#ifndef __GLSL_H #define __GLSL_H #include #include #include #include "../../conffile.h" #include "shader_platform.h" static const unsigned int glsl_max_passes = 20; typedef void (* GLSLViewportCallback) (int source_width, int source_height, int viewport_x, int viewport_y, int viewport_width, int viewport_height, int *out_dst_x, int *out_dst_y, int *out_dst_width, int *out_dst_height); enum GLSLScaleType { GLSL_NONE = 0, GLSL_SOURCE, GLSL_VIEWPORT, GLSL_ABSOLUTE }; enum GLSLFilter { GLSL_UNDEFINED = 0, }; typedef struct { GLint Texture; GLint InputSize; GLint TextureSize; GLint TexCoord; } GLSLUniformMetrics; typedef struct { GLint Texture; GLint InputSize; GLint OutputSize; GLint TextureSize; GLint FrameCount; GLint FrameDirection; GLint TexCoord; GLint LUTTexCoord; GLint VertexCoord; GLint OrigTexture; GLint OrigInputSize; GLint OrigTextureSize; GLint OrigTexCoord; unsigned int max_pass; unsigned int max_prevpass; GLSLUniformMetrics Prev[7]; GLSLUniformMetrics Pass[glsl_max_passes]; GLSLUniformMetrics PassPrev[glsl_max_passes]; GLint Lut[9]; } GLSLUniforms; typedef struct { char filename[PATH_MAX]; char alias[256]; int scale_type_x; int scale_type_y; float scale_x; float scale_y; bool fp; bool srgb; int frame_count_mod; unsigned int frame_count; GLuint program; GLuint vertex_shader; GLuint fragment_shader; GLuint texture; GLuint wrap_mode; GLuint fbo; GLuint width; GLuint height; GLuint filter; GLSLUniforms unif; } GLSLPass; typedef struct { char id[256]; char filename[PATH_MAX]; GLuint filter; GLuint texture; GLuint wrap_mode; bool mipmap; } GLSLLut; typedef struct { char name[PATH_MAX]; char id[256]; float min; float max; float val; float step; GLint unif[glsl_max_passes]; } GLSLParam; typedef struct { bool load_shader (char *filename); bool load_shader_file (char *filename); void render (GLuint &orig, int width, int height, int viewport_x, int viewport_y, int viewport_width, int viewport_height, GLSLViewportCallback vpcallback); void set_shader_vars (unsigned int pass); void clear_shader_vars (void); void strip_parameter_pragmas(char *buffer); GLuint compile_shader (char *program, const char *aliases, const char *defines, GLuint type, GLuint *out); void save (const char *filename); void destroy (void); void register_uniforms (void); ConfigFile conf; std::vector pass; std::vector lut; std::vector param; int max_prev_frame; std::deque prev_frame; std::vector vaos; unsigned int frame_count; GLuint vbo; GLuint prev_fbo; GLfloat *fa; } GLSLShader; #endif