mirror of https://github.com/bsnes-emu/bsnes.git
147 lines
5.3 KiB
C++
147 lines
5.3 KiB
C++
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void OpenGL::shader(const char *pathname) {
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for(auto &program : programs) program.release();
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programs.reset();
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settings = "";
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absoluteWidth = 0, absoluteHeight = 0;
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relativeWidth = 0, relativeHeight = 0;
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if(pathname) {
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auto document = Markup::Document(file::read({pathname, "manifest.bml"}));
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for(auto &node : document["settings"]) {
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settings.append("#define ", node.name, " ", node.text(), "\n");
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}
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for(auto &node : document.find("program")) {
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unsigned n = programs.size();
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programs(n).bind(this, node, pathname);
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}
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bind(this, document["output"], pathname);
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}
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}
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bool OpenGL::lock(uint32_t *&data, unsigned &pitch) {
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pitch = width * sizeof(uint32_t);
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return data = buffer;
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}
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void OpenGL::clear() {
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for(auto &p : programs) {
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glUseProgram(p.program);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p.framebuffer);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glUseProgram(0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void OpenGL::refresh() {
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clear();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGRA, inputFormat, buffer);
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struct History {
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GLuint texture;
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unsigned width, height;
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GLuint filter, wrap;
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};
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vector<History> history;
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unsigned sourceWidth = width, sourceHeight = height;
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history.prepend({texture, sourceWidth, sourceHeight, filter, wrap});
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for(auto &p : programs) {
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unsigned targetWidth = p.absoluteWidth ? p.absoluteWidth : outputWidth;
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unsigned targetHeight = p.absoluteHeight ? p.absoluteHeight : outputHeight;
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if(p.relativeWidth) targetWidth = sourceWidth * p.relativeWidth;
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if(p.relativeHeight) targetHeight = sourceHeight * p.relativeHeight;
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p.size(targetWidth, targetHeight);
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glUseProgram(p.program);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p.framebuffer);
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glrUniform1i("phase", p.phase);
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glrUniform1i("sourceLength", history.size());
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glrUniform1i("textureLength", p.textures.size());
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glrUniform4f("targetSize", targetWidth, targetHeight, 1.0 / targetWidth, 1.0 / targetHeight);
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glrUniform4f("outputSize", outputWidth, outputHeight, 1.0 / outputWidth, 1.0 / outputHeight);
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//glrUniform4f("targetActualSize", glrSize(targetWidth), glrSize(targetHeight), 1.0 / glrSize(targetWidth), 1.0 / glrSize(targetHeight));
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//glrUniform4f("outputActualSize", glrSize(outputWidth), glrSize(outputHeight), 1.0 / glrSize(outputWidth), 1.0 / glrSize(outputHeight));
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unsigned aid = 0;
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for(auto &texture : history) {
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glrUniform1i({"source[", aid, "]"}, aid);
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glrUniform4f({"sourceSize[", aid, "]"}, texture.width, texture.height, 1.0 / texture.width, 1.0 / texture.height);
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//glrUniform4f({"sourceActualSize[", aid, "]"}, glrSize(texture.width), glrSize(texture.height), 1.0 / glrSize(texture.width), 1.0 / glrSize(texture.height));
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glActiveTexture(GL_TEXTURE0 + (aid++));
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glBindTexture(GL_TEXTURE_2D, texture.texture);
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glrParameters(texture.filter, texture.wrap);
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}
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unsigned bid = 0;
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for(auto &texture : p.textures) {
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glrUniform1i({"texture[", bid, "]"}, aid + bid);
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glrUniform4f({"textureSize[", bid, "]"}, texture.width, texture.height, 1.0 / texture.width, 1.0 / texture.height);
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//glrUniform4f({"textureActualSize[", bid, "]"}, glrSize(texture.width), glrSize(texture.height), 1.0 / glrSize(texture.width), 1.0 / glrSize(texture.height));
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glActiveTexture(GL_TEXTURE0 + aid + (bid++));
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glBindTexture(GL_TEXTURE_2D, texture.texture);
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glrParameters(texture.filter, texture.wrap);
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}
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glActiveTexture(GL_TEXTURE0);
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glrParameters(p.filter, p.wrap);
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glrRender(sourceWidth, sourceHeight, targetWidth, targetHeight);
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glBindTexture(GL_TEXTURE_2D, p.texture);
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p.phase = (p.phase + 1) % p.modulo;
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sourceWidth = p.width, sourceHeight = p.height;
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history.prepend({p.texture, sourceWidth, sourceHeight, p.filter, p.wrap});
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}
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unsigned targetWidth = absoluteWidth ? absoluteWidth : outputWidth;
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unsigned targetHeight = absoluteHeight ? absoluteHeight : outputHeight;
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if(relativeWidth) targetWidth = sourceWidth * relativeWidth;
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if(relativeHeight) targetHeight = sourceHeight * relativeHeight;
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glUseProgram(program);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glrUniform1i("source[0]", 0);
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glrUniform4f("targetSize", targetWidth, targetHeight, 1.0 / targetWidth, 1.0 / targetHeight);
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glrUniform4f("outputSize", outputWidth, outputHeight, 1.0 / outputWidth, 1.0 / outputHeight);
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glrParameters(filter, wrap);
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glrRender(sourceWidth, sourceHeight, outputWidth, outputHeight);
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}
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bool OpenGL::init() {
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if(!OpenGLBind()) return false;
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_POLYGON_SMOOTH);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_DITHER);
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glEnable(GL_TEXTURE_2D);
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program = glCreateProgram();
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vertex = glrCreateShader(program, GL_VERTEX_SHADER, OpenGLOutputVertexShader);
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//geometry = glrCreateShader(program, GL_GEOMETRY_SHADER, OpenGLGeometryShader);
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fragment = glrCreateShader(program, GL_FRAGMENT_SHADER, OpenGLFragmentShader);
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glrLinkProgram(program);
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shader(nullptr);
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return true;
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}
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void OpenGL::term() {
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OpenGLSurface::release();
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if(buffer) { delete[] buffer; buffer = nullptr; }
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}
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