175 lines
4.3 KiB
C++
175 lines
4.3 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "FileUtil.h"
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#include "VideoCommon.h"
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#include "VideoConfig.h"
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#include "GLUtil.h"
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#include "PostProcessing.h"
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#include "ProgramShaderCache.h"
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#include "FramebufferManager.h"
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namespace OGL
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{
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namespace PostProcessing
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{
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static std::string s_currentShader;
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static SHADER s_shader;
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static bool s_enable;
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static u32 s_width;
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static u32 s_height;
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static GLuint s_fbo;
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static GLuint s_texture;
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static GLuint s_vao;
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static GLuint s_vbo;
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static GLuint s_uniform_resolution;
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static char s_vertex_shader[] =
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"in vec2 rawpos;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" uv0 = tex0;\n"
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"}\n";
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void Init()
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{
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s_currentShader = "";
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s_enable = 0;
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s_width = 0;
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s_height = 0;
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glGenFramebuffers(1, &s_fbo);
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glGenTextures(1, &s_texture);
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glBindTexture(GL_TEXTURE_2D, s_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps
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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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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindFramebuffer(GL_FRAMEBUFFER, s_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0);
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FramebufferManager::SetFramebuffer(0);
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glGenBuffers(1, &s_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
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GLfloat vertices[] = {
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-1.f, -1.f, 0.f, 0.f,
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-1.f, 1.f, 0.f, 1.f,
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1.f, -1.f, 1.f, 0.f,
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1.f, 1.f, 1.f, 1.f
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glGenVertexArrays(1, &s_vao);
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glBindVertexArray( s_vao );
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
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glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
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glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
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}
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void Shutdown()
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{
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s_shader.Destroy();
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glDeleteFramebuffers(1, &s_vbo);
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glDeleteTextures(1, &s_texture);
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glDeleteBuffers(1, &s_vbo);
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glDeleteVertexArrays(1, &s_vao);
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}
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void ReloadShader()
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{
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s_currentShader = "";
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}
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void BindTargetFramebuffer ()
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, s_enable ? s_fbo : 0);
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}
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void BlitToScreen()
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{
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if(!s_enable) return;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glViewport(0, 0, s_width, s_height);
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glBindVertexArray(s_vao);
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s_shader.Bind();
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glUniform4f(s_uniform_resolution, (float)s_width, (float)s_height, 1.0f/(float)s_width, 1.0f/(float)s_height);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, s_texture);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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/* glBindFramebuffer(GL_READ_FRAMEBUFFER, s_fbo);
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glBlitFramebuffer(rc.left, rc.bottom, rc.right, rc.top,
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rc.left, rc.bottom, rc.right, rc.top,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);*/
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}
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void Update ( u32 width, u32 height )
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{
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ApplyShader();
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if(s_enable && (width != s_width || height != s_height)) {
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s_width = width;
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s_height = height;
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// alloc texture for framebuffer
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, s_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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void ApplyShader()
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{
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// shader didn't changed
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if (s_currentShader == g_ActiveConfig.sPostProcessingShader) return;
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s_currentShader = g_ActiveConfig.sPostProcessingShader;
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s_enable = false;
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s_shader.Destroy();
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// shader disabled
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if (g_ActiveConfig.sPostProcessingShader == "") return;
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// so need to compile shader
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// loading shader code
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std::string code;
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std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".txt";
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if(!File::ReadFileToString(true, path.c_str(), code)) {
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ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str());
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return;
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}
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// and compile it
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if (!ProgramShaderCache::CompileShader(s_shader, s_vertex_shader, code.c_str())) {
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ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
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return;
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}
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// read uniform locations
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s_uniform_resolution = glGetUniformLocation(s_shader.glprogid, "resolution");
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// successful
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s_enable = true;
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}
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} // namespace
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} // namespace OGL
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