bsnes/ruby/video/opengl/main.hpp

210 lines
7.2 KiB
C++

auto OpenGL::shader(const string& pathname) -> void {
for(auto& program : programs) program.release();
programs.reset();
settings.reset();
format = inputFormat;
filter = GL_LINEAR;
wrap = GL_CLAMP_TO_BORDER;
absoluteWidth = 0, absoluteHeight = 0;
relativeWidth = 0, relativeHeight = 0;
uint historySize = 0;
if(pathname) {
auto document = BML::unserialize(file::read({pathname, "manifest.bml"}));
for(auto node : document["settings"]) {
settings.insert({node.name(), node.text()});
}
for(auto node : document["input"]) {
if(node.name() == "history") historySize = node.natural();
if(node.name() == "format") format = glrFormat(node.text());
if(node.name() == "filter") filter = glrFilter(node.text());
if(node.name() == "wrap") wrap = glrWrap(node.text());
}
for(auto node : document["output"]) {
string text = node.text();
if(node.name() == "width") {
if(text.endsWith("%")) relativeWidth = toReal(text.trimRight("%", 1L)) / 100.0;
else absoluteWidth = text.natural();
}
if(node.name() == "height") {
if(text.endsWith("%")) relativeHeight = toReal(text.trimRight("%", 1L)) / 100.0;
else absoluteHeight = text.natural();
}
}
for(auto node : document.find("program")) {
uint n = programs.size();
programs(n).bind(this, node, pathname);
}
}
//changing shaders may change input format, which requires the input texture to be recreated
if(texture) { glDeleteTextures(1, &texture); texture = 0; }
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, getFormat(), getType(), buffer);
allocateHistory(historySize);
}
auto OpenGL::allocateHistory(uint size) -> void {
for(auto& frame : history) glDeleteTextures(1, &frame.texture);
history.reset();
while(size--) {
OpenGLTexture frame;
frame.filter = filter;
frame.wrap = wrap;
glGenTextures(1, &frame.texture);
glBindTexture(GL_TEXTURE_2D, frame.texture);
glTexImage2D(GL_TEXTURE_2D, 0, format, frame.width = width, frame.height = height, 0, getFormat(), getType(), buffer);
history.append(frame);
}
}
auto OpenGL::clear() -> void {
for(auto& p : programs) {
glUseProgram(p.program);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p.framebuffer);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
glUseProgram(0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
auto OpenGL::lock(uint32_t*& data, uint& pitch) -> bool {
pitch = width * sizeof(uint32_t);
return data = buffer;
}
auto OpenGL::output() -> void {
clear();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, getFormat(), getType(), buffer);
struct Source {
GLuint texture;
uint width, height;
GLuint filter, wrap;
};
vector<Source> sources;
sources.prepend({texture, width, height, filter, wrap});
for(auto& p : programs) {
uint targetWidth = p.absoluteWidth ? p.absoluteWidth : outputWidth;
uint targetHeight = p.absoluteHeight ? p.absoluteHeight : outputHeight;
if(p.relativeWidth) targetWidth = sources[0].width * p.relativeWidth;
if(p.relativeHeight) targetHeight = sources[0].height * p.relativeHeight;
p.size(targetWidth, targetHeight);
glUseProgram(p.program);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p.framebuffer);
glrUniform1i("phase", p.phase);
glrUniform1i("historyLength", history.size());
glrUniform1i("sourceLength", sources.size());
glrUniform1i("pixmapLength", p.pixmaps.size());
glrUniform4f("targetSize", targetWidth, targetHeight, 1.0 / targetWidth, 1.0 / targetHeight);
glrUniform4f("outputSize", outputWidth, outputHeight, 1.0 / outputWidth, 1.0 / outputHeight);
uint aid = 0;
for(auto& frame : history) {
glrUniform1i({"history[", aid, "]"}, aid);
glrUniform4f({"historySize[", aid, "]"}, frame.width, frame.height, 1.0 / frame.width, 1.0 / frame.height);
glActiveTexture(GL_TEXTURE0 + (aid++));
glBindTexture(GL_TEXTURE_2D, frame.texture);
glrParameters(frame.filter, frame.wrap);
}
uint bid = 0;
for(auto& source : sources) {
glrUniform1i({"source[", bid, "]"}, aid + bid);
glrUniform4f({"sourceSize[", bid, "]"}, source.width, source.height, 1.0 / source.width, 1.0 / source.height);
glActiveTexture(GL_TEXTURE0 + aid + (bid++));
glBindTexture(GL_TEXTURE_2D, source.texture);
glrParameters(source.filter, source.wrap);
}
uint cid = 0;
for(auto& pixmap : p.pixmaps) {
glrUniform1i({"pixmap[", cid, "]"}, aid + bid + cid);
glrUniform4f({"pixmapSize[", bid, "]"}, pixmap.width, pixmap.height, 1.0 / pixmap.width, 1.0 / pixmap.height);
glActiveTexture(GL_TEXTURE0 + aid + bid + (cid++));
glBindTexture(GL_TEXTURE_2D, pixmap.texture);
glrParameters(pixmap.filter, pixmap.wrap);
}
glActiveTexture(GL_TEXTURE0);
glrParameters(sources[0].filter, sources[0].wrap);
p.render(sources[0].width, sources[0].height, targetWidth, targetHeight);
glBindTexture(GL_TEXTURE_2D, p.texture);
p.phase = (p.phase + 1) % p.modulo;
sources.prepend({p.texture, p.width, p.height, p.filter, p.wrap});
}
uint targetWidth = absoluteWidth ? absoluteWidth : outputWidth;
uint targetHeight = absoluteHeight ? absoluteHeight : outputHeight;
if(relativeWidth) targetWidth = sources[0].width * relativeWidth;
if(relativeHeight) targetHeight = sources[0].height * relativeHeight;
glUseProgram(program);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glrUniform1i("source[0]", 0);
glrUniform4f("targetSize", targetWidth, targetHeight, 1.0 / targetWidth, 1.0 / targetHeight);
glrUniform4f("outputSize", outputWidth, outputHeight, 1.0 / outputWidth, 1.0 / outputHeight);
glrParameters(sources[0].filter, sources[0].wrap);
render(sources[0].width, sources[0].height, outputWidth, outputHeight);
if(history.size() > 0) {
OpenGLTexture frame = history.takeRight();
glBindTexture(GL_TEXTURE_2D, frame.texture);
if(width == frame.width && height == frame.height) {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, getFormat(), getType(), buffer);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, format, frame.width = width, frame.height = height, 0, getFormat(), getType(), buffer);
}
history.prepend(frame);
}
}
auto OpenGL::initialize() -> bool {
if(!OpenGLBind()) return false;
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_POLYGON_SMOOTH);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DITHER);
program = glCreateProgram();
vertex = glrCreateShader(program, GL_VERTEX_SHADER, OpenGLOutputVertexShader);
//geometry = glrCreateShader(program, GL_GEOMETRY_SHADER, OpenGLGeometryShader);
fragment = glrCreateShader(program, GL_FRAGMENT_SHADER, OpenGLFragmentShader);
OpenGLSurface::allocate();
glrLinkProgram(program);
shader("");
return initialized = true;
}
auto OpenGL::terminate() -> void {
if(!initialized) return;
shader(""); //release shader resources (eg frame[] history)
OpenGLSurface::release();
if(buffer) { delete[] buffer; buffer = nullptr; }
initialized = false;
}