Implementats els shaders
This commit is contained in:
@@ -36,6 +36,7 @@ El joc permet tant l'ús del teclat com d'un comandament. Les tecles per a jugar
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- **Tecla F1**: Disminueix la mida de la finestra.
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- **Tecla F2**: Augmenta la mida de la finestra.
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- **Tecla F3**: Alterna entre el mode de pantalla completa i el mode finestra.
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- **Tecla F4**: Activa o desactiva els shaders
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- **Tecla F5**: Canvia la paleta de colors del joc.
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- **Tecla B**: Activa o desactiva el marge de colors en mode finestra.
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234
data/shaders/crtpi_192.glsl
Normal file
234
data/shaders/crtpi_192.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 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 / 192.0) / 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(256.0, 192.0);
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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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234
data/shaders/crtpi_240.glsl
Normal file
234
data/shaders/crtpi_240.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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||||
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||||
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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 / 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;
|
||||
deltas = deltas * deltas;
|
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deltas.y = deltas.y * deltas.y;
|
||||
deltas.x *= 0.5;
|
||||
deltas.y *= 8.0;
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deltas /= TextureSize;
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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
|
||||
@@ -131,6 +131,7 @@ void Director::initOptions()
|
||||
options->videoMode = 0;
|
||||
options->windowSize = 3;
|
||||
options->filter = FILTER_NEAREST;
|
||||
options->shaders = false;
|
||||
options->vSync = true;
|
||||
options->integerScale = true;
|
||||
options->keepAspect = true;
|
||||
@@ -373,6 +374,7 @@ bool Director::saveConfig()
|
||||
file << "filter=FILTER_LINEAL\n";
|
||||
}
|
||||
|
||||
file << "shaders=" + boolToString(options->shaders) + "\n";
|
||||
file << "vSync=" + boolToString(options->vSync) + "\n";
|
||||
file << "integerScale=" + boolToString(options->integerScale) + "\n";
|
||||
file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
|
||||
@@ -1106,6 +1108,11 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
|
||||
}
|
||||
}
|
||||
|
||||
else if (var == "shaders")
|
||||
{
|
||||
options->shaders = stringToBool(value);
|
||||
}
|
||||
|
||||
else if (var == "vSync")
|
||||
{
|
||||
options->vSync = stringToBool(value);
|
||||
@@ -1262,9 +1269,10 @@ void Director::initInput()
|
||||
input->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
|
||||
input->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
|
||||
input->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
|
||||
input->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
|
||||
input->bindKey(input_swap_palette, SDL_SCANCODE_F5);
|
||||
input->bindKey(input_switch_music, SDL_SCANCODE_M);
|
||||
input->bindKey(input_toggle_videomode, SDL_SCANCODE_F3);
|
||||
input->bindKey(input_toggle_shaders, SDL_SCANCODE_F4);
|
||||
input->bindKey(input_toggle_palette, SDL_SCANCODE_F5);
|
||||
input->bindKey(input_toggle_music, SDL_SCANCODE_M);
|
||||
input->bindKey(input_toggle_border, SDL_SCANCODE_B);
|
||||
|
||||
// Mando - Movimiento
|
||||
@@ -1282,8 +1290,8 @@ void Director::initInput()
|
||||
input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_START);
|
||||
input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_BACK);
|
||||
#endif
|
||||
input->bindGameControllerButton(input_swap_palette, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
input->bindGameControllerButton(input_switch_music, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
input->bindGameControllerButton(input_toggle_palette, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
input->bindGameControllerButton(input_toggle_music, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
input->bindGameControllerButton(input_toggle_border, SDL_CONTROLLER_BUTTON_X);
|
||||
}
|
||||
|
||||
@@ -1300,7 +1308,7 @@ bool Director::initSDL()
|
||||
bool success = true;
|
||||
|
||||
// Inicializa SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
|
||||
{
|
||||
if (options->console)
|
||||
{
|
||||
@@ -1322,6 +1330,12 @@ bool Director::initSDL()
|
||||
}
|
||||
}
|
||||
|
||||
// Activa el render OpenGL
|
||||
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"))
|
||||
{
|
||||
std::cout << "Warning: opengl not enabled!\n";
|
||||
}
|
||||
|
||||
// Crea la ventana
|
||||
int incW = 0;
|
||||
int incH = 0;
|
||||
@@ -1331,7 +1345,7 @@ bool Director::initSDL()
|
||||
incH = options->borderHeight * 2;
|
||||
}
|
||||
|
||||
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_HIDDEN);
|
||||
if (window == nullptr)
|
||||
{
|
||||
if (options->console)
|
||||
@@ -1343,8 +1357,6 @@ bool Director::initSDL()
|
||||
else
|
||||
{
|
||||
// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
|
||||
// Uint32 flags = SDL_RENDERER_SOFTWARE;
|
||||
// Uint32 flags = SDL_RENDERER_ACCELERATED;
|
||||
Uint32 flags = 0;
|
||||
if (options->vSync)
|
||||
{
|
||||
@@ -1400,6 +1412,10 @@ bool Director::setFileList()
|
||||
asset->add(prefix + "/data/font/subatomic.png", t_font);
|
||||
asset->add(prefix + "/data/font/subatomic.txt", t_font);
|
||||
|
||||
// Shaders
|
||||
asset->add(prefix + "/data/shaders/crtpi_192.glsl", t_data);
|
||||
asset->add(prefix + "/data/shaders/crtpi_240.glsl", t_data);
|
||||
|
||||
// Datos
|
||||
asset->add(prefix + "/data/input/gamecontrollerdb.txt", t_data);
|
||||
|
||||
|
||||
@@ -197,7 +197,7 @@ void EnterID::render()
|
||||
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, jailerIDPos, jailerID, 1, color);
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
// Inicializa los textos
|
||||
|
||||
@@ -93,12 +93,12 @@ void Credits::checkInput()
|
||||
|
||||
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchBorder();
|
||||
screen->toggleBorder();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchVideoMode();
|
||||
screen->toggleVideoMode();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
|
||||
@@ -111,7 +111,7 @@ void Credits::checkInput()
|
||||
screen->incWindowSize();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
|
||||
{
|
||||
switchPalette();
|
||||
}
|
||||
@@ -338,7 +338,7 @@ void Credits::render()
|
||||
}
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
// Bucle para el logo del juego
|
||||
|
||||
@@ -87,13 +87,13 @@ void Demo::checkInput()
|
||||
|
||||
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchBorder();
|
||||
screen->toggleBorder();
|
||||
reLoadTextures();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchVideoMode();
|
||||
screen->toggleVideoMode();
|
||||
reLoadTextures();
|
||||
}
|
||||
|
||||
@@ -109,7 +109,7 @@ void Demo::checkInput()
|
||||
reLoadTextures();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
|
||||
{
|
||||
switchPalette();
|
||||
}
|
||||
@@ -170,7 +170,7 @@ void Demo::render()
|
||||
screen->renderFX();
|
||||
|
||||
// Actualiza la pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
// Escribe el nombre de la pantalla
|
||||
|
||||
@@ -140,7 +140,7 @@ void Ending::render()
|
||||
// text->write(0, 0, std::to_string(counter));
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
// Comprueba el manejador de eventos
|
||||
@@ -170,12 +170,12 @@ void Ending::checkInput()
|
||||
|
||||
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchBorder();
|
||||
screen->toggleBorder();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchVideoMode();
|
||||
screen->toggleVideoMode();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
|
||||
@@ -188,7 +188,7 @@ void Ending::checkInput()
|
||||
screen->incWindowSize();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
|
||||
{
|
||||
switchPalette();
|
||||
}
|
||||
|
||||
@@ -174,7 +174,7 @@ void Ending2::render()
|
||||
}
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
// Comprueba el manejador de eventos
|
||||
@@ -204,12 +204,12 @@ void Ending2::checkInput()
|
||||
|
||||
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchBorder();
|
||||
screen->toggleBorder();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchVideoMode();
|
||||
screen->toggleVideoMode();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
|
||||
@@ -222,7 +222,7 @@ void Ending2::checkInput()
|
||||
screen->incWindowSize();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
|
||||
{
|
||||
switchPalette();
|
||||
}
|
||||
|
||||
@@ -192,7 +192,7 @@ void Game::checkInput()
|
||||
section->name = SECTION_TITLE;
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_switch_music, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_music, REPEAT_FALSE))
|
||||
{
|
||||
board.music = !board.music;
|
||||
board.music ? JA_ResumeMusic() : JA_PauseMusic();
|
||||
@@ -205,16 +205,21 @@ void Game::checkInput()
|
||||
|
||||
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchBorder();
|
||||
screen->toggleBorder();
|
||||
reLoadTextures();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchVideoMode();
|
||||
screen->toggleVideoMode();
|
||||
reLoadTextures();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_toggle_shaders, REPEAT_FALSE))
|
||||
{
|
||||
screen->toggleShaders();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
|
||||
{
|
||||
screen->decWindowSize();
|
||||
@@ -227,7 +232,7 @@ void Game::checkInput()
|
||||
reLoadTextures();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
|
||||
{
|
||||
switchPalette();
|
||||
}
|
||||
@@ -314,7 +319,7 @@ void Game::render()
|
||||
#endif
|
||||
|
||||
// Actualiza la pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
|
||||
@@ -111,7 +111,7 @@ void GameOver::render()
|
||||
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y + 120, options->stats.worstNightmare, 1, color);
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
// Comprueba el manejador de eventos
|
||||
@@ -141,12 +141,12 @@ void GameOver::checkInput()
|
||||
|
||||
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchBorder();
|
||||
screen->toggleBorder();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchVideoMode();
|
||||
screen->toggleVideoMode();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
|
||||
@@ -159,7 +159,7 @@ void GameOver::checkInput()
|
||||
screen->incWindowSize();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
|
||||
{
|
||||
switchPalette();
|
||||
}
|
||||
|
||||
@@ -101,12 +101,12 @@ void LoadingScreen::checkInput()
|
||||
|
||||
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchBorder();
|
||||
screen->toggleBorder();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchVideoMode();
|
||||
screen->toggleVideoMode();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
|
||||
@@ -119,7 +119,7 @@ void LoadingScreen::checkInput()
|
||||
screen->incWindowSize();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
|
||||
{
|
||||
switchPalette();
|
||||
}
|
||||
@@ -274,7 +274,7 @@ void LoadingScreen::render()
|
||||
renderLoad();
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
// Bucle para el logo del juego
|
||||
@@ -287,7 +287,7 @@ void LoadingScreen::run()
|
||||
// Limpia la pantalla
|
||||
screen->start();
|
||||
screen->clean();
|
||||
screen->blit();
|
||||
screen->render();
|
||||
|
||||
while (section->name == SECTION_LOADING_SCREEN)
|
||||
{
|
||||
@@ -354,5 +354,5 @@ void LoadingScreen::recreateLoadingScreen()
|
||||
}
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
@@ -94,12 +94,12 @@ void Logo::checkInput()
|
||||
|
||||
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchBorder();
|
||||
screen->toggleBorder();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchVideoMode();
|
||||
screen->toggleVideoMode();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
|
||||
@@ -112,7 +112,7 @@ void Logo::checkInput()
|
||||
screen->incWindowSize();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
|
||||
{
|
||||
switchPalette();
|
||||
}
|
||||
@@ -294,7 +294,7 @@ void Logo::render()
|
||||
sprite2->render();
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
// Bucle para el logo del juego
|
||||
|
||||
@@ -171,16 +171,21 @@ void Title::checkInput()
|
||||
|
||||
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchBorder();
|
||||
screen->toggleBorder();
|
||||
resource->reLoadTextures();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
|
||||
{
|
||||
screen->switchVideoMode();
|
||||
screen->toggleVideoMode();
|
||||
resource->reLoadTextures();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_toggle_shaders, REPEAT_FALSE))
|
||||
{
|
||||
screen->toggleShaders();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
|
||||
{
|
||||
screen->decWindowSize();
|
||||
@@ -193,7 +198,7 @@ void Title::checkInput()
|
||||
resource->reLoadTextures();
|
||||
}
|
||||
|
||||
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
||||
else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
|
||||
{
|
||||
switchPalette();
|
||||
}
|
||||
@@ -326,7 +331,7 @@ void Title::render()
|
||||
|
||||
if (state == show_menu)
|
||||
{
|
||||
// Dibuja la textura de fondo
|
||||
// Dibuja la textura de fondo
|
||||
SDL_RenderCopy(renderer, bgTexture, nullptr, nullptr);
|
||||
|
||||
// Dibuja la marquesina
|
||||
@@ -350,7 +355,7 @@ void Title::render()
|
||||
}
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
screen->render();
|
||||
}
|
||||
|
||||
// Bucle para el logo del juego
|
||||
@@ -438,10 +443,10 @@ void Title::fillTexture()
|
||||
sprite->render();
|
||||
|
||||
// Borra la firma
|
||||
//const color_t coverColor = stringToColor(options->palette, "black");
|
||||
//SDL_SetRenderDrawColor(renderer, coverColor.r, coverColor.g, coverColor.b, 0xFF);
|
||||
//SDL_Rect coverRect = {28, 11, 21, 5};
|
||||
//SDL_RenderFillRect(renderer, &coverRect);
|
||||
// const color_t coverColor = stringToColor(options->palette, "black");
|
||||
// SDL_SetRenderDrawColor(renderer, coverColor.r, coverColor.g, coverColor.b, 0xFF);
|
||||
// SDL_Rect coverRect = {28, 11, 21, 5};
|
||||
// SDL_RenderFillRect(renderer, &coverRect);
|
||||
|
||||
// Escribe el texto en la textura
|
||||
const color_t textColor = stringToColor(options->palette, "green");
|
||||
|
||||
@@ -22,12 +22,13 @@ enum inputs_e
|
||||
|
||||
// Inputs personalizados
|
||||
input_jump,
|
||||
input_window_fullscreen,
|
||||
input_window_inc_size,
|
||||
input_window_dec_size,
|
||||
input_toggle_videomode,
|
||||
input_toggle_border,
|
||||
input_switch_music,
|
||||
input_swap_palette,
|
||||
input_toggle_music,
|
||||
input_toggle_palette,
|
||||
input_toggle_shaders,
|
||||
|
||||
// Input obligatorio
|
||||
input_number_of_inputs
|
||||
|
||||
251
source/jail_engine/jail_shader.cpp
Normal file
251
source/jail_engine/jail_shader.cpp
Normal file
@@ -0,0 +1,251 @@
|
||||
#ifndef NO_SHADERS
|
||||
|
||||
#include "jail_shader.h"
|
||||
#include <SDL2/SDL_rect.h> // para SDL_Point
|
||||
#include <stdlib.h> // para NULL, free, malloc, exit
|
||||
#include <string.h> // para strncmp
|
||||
#include <iostream> // para basic_ostream, char_traits, operator<<
|
||||
|
||||
#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>
|
||||
#endif
|
||||
|
||||
namespace shader
|
||||
{
|
||||
SDL_Window *win = nullptr;
|
||||
SDL_Renderer *renderer = nullptr;
|
||||
GLuint programId = 0;
|
||||
SDL_Texture *backBuffer = nullptr;
|
||||
SDL_Point win_size = {320 * 4, 256 * 4};
|
||||
SDL_Point tex_size = {320, 256};
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
48
source/jail_engine/jail_shader.h
Normal file
48
source/jail_engine/jail_shader.h
Normal file
@@ -0,0 +1,48 @@
|
||||
#ifndef NO_SHADERS
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL_render.h> // para SDL_Texture
|
||||
#include <SDL2/SDL_video.h> // para SDL_Window
|
||||
|
||||
// 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();
|
||||
}
|
||||
#endif
|
||||
@@ -1,5 +1,8 @@
|
||||
#include "screen.h"
|
||||
#include "jail_shader.h"
|
||||
#include <string>
|
||||
#include <fstream> // Para basic_ifstream, ifstream
|
||||
#include <iterator> // Para istreambuf_iterator, operator==
|
||||
#include <iostream>
|
||||
|
||||
// Constructor
|
||||
@@ -51,6 +54,9 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
|
||||
|
||||
// Inicializa variables
|
||||
notifyActive = false;
|
||||
|
||||
// Muestra la ventana
|
||||
SDL_ShowWindow(window);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -81,29 +87,19 @@ void Screen::startDrawOnBorder()
|
||||
}
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
void Screen::blit()
|
||||
void Screen::render()
|
||||
{
|
||||
// Vuelve a dejar el renderizador en modo normal
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
|
||||
// Borra el contenido previo
|
||||
// SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
|
||||
// SDL_RenderClear(renderer);
|
||||
|
||||
// Copia la textura del borde en la ventana
|
||||
if (options->borderEnabled)
|
||||
{
|
||||
SDL_RenderCopy(renderer, borderCanvas, nullptr, nullptr);
|
||||
}
|
||||
|
||||
// Copia la textura de juego en la ventana en la posición adecuada
|
||||
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
|
||||
|
||||
// Dibuja las notificaciones
|
||||
// Renderiza sobre gameCanvas los overlays
|
||||
renderNotifications();
|
||||
|
||||
// Muestra por pantalla el renderizador
|
||||
SDL_RenderPresent(renderer);
|
||||
// Si está el borde activo, vuelca gameCanvas sobre borderCanvas
|
||||
if (options->borderEnabled)
|
||||
{
|
||||
gameCanvasToBorderCanvas();
|
||||
}
|
||||
|
||||
// Muestra el contenido por pantalla
|
||||
renderPresent();
|
||||
}
|
||||
|
||||
// Establece el modo de video
|
||||
@@ -118,9 +114,6 @@ void Screen::setVideoMode(int videoMode)
|
||||
// Muestra el puntero
|
||||
SDL_ShowCursor(SDL_ENABLE);
|
||||
|
||||
// Esconde la ventana
|
||||
// SDL_HideWindow(window);
|
||||
|
||||
// Modifica el tamaño de la ventana en función del borde
|
||||
if (options->borderEnabled)
|
||||
{
|
||||
@@ -139,9 +132,6 @@ void Screen::setVideoMode(int videoMode)
|
||||
// Modifica el tamaño de la ventana
|
||||
SDL_SetWindowSize(window, windowWidth * options->windowSize, windowHeight * options->windowSize);
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
|
||||
// Muestra la ventana
|
||||
// SDL_ShowWindow(window);
|
||||
}
|
||||
|
||||
// Si está activo el modo de pantalla completa añade el borde
|
||||
@@ -204,10 +194,27 @@ void Screen::setVideoMode(int videoMode)
|
||||
|
||||
// Establece el tamaño de las notificaciones
|
||||
setNotificationSize();
|
||||
|
||||
// Reinicia los shaders
|
||||
if (options->shaders)
|
||||
{
|
||||
const std::string glsl_file = options->screen.windowHeight == 192 ? "crtpi_192.glsl" : "crtpi_240.glsl";
|
||||
std::ifstream f(asset->get(glsl_file).c_str());
|
||||
std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
|
||||
|
||||
if (options->borderEnabled)
|
||||
{
|
||||
shader::init(window, borderCanvas, source.c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
shader::init(window, gameCanvas, source.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Camibia entre pantalla completa y ventana
|
||||
void Screen::switchVideoMode()
|
||||
void Screen::toggleVideoMode()
|
||||
{
|
||||
options->videoMode = (options->videoMode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
|
||||
setVideoMode(options->videoMode);
|
||||
@@ -240,10 +247,11 @@ void Screen::incWindowSize()
|
||||
void Screen::setBorderColor(color_t color)
|
||||
{
|
||||
borderColor = color;
|
||||
auto temp = SDL_GetRenderTarget(renderer);
|
||||
SDL_SetRenderTarget(renderer, borderCanvas);
|
||||
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
SDL_SetRenderTarget(renderer, temp);
|
||||
}
|
||||
|
||||
// Cambia el tipo de mezcla
|
||||
@@ -271,7 +279,7 @@ void Screen::setBorderEnabled(bool value)
|
||||
}
|
||||
|
||||
// Cambia entre borde visible y no visible
|
||||
void Screen::switchBorder()
|
||||
void Screen::toggleBorder()
|
||||
{
|
||||
options->borderEnabled = !options->borderEnabled;
|
||||
setVideoMode(0);
|
||||
@@ -428,14 +436,10 @@ void Screen::showNotification(std::string text1, std::string text2, int icon)
|
||||
// Dibuja las notificaciones
|
||||
void Screen::renderNotifications()
|
||||
{
|
||||
if (!notifyActive)
|
||||
if (notifyActive)
|
||||
{
|
||||
return;
|
||||
notify->render();
|
||||
}
|
||||
|
||||
SDL_RenderSetLogicalSize(renderer, notificationLogicalWidth, notificationLogicalHeight);
|
||||
notify->render();
|
||||
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
|
||||
}
|
||||
|
||||
// Establece el tamaño de las notificaciones
|
||||
@@ -460,4 +464,48 @@ void Screen::setNotificationSize()
|
||||
notificationLogicalWidth = windowWidth / 3;
|
||||
notificationLogicalHeight = windowHeight / 3;
|
||||
}
|
||||
}
|
||||
|
||||
// Copia el gameCanvas en el borderCanvas
|
||||
void Screen::gameCanvasToBorderCanvas()
|
||||
{
|
||||
auto temp = SDL_GetRenderTarget(renderer);
|
||||
SDL_SetRenderTarget(renderer, borderCanvas);
|
||||
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
|
||||
SDL_SetRenderTarget(renderer, temp);
|
||||
}
|
||||
|
||||
// Muestra el contenido de Screen por pantalla
|
||||
void Screen::renderPresent()
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
if (options->shaders)
|
||||
{
|
||||
// Aplica shaders y renderiza el contenido
|
||||
shader::render();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (options->borderEnabled)
|
||||
{
|
||||
SDL_RenderCopy(renderer, borderCanvas, nullptr, nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
|
||||
}
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
// Cambia el estado de los shaders
|
||||
void Screen::toggleShaders()
|
||||
{
|
||||
options->shaders = !options->shaders;
|
||||
setVideoMode(options->videoMode);
|
||||
}
|
||||
@@ -69,6 +69,12 @@ private:
|
||||
// Establece el tamaño de las notificaciones
|
||||
void setNotificationSize();
|
||||
|
||||
// Copia el gameCanvas en el borderCanvas
|
||||
void gameCanvasToBorderCanvas();
|
||||
|
||||
// Muestra el contenido de Screen por pantalla
|
||||
void renderPresent();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options);
|
||||
@@ -86,13 +92,13 @@ public:
|
||||
void startDrawOnBorder();
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
void blit();
|
||||
void render();
|
||||
|
||||
// Establece el modo de video
|
||||
void setVideoMode(int videoMode);
|
||||
|
||||
// Camibia entre pantalla completa y ventana
|
||||
void switchVideoMode();
|
||||
void toggleVideoMode();
|
||||
|
||||
// Cambia el tamaño de la ventana
|
||||
void setWindowSize(int size);
|
||||
@@ -117,7 +123,7 @@ public:
|
||||
void setBorderEnabled(bool value);
|
||||
|
||||
// Cambia entre borde visible y no visible
|
||||
void switchBorder();
|
||||
void toggleBorder();
|
||||
|
||||
// Activa el fade
|
||||
void setFade();
|
||||
@@ -142,6 +148,9 @@ public:
|
||||
|
||||
// Muestra una notificación de texto por pantalla;
|
||||
void showNotification(std::string text1 = "", std::string text2 = "", int icon = -1);
|
||||
|
||||
// Cambia el estado de los shaders
|
||||
void toggleShaders();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -132,6 +132,7 @@ struct options_t
|
||||
int windowSize; // Contiene el valor por el que se multiplica el tamaño de la ventana
|
||||
Uint32 filter; // Filtro usado para el escalado de la imagen
|
||||
bool vSync; // Indica si se quiere usar vsync o no
|
||||
bool shaders; // Indica si se van a usar shaders o no
|
||||
int gameWidth; // Ancho de la resolucion nativa del juego
|
||||
int gameHeight; // Alto de la resolucion nativa del juego
|
||||
bool integerScale; // Indica si el escalado de la imagen ha de ser entero en el modo a pantalla completa
|
||||
|
||||
Reference in New Issue
Block a user