// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "FileUtil.h" #include "VideoCommon.h" #include "VideoConfig.h" #include "GLUtil.h" #include "PostProcessing.h" #include "ProgramShaderCache.h" #include "FramebufferManager.h" namespace OGL { namespace PostProcessing { static std::string s_currentShader; static SHADER s_shader; static bool s_enable; static u32 s_width; static u32 s_height; static GLuint s_fbo; static GLuint s_texture; static GLuint s_vao; static GLuint s_vbo; static GLuint s_uniform_resolution; static char s_vertex_shader[] = "in vec2 rawpos;\n" "in vec2 tex0;\n" "out vec2 uv0;\n" "void main(void) {\n" " gl_Position = vec4(rawpos,0,1);\n" " uv0 = tex0;\n" "}\n"; void Init() { s_currentShader = ""; s_enable = 0; s_width = 0; s_height = 0; glGenFramebuffers(1, &s_fbo); glGenTextures(1, &s_texture); glBindTexture(GL_TEXTURE_2D, s_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindFramebuffer(GL_FRAMEBUFFER, s_fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0); FramebufferManager::SetFramebuffer(0); glGenBuffers(1, &s_vbo); glBindBuffer(GL_ARRAY_BUFFER, s_vbo); GLfloat vertices[] = { -1.f, -1.f, 0.f, 0.f, -1.f, 1.f, 0.f, 1.f, 1.f, -1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 1.f }; glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenVertexArrays(1, &s_vao); glBindVertexArray( s_vao ); glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL); glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB); glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2); } void Shutdown() { s_shader.Destroy(); glDeleteFramebuffers(1, &s_vbo); glDeleteTextures(1, &s_texture); glDeleteBuffers(1, &s_vbo); glDeleteVertexArrays(1, &s_vao); } void ReloadShader() { s_currentShader = ""; } void BindTargetFramebuffer () { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, s_enable ? s_fbo : 0); } void BlitToScreen() { if(!s_enable) return; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glViewport(0, 0, s_width, s_height); glBindVertexArray(s_vao); s_shader.Bind(); glUniform4f(s_uniform_resolution, (float)s_width, (float)s_height, 1.0f/(float)s_width, 1.0f/(float)s_height); glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D, s_texture); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindTexture(GL_TEXTURE_2D, 0); /* glBindFramebuffer(GL_READ_FRAMEBUFFER, s_fbo); glBlitFramebuffer(rc.left, rc.bottom, rc.right, rc.top, rc.left, rc.bottom, rc.right, rc.top, GL_COLOR_BUFFER_BIT, GL_NEAREST);*/ } void Update ( u32 width, u32 height ) { ApplyShader(); if(s_enable && (width != s_width || height != s_height)) { s_width = width; s_height = height; // alloc texture for framebuffer glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D, s_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); } } void ApplyShader() { // shader didn't changed if (s_currentShader == g_ActiveConfig.sPostProcessingShader) return; s_currentShader = g_ActiveConfig.sPostProcessingShader; s_enable = false; s_shader.Destroy(); // shader disabled if (g_ActiveConfig.sPostProcessingShader == "") return; // so need to compile shader // loading shader code std::string code; std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".txt"; if(!File::ReadFileToString(true, path.c_str(), code)) { ERROR_LOG(VIDEO, "post-processing shader not found: %s", path.c_str()); return; } // and compile it if (!ProgramShaderCache::CompileShader(s_shader, s_vertex_shader, code.c_str())) { ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str()); return; } // read uniform locations s_uniform_resolution = glGetUniformLocation(s_shader.glprogid, "resolution"); // successful s_enable = true; } } // namespace } // namespace OGL