snes9x/win32/CGLCG.cpp

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/***********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com)
(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
Nach (n-a-c-h@users.sourceforge.net),
(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
(c) Copyright 2006 - 2007 nitsuja
2017-11-17 22:00:58 +00:00
(c) Copyright 2009 - 2017 BearOso,
OV2
2017-11-17 22:00:58 +00:00
(c) Copyright 2017 qwertymodo
(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
2016-10-15 16:31:26 +00:00
Daniel De Matteis
(Under no circumstances will commercial rights be given)
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com),
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code used in 1.39-1.51
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
SPC7110 and RTC C++ emulator code used in 1.52+
(c) Copyright 2009 byuu,
neviksti
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001 - 2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound emulator code used in 1.5-1.51
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
Sound emulator code used in 1.52+
(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
2016-10-07 17:47:07 +00:00
S-SMP emulator code used in 1.54+
(c) Copyright 2016 byuu
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
NTSC filter
(c) Copyright 2006 - 2007 Shay Green
GTK+ GUI code
2017-11-17 22:00:58 +00:00
(c) Copyright 2004 - 2017 BearOso
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
2017-11-17 22:00:58 +00:00
(c) Copyright 2009 - 2017 OV2
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
(c) Copyright 2001 - 2011 zones
2016-10-15 16:31:26 +00:00
Libretro port
2017-11-17 22:00:58 +00:00
(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
2016-10-15 16:31:26 +00:00
Daniel De Matteis
(Under no circumstances will commercial rights be given)
Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com/
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
***********************************************************************************/
#include "CGLCG.h"
#include "wsnes9x.h"
#include "win32_display.h"
#include <png.h>
#ifndef max
#define max(a, b) (((a) > (b)) ? (a) : (b))
#endif
static float npot(float desired)
{
float out=512.0;
while(out<desired)
out*=2;
return out;
}
const GLfloat CGLCG::lut_coords[8] = {0, 0, 1, 0, 1, 1, 0, 1};
CGLCG::CGLCG(CGcontext cgContext)
{
this->cgContext = cgContext;
fboFunctionsLoaded = FALSE;
ClearPasses();
LoadFBOFunctions();
frameCnt=0;
}
CGLCG::~CGLCG(void)
{
LoadShader(NULL);
}
void CGLCG::ClearPasses()
{
/* clean up cg programs, fbos and textures from all regular passes
pass 0 is the orignal texture, so ignore that
*/
if(shaderPasses.size()>1) {
for(glPassVector::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
if(it->cgFragmentProgram)
cgDestroyProgram(it->cgFragmentProgram);
if(it->cgVertexProgram)
cgDestroyProgram(it->cgVertexProgram);
if(it->fbo)
glDeleteFramebuffers(1,&it->fbo);
if(it->tex)
glDeleteTextures(1,&it->tex);
}
}
for(glLutVector::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) {
if(it->tex)
glDeleteTextures(1,&it->tex);
}
for(glPrevDeque::iterator it=prevPasses.begin();it!=prevPasses.end();it++) {
if(it->tex)
glDeleteTextures(1,&it->tex);
}
shaderPasses.clear();
lookupTextures.clear();
prevPasses.clear();
// prevPasses deque is always filled with PREV + PREV1-6 elements
prevPasses.resize(7);
shaderLoaded = false;
}
bool CGLCG::LoadFBOFunctions()
{
if(fboFunctionsLoaded)
return true;
const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
if(extensions && strstr(extensions, "framebuffer_object")) {
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)wglGetProcAddress("glCheckFramebufferStatus");
glClientActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glClientActiveTexture");
if(glGenFramebuffers && glDeleteFramebuffers && glBindFramebuffer && glFramebufferTexture2D && glClientActiveTexture) {
fboFunctionsLoaded = true;
}
}
return fboFunctionsLoaded;
}
void CGLCG::checkForCgError(const char *situation)
{
char buffer[4096];
CGerror error = cgGetError();
const char *string = cgGetErrorString(error);
if (error != CG_NO_ERROR) {
sprintf(buffer,
"Situation: %s\n"
"Error: %s\n\n"
"Cg compiler output...\n", situation, string);
MessageBoxA(0, buffer,
"Cg error", MB_OK|MB_ICONEXCLAMATION);
if (error == CG_COMPILER_ERROR) {
MessageBoxA(0, cgGetLastListing(cgContext),
"Cg compilation error", MB_OK|MB_ICONEXCLAMATION);
}
}
}
bool CGLCG::LoadShader(const TCHAR *shaderFile)
{
CCGShader cgShader;
TCHAR shaderPath[MAX_PATH];
TCHAR tempPath[MAX_PATH];
CGprofile vertexProfile, fragmentProfile;
GLenum error;
if(!fboFunctionsLoaded) {
MessageBox(NULL, TEXT("Your OpenGL graphics driver does not support framebuffer objects.\nYou will not be able to use CG shaders in OpenGL mode."), TEXT("CG Error"),
MB_OK|MB_ICONEXCLAMATION);
return false;
}
vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLDisableProfile(vertexProfile);
cgGLDisableProfile(fragmentProfile);
ClearPasses();
if (shaderFile == NULL || *shaderFile==TEXT('\0'))
return true;
lstrcpy(shaderPath, shaderFile);
ReduceToPath(shaderPath);
SetCurrentDirectory(shaderPath);
if(!cgShader.LoadShader(_tToChar(shaderFile)))
return false;
cgGLSetOptimalOptions(vertexProfile);
cgGLSetOptimalOptions(fragmentProfile);
/* insert dummy pass that will contain the original texture
*/
shaderPasses.push_back(shaderPass());
for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
it!=cgShader.shaderPasses.end();it++) {
shaderPass pass;
pass.scaleParams = it->scaleParams;
/* if this is the last pass (the only one that can have CG_SCALE_NONE)
and no filter has been set use the GUI setting
*/
if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
pass.linearFilter = GUI.BilinearFilter;
} else {
pass.linearFilter = it->linearFilter;
}
pass.frameCounterMod = it->frameCounterMod;
pass.floatFbo = it->floatFbo;
// paths in the meta file can be relative
_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
char *fileContents = ReadShaderFileContents(tempPath);
if(!fileContents)
return false;
// individual shader might include files, these should be relative to shader
ReduceToPath(tempPath);
SetCurrentDirectory(tempPath);
pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
vertexProfile, "main_vertex", NULL);
checkForCgError("Compiling vertex program");
pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
fragmentProfile, "main_fragment", NULL);
checkForCgError("Compiling fragment program");
// set path back for next pass
SetCurrentDirectory(shaderPath);
delete [] fileContents;
if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
return false;
}
cgGLLoadProgram(pass.cgVertexProgram);
cgGLLoadProgram(pass.cgFragmentProgram);
/* generate framebuffer and texture for this pass and apply
default texture settings
*/
glGenFramebuffers(1,&pass.fbo);
glGenTextures(1,&pass.tex);
glBindTexture(GL_TEXTURE_2D,pass.tex);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
shaderPasses.push_back(pass);
}
for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {
lookupTexture tex;
strcpy(tex.id,it->id);
/* generate texture for the lut and apply specified filter setting
*/
glGenTextures(1,&tex.tex);
glBindTexture(GL_TEXTURE_2D,tex.tex);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);
// simple file extension png/tga decision
int strLen = strlen(it->texturePath);
if(strLen>4) {
if(!strcasecmp(&it->texturePath[strLen-4],".png")) {
int width, height;
bool hasAlpha;
GLubyte *texData;
if(loadPngImage(tempPath,width,height,hasAlpha,&texData)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,
height, 0, hasAlpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, texData);
free(texData);
}
} else if(!strcasecmp(&it->texturePath[strLen-4],".tga")) {
STGA stga;
if(loadTGA(tempPath,stga)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, stga.width);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, stga.width,
stga.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, stga.data);
}
}
}
lookupTextures.push_back(tex);
}
/* enable texture unit 1 for the lookup textures
*/
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,0,lut_coords);
glClientActiveTexture(GL_TEXTURE0);
/* generate textures and set default values for the pref-filled PREV deque.
*/
for(int i=0;i<prevPasses.size();i++) {
glGenTextures(1,&prevPasses[i].tex);
glBindTexture(GL_TEXTURE_2D,prevPasses[i].tex);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,512,512,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
glBindTexture(GL_TEXTURE_2D,0);
prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = 0;
memset(prevPasses[i].texCoords,0,sizeof(prevPasses[i].texCoords));
}
shaderLoaded = true;
return true;
}
void CGLCG::setTexCoords(int pass,xySize inputSize,xySize textureSize,bool topdown)
{
float tX = inputSize.x / textureSize.x;
float tY = inputSize.y / textureSize.y;
// last pass uses top-down coordinates, all others bottom-up
if(topdown) {
shaderPasses[pass].texcoords[0] = 0.0f;
shaderPasses[pass].texcoords[1] = tY;
shaderPasses[pass].texcoords[2] = tX;
shaderPasses[pass].texcoords[3] = tY;
shaderPasses[pass].texcoords[4] = tX;
shaderPasses[pass].texcoords[5] = 0.0f;
shaderPasses[pass].texcoords[6] = 0.0f;
shaderPasses[pass].texcoords[7] = 0.0f;
} else {
shaderPasses[pass].texcoords[0] = 0.0f;
shaderPasses[pass].texcoords[1] = 0.0f;
shaderPasses[pass].texcoords[2] = tX;
shaderPasses[pass].texcoords[3] = 0.0f;
shaderPasses[pass].texcoords[4] = tX;
shaderPasses[pass].texcoords[5] = tY;
shaderPasses[pass].texcoords[6] = 0.0f;
shaderPasses[pass].texcoords[7] = tY;
}
glTexCoordPointer(2, GL_FLOAT, 0, shaderPasses[pass].texcoords);
}
void CGLCG::Render(GLuint &origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize)
{
GLenum error;
frameCnt++;
CGprofile vertexProfile, fragmentProfile;
if(!shaderLoaded)
return;
vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLEnableProfile(vertexProfile);
cgGLEnableProfile(fragmentProfile);
/* set up our dummy pass for easier loop code
*/
shaderPasses[0].tex = origTex;
shaderPasses[0].outputSize = inputSize;
shaderPasses[0].textureSize = textureSize;
/* loop through all real passes
*/
for(int i=1;i<shaderPasses.size();i++) {
switch(shaderPasses[i].scaleParams.scaleTypeX) {
case CG_SCALE_ABSOLUTE:
shaderPasses[i].outputSize.x = (double)shaderPasses[i].scaleParams.absX;
break;
case CG_SCALE_SOURCE:
shaderPasses[i].outputSize.x = shaderPasses[i-1].outputSize.x * shaderPasses[i].scaleParams.scaleX;
break;
case CG_SCALE_VIEWPORT:
shaderPasses[i].outputSize.x = viewportSize.x * shaderPasses[i].scaleParams.scaleX;
break;
default:
shaderPasses[i].outputSize.x = viewportSize.x;
}
switch(shaderPasses[i].scaleParams.scaleTypeY) {
case CG_SCALE_ABSOLUTE:
shaderPasses[i].outputSize.y = (double)shaderPasses[i].scaleParams.absY;
break;
case CG_SCALE_SOURCE:
shaderPasses[i].outputSize.y = shaderPasses[i-1].outputSize.y * shaderPasses[i].scaleParams.scaleY;
break;
case CG_SCALE_VIEWPORT:
shaderPasses[i].outputSize.y = viewportSize.y * shaderPasses[i].scaleParams.scaleY;
break;
default:
shaderPasses[i].outputSize.y = viewportSize.y;
}
/* use next power of two in both directions
*/
float texSize = npot(max(shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y));
shaderPasses[i].textureSize.x = shaderPasses[i].textureSize.y = texSize;
/* set size of output texture
*/
glBindTexture(GL_TEXTURE_2D,shaderPasses[i].tex);
glTexImage2D(GL_TEXTURE_2D,0,(shaderPasses[i].floatFbo?GL_RGBA32F:GL_RGBA),(unsigned int)shaderPasses[i].textureSize.x,
(unsigned int)shaderPasses[i].textureSize.y,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8,NULL);
/* viewport determines the area we render into the output texture
*/
glViewport(0,0,shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y);
/* set up framebuffer and attach output texture
*/
glBindFramebuffer(GL_FRAMEBUFFER,shaderPasses[i].fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shaderPasses[i].tex, 0);
/* set up input texture (output of previous pass) and apply filter settings
*/
glBindTexture(GL_TEXTURE_2D,shaderPasses[i-1].tex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses[i-1].textureSize.x);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
/* calculate tex coords first since we pass them to the shader
*/
setTexCoords(i,shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize);
setShaderVars(i);
cgGLBindProgram(shaderPasses[i].cgVertexProgram);
cgGLBindProgram(shaderPasses[i].cgFragmentProgram);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays (GL_QUADS, 0, 4);
/* reset client states enabled during setShaderVars
*/
resetAttribParams();
}
/* disable framebuffer
*/
glBindFramebuffer(GL_FRAMEBUFFER,0);
/* set last PREV texture as original, push current texture and
sizes to the front of the PREV deque and make sure the new
original texture has the same size as the old one
*/
origTex = prevPasses.back().tex;
prevPasses.pop_back();
prevPass pass;
pass.videoSize = inputSize;
pass.textureSize = textureSize;
pass.tex = shaderPasses[0].tex;
memcpy(pass.texCoords,shaderPasses[1].texcoords,sizeof(pass.texCoords));
prevPasses.push_front(pass);
glBindTexture(GL_TEXTURE_2D,origTex);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,textureSize.x,textureSize.y,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
/* bind output of last pass to be rendered on the backbuffer
*/
glBindTexture(GL_TEXTURE_2D,shaderPasses.back().tex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses.back().textureSize.x);
/* calculate and apply viewport and texture coordinates to
that will be used in the main ogl code
*/
RECT displayRect=CalculateDisplayRect(shaderPasses.back().outputSize.x,shaderPasses.back().outputSize.y,windowSize.x,windowSize.y);
glViewport(displayRect.left,windowSize.y-displayRect.bottom,displayRect.right-displayRect.left,displayRect.bottom-displayRect.top);
setTexCoords(shaderPasses.size()-1,shaderPasses.back().outputSize,shaderPasses.back().textureSize,true);
/* render to backbuffer without shaders
*/
cgGLDisableProfile(vertexProfile);
cgGLDisableProfile(fragmentProfile);
}
void CGLCG::setShaderVars(int pass)
{
/* mvp paramater
*/
CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj");
if(cgpModelViewProj)
cgGLSetStateMatrixParameter(cgpModelViewProj, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
#define setProgram2fv(pass,varname,floats)\
{\
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
if(cgpf)\
cgGLSetParameter2fv(cgpf,floats);\
if(cgpv)\
cgGLSetParameter2fv(cgpv,floats);\
}\
#define setProgram1f(pass,varname,val)\
{\
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
if(cgpf)\
cgGLSetParameter1f(cgpf,val);\
if(cgpv)\
cgGLSetParameter1f(cgpv,val);\
}\
#define setTextureParameter(pass,varname,val)\
{\
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
if(cgpf) {\
cgGLSetTextureParameter(cgpf,val);\
cgGLEnableTextureParameter(cgpf);\
}\
}\
#define setTexCoordsParameter(pass,varname,val)\
{\
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
if(cgpv) {\
cgGLSetParameterPointer(cgpv, 2, GL_FLOAT, 0, val);\
cgGLEnableClientState(cgpv);\
cgAttribParams.push_back(cgpv);\
}\
}\
/* IN paramater
*/
float inputSize[2] = {shaderPasses[pass-1].outputSize.x,shaderPasses[pass-1].outputSize.y};
float textureSize[2] = {shaderPasses[pass-1].textureSize.x,shaderPasses[pass-1].textureSize.y};
float outputSize[2] = {shaderPasses[pass].outputSize.x,shaderPasses[pass].outputSize.y};
setProgram2fv(pass,"IN.video_size",inputSize);
setProgram2fv(pass,"IN.texture_size",textureSize);
setProgram2fv(pass,"IN.output_size",outputSize);
unsigned int shaderFrameCnt = frameCnt;
if(shaderPasses[pass].frameCounterMod)
shaderFrameCnt %= shaderPasses[pass].frameCounterMod;
setProgram1f(pass,"IN.frame_count",(float)shaderFrameCnt);
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setProgram1f(pass,"IN.frame_direction",GUI.rewinding?-1.0f:1.0f);
/* ORIG parameter
*/
float orig_videoSize[2] = {shaderPasses[0].outputSize.x,shaderPasses[0].outputSize.y};
float orig_textureSize[2] = {shaderPasses[0].textureSize.x,shaderPasses[0].textureSize.y};
setProgram2fv(pass,"ORIG.video_size",orig_videoSize);
setProgram2fv(pass,"ORIG.texture_size",orig_textureSize);
setTextureParameter(pass,"ORIG.texture",shaderPasses[0].tex);
setTexCoordsParameter(pass,"ORIG.tex_coord",shaderPasses[1].texcoords);
/* PREV parameter
*/
if(prevPasses[0].textureSize.x>0) {
float prev_videoSize[2] = {prevPasses[0].videoSize.x,prevPasses[0].videoSize.y};
float prev_textureSize[2] = {prevPasses[0].textureSize.x,prevPasses[0].textureSize.y};
setProgram2fv(pass,"PREV.video_size",prev_videoSize);
setProgram2fv(pass,"PREV.texture_size",prev_textureSize);
setTextureParameter(pass,"PREV.texture",prevPasses[0].tex);
setTexCoordsParameter(pass,"PREV.tex_coord",prevPasses[0].texCoords);
}
/* PREV1-6 parameters
*/
for(int i=1;i<prevPasses.size();i++) {
if(prevPasses[i].textureSize.x==0)
break;
char varname[100];
float prev_videoSize[2] = {prevPasses[i].videoSize.x,prevPasses[i].videoSize.y};
float prev_textureSize[2] = {prevPasses[i].textureSize.x,prevPasses[i].textureSize.y};
sprintf(varname,"PREV%d.video_size",i);
setProgram2fv(pass,varname,prev_videoSize);
sprintf(varname,"PREV%d.texture_size",i);
setProgram2fv(pass,varname,prev_textureSize);
sprintf(varname,"PREV%d.texture",i);
setTextureParameter(pass,varname,prevPasses[i].tex);
sprintf(varname,"PREV%d.tex_coord",i);
setTexCoordsParameter(pass,varname,prevPasses[i].texCoords);
}
/* LUT parameters
*/
for(int i=0;i<lookupTextures.size();i++) {
setTextureParameter(pass,lookupTextures[i].id,lookupTextures[i].tex);
}
/* PASSX parameters, only for third pass and up
*/
if(pass>2) {
for(int i=1;i<pass-1;i++) {
char varname[100];
float pass_videoSize[2] = {shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y};
float pass_textureSize[2] = {shaderPasses[i].textureSize.x,shaderPasses[i].textureSize.y};
sprintf(varname,"PASS%d.video_size",i);
setProgram2fv(pass,varname,pass_videoSize);
sprintf(varname,"PASS%d.texture_size",i);
setProgram2fv(pass,varname,pass_textureSize);
sprintf(varname,"PASS%d.texture",i);
setTextureParameter(pass,varname,shaderPasses[i].tex);
sprintf(varname,"PASS%d.tex_coord",i);
setTexCoordsParameter(pass,varname,shaderPasses[i+1].texcoords);
}
}
}
void CGLCG::resetAttribParams()
{
for(int i=0;i<cgAttribParams.size();i++)
cgGLDisableClientState(cgAttribParams[i]);
cgAttribParams.clear();
}
2011-11-17 05:01:48 +00:00
#ifdef HAVE_LIBPNG
bool CGLCG::loadPngImage(const TCHAR *name, int &outWidth, int &outHeight, bool &outHasAlpha, GLubyte **outData) {
png_structp png_ptr;
png_infop info_ptr;
unsigned int sig_read = 0;
int color_type, interlace_type;
FILE *fp;
if ((fp = _tfopen(name, TEXT("rb"))) == NULL)
return false;
/* Create and initialize the png_struct
* with the desired error handler
* functions. If you want to use the
* default stderr and longjump method,
* you can supply NULL for the last
* three parameters. We also supply the
* the compiler header file version, so
* that we know if the application
* was compiled with a compatible version
* of the library. REQUIRED
*/
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING,
NULL, NULL, NULL);
if (png_ptr == NULL) {
fclose(fp);
return false;
}
/* Allocate/initialize the memory
* for image information. REQUIRED. */
info_ptr = png_create_info_struct(png_ptr);
if (info_ptr == NULL) {
fclose(fp);
png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL);
return false;
}
/* Set error handling if you are
* using the setjmp/longjmp method
* (this is the normal method of
* doing things with libpng).
* REQUIRED unless you set up
* your own error handlers in
* the png_create_read_struct()
* earlier.
*/
if (setjmp(png_jmpbuf(png_ptr))) {
/* Free all of the memory associated
* with the png_ptr and info_ptr */
png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp)NULL);
fclose(fp);
/* If we get here, we had a
* problem reading the file */
return false;
}
/* Set up the output control if
* you are using standard C streams */
png_init_io(png_ptr, fp);
/* If we have already
* read some of the signature */
png_set_sig_bytes(png_ptr, sig_read);
/*
* If you have enough memory to read
* in the entire image at once, and
* you need to specify only
* transforms that can be controlled
* with one of the PNG_TRANSFORM_*
* bits (this presently excludes
* dithering, filling, setting
* background, and doing gamma
* adjustment), then you can read the
* entire image (including pixels)
* into the info structure with this
* call
*
* PNG_TRANSFORM_STRIP_16 |
* PNG_TRANSFORM_PACKING forces 8 bit
* PNG_TRANSFORM_EXPAND forces to
* expand a palette into RGB
*/
png_read_png(png_ptr, info_ptr, PNG_TRANSFORM_STRIP_16 | PNG_TRANSFORM_PACKING | PNG_TRANSFORM_EXPAND, (png_voidp)NULL);
outWidth = png_get_image_width(png_ptr, info_ptr);
outHeight = png_get_image_height(png_ptr, info_ptr);
switch (png_get_color_type(png_ptr, info_ptr)) {
case PNG_COLOR_TYPE_RGBA:
outHasAlpha = true;
break;
case PNG_COLOR_TYPE_RGB:
outHasAlpha = false;
break;
default:
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(fp);
return false;
}
unsigned int row_bytes = png_get_rowbytes(png_ptr, info_ptr);
*outData = (unsigned char*) malloc(row_bytes * outHeight);
png_bytepp row_pointers = png_get_rows(png_ptr, info_ptr);
for (int i = 0; i < outHeight; i++) {
memcpy(*outData+(row_bytes * i), row_pointers[i], row_bytes);
}
/* Clean up after the read,
* and free any memory allocated */
png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp)NULL);
/* Close the file */
fclose(fp);
/* That's it */
return true;
}
2011-11-17 05:01:48 +00:00
#else
bool CGLCG::loadPngImage(const TCHAR *name, int &outWidth, int &outHeight, bool &outHasAlpha, GLubyte **outData) {
/* No PNG support */
return false;
}
#endif
bool CGLCG::loadTGA(const TCHAR *filename, STGA& tgaFile)
{
FILE *file;
unsigned char type[4];
unsigned char info[6];
file = _tfopen(filename, TEXT("rb"));
if (!file)
return false;
fread (&type, sizeof (char), 3, file);
fseek (file, 12, SEEK_SET);
fread (&info, sizeof (char), 6, file);
//image type either 2 (color) or 3 (greyscale)
if (type[1] != 0 || (type[2] != 2 && type[2] != 3))
{
fclose(file);
return false;
}
tgaFile.width = info[0] + info[1] * 256;
tgaFile.height = info[2] + info[3] * 256;
tgaFile.byteCount = info[4] / 8;
if (tgaFile.byteCount != 3 && tgaFile.byteCount != 4) {
fclose(file);
return false;
}
long imageSize = tgaFile.width * tgaFile.height * tgaFile.byteCount;
//allocate memory for image data
unsigned char *tempBuf = new unsigned char[imageSize];
tgaFile.data = new unsigned char[tgaFile.width * tgaFile.height * 4];
//read in image data
fread(tempBuf, sizeof(unsigned char), imageSize, file);
//swap line order and convert to RBGA
for(int i=0;i<tgaFile.height;i++) {
unsigned char* source = tempBuf + tgaFile.width * (tgaFile.height - 1 - i) * tgaFile.byteCount;
unsigned char* destination = tgaFile.data + tgaFile.width * i * 4;
for(int j=0;j<tgaFile.width;j++) {
destination[0]=source[2];
destination[1]=source[1];
destination[2]=source[0];
destination[3]=tgaFile.byteCount==4?source[3]:0xff;
source+=tgaFile.byteCount;
destination+=4;
}
}
delete [] tempBuf;
tgaFile.byteCount = 4;
//close file
fclose(file);
return true;
}