mirror of https://github.com/bsnes-emu/bsnes.git
191 lines
6.3 KiB
Objective-C
191 lines
6.3 KiB
Objective-C
#import "GBShader.h"
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#import <OpenGL/gl3.h>
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/*
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Loosely based of https://www.raywenderlich.com/70208/opengl-es-pixel-shaders-tutorial
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This code probably makes no sense after I upgraded it to OpenGL 3, since OpenGL makes aboslute no sense and has zero
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helpful documentation.
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*/
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static NSString * const vertex_shader = @"\n\
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#version 150 \n\
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in vec4 aPosition;\n\
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void main(void) {\n\
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gl_Position = aPosition;\n\
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}\n\
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";
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@implementation GBShader
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{
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GLuint resolution_uniform;
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GLuint texture_uniform;
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GLuint previous_texture_uniform;
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GLuint mix_previous_uniform;
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GLuint position_attribute;
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GLuint texture;
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GLuint previous_texture;
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GLuint program;
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}
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+ (NSString *) shaderSourceForName:(NSString *) name
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{
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return [NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:name
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ofType:@"fsh"
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inDirectory:@"Shaders"]
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encoding:NSUTF8StringEncoding
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error:nil];
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}
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- (instancetype)initWithName:(NSString *) shaderName
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{
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self = [super init];
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if (self) {
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// Program
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NSString *fragment_shader = [[self class] shaderSourceForName:@"MasterShader"];
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fragment_shader = [fragment_shader stringByReplacingOccurrencesOfString:@"{filter}"
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withString:[[self class] shaderSourceForName:shaderName]];
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program = [[self class] programWithVertexShader:vertex_shader fragmentShader:fragment_shader];
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// Attributes
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position_attribute = glGetAttribLocation(program, "aPosition");
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// Uniforms
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resolution_uniform = glGetUniformLocation(program, "uResolution");
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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texture_uniform = glGetUniformLocation(program, "image");
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glGenTextures(1, &previous_texture);
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glBindTexture(GL_TEXTURE_2D, previous_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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previous_texture_uniform = glGetUniformLocation(program, "previousImage");
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mix_previous_uniform = glGetUniformLocation(program, "uMixPrevious");
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// Configure OpenGL
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[self configureOpenGL];
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}
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return self;
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}
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- (void) renderBitmap: (void *)bitmap previous:(void*) previous inSize:(NSSize)size scale: (double) scale
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{
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glUseProgram(program);
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glUniform2f(resolution_uniform, size.width * scale, size.height * scale);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap);
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glUniform1i(texture_uniform, 0);
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glUniform1i(mix_previous_uniform, previous != NULL);
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if (previous) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, previous_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, previous);
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glUniform1i(previous_texture_uniform, 1);
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}
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glBindFragDataLocation(program, 0, "frag_color");
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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- (void)configureOpenGL
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{
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// Program
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glUseProgram(program);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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GLuint vbo;
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glGenBuffers(1, &vbo);
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// Attributes
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static GLfloat const quad[16] = {
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-1.f, -1.f, 0, 1,
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-1.f, +1.f, 0, 1,
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+1.f, -1.f, 0, 1,
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+1.f, +1.f, 0, 1,
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
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glEnableVertexAttribArray(position_attribute);
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glVertexAttribPointer(position_attribute, 4, GL_FLOAT, GL_FALSE, 0, 0);
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}
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+ (GLuint)programWithVertexShader:(NSString*)vsh fragmentShader:(NSString*)fsh
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{
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// Build shaders
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GLuint vertex_shader = [self shaderWithContents:vsh type:GL_VERTEX_SHADER];
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GLuint fragment_shader = [self shaderWithContents:fsh type:GL_FRAGMENT_SHADER];
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// Create program
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GLuint program = glCreateProgram();
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// Attach shaders
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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// Link program
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glLinkProgram(program);
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// Check for errors
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar messages[1024];
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glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
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NSLog(@"%@:- GLSL Program Error: %s", self, messages);
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}
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// Delete shaders
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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}
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- (void)dealloc
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{
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glDeleteProgram(program);
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glDeleteTextures(1, &texture);
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glDeleteTextures(1, &previous_texture);
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/* OpenGL is black magic. Closing one view causes others to be completely black unless we reload their shaders */
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/* We're probably not freeing thing in the right place. */
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[[NSNotificationCenter defaultCenter] postNotificationName:@"GBFilterChanged" object:nil];
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}
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+ (GLuint)shaderWithContents:(NSString*)contents type:(GLenum)type
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{
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const GLchar* source = [contents UTF8String];
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// Create the shader object
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GLuint shader = glCreateShader(type);
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// Load the shader source
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glShaderSource(shader, 1, &source, 0);
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// Compile the shader
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glCompileShader(shader);
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// Check for errors
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GLint status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar messages[1024];
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glGetShaderInfoLog(shader, sizeof(messages), 0, &messages[0]);
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NSLog(@"%@:- GLSL Shader Error: %s", self, messages);
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}
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return shader;
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}
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@end
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