\n";
|
||||
file << "video.shaders=" + boolToString(options->video.shaders) + "\n";
|
||||
|
||||
// Opciones de audio
|
||||
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);
|
||||
}
|
||||
|
||||
else if (var == "video.shaders")
|
||||
{
|
||||
options->video.shaders = stringToBool(value);
|
||||
}
|
||||
|
||||
// Opciones de audio
|
||||
else if (var == "music.enabled")
|
||||
{
|
||||
|
||||
@@ -38,9 +38,6 @@ private:
|
||||
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
|
||||
Input *input; // Objeto para leer las entradas de teclado o mando
|
||||
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
|
||||
section_t *section; // Indicador para el bucle del titulo
|
||||
Background *backgroundObj; // Objeto para dibujar el fondo del juego
|
||||
|
||||
Reference in New Issue
Block a user