mirror of https://github.com/snes9xgit/snes9x.git
574 lines
19 KiB
C++
574 lines
19 KiB
C++
/*****************************************************************************\
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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This file is licensed under the Snes9x License.
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For further information, consult the LICENSE file in the root directory.
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\*****************************************************************************/
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#include "CGLCG.h"
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#include "wsnes9x.h"
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#include "win32_display.h"
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#include "snes9x.h"
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#include <png.h>
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#ifndef max
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#define max(a, b) (((a) > (b)) ? (a) : (b))
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#endif
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static float npot(float desired)
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{
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float out=512.0;
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while(out<desired)
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out*=2;
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return out;
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}
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const GLfloat CGLCG::lut_coords[8] = {0, 0, 1, 0, 1, 1, 0, 1};
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CGLCG::CGLCG(CGcontext cgContext)
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{
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this->cgContext = cgContext;
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fboFunctionsLoaded = FALSE;
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ClearPasses();
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LoadFBOFunctions();
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frameCnt=0;
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}
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CGLCG::~CGLCG(void)
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{
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LoadShader(NULL);
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}
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void CGLCG::ClearPasses()
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{
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/* clean up cg programs, fbos and textures from all regular passes
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pass 0 is the orignal texture, so ignore that
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*/
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if(shaderPasses.size()>1) {
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for(glPassVector::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
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if(it->cgFragmentProgram)
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cgDestroyProgram(it->cgFragmentProgram);
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if(it->cgVertexProgram)
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cgDestroyProgram(it->cgVertexProgram);
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if(it->fbo)
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glDeleteFramebuffers(1,&it->fbo);
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if(it->tex)
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glDeleteTextures(1,&it->tex);
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}
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}
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for(glLutVector::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) {
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if(it->tex)
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glDeleteTextures(1,&it->tex);
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}
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for(glPrevDeque::iterator it=prevPasses.begin();it!=prevPasses.end();it++) {
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if(it->tex)
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glDeleteTextures(1,&it->tex);
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}
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shaderPasses.clear();
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lookupTextures.clear();
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prevPasses.clear();
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// prevPasses deque is always filled with PREV + PREV1-6 elements
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prevPasses.resize(7);
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shaderLoaded = false;
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}
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bool CGLCG::LoadFBOFunctions()
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{
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if(fboFunctionsLoaded)
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return true;
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const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
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if(extensions && strstr(extensions, "framebuffer_object")) {
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if(glGenFramebuffers && glDeleteFramebuffers && glBindFramebuffer && glFramebufferTexture2D && glClientActiveTexture) {
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fboFunctionsLoaded = true;
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}
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}
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return fboFunctionsLoaded;
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}
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void CGLCG::checkForCgError(const char *situation)
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{
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char buffer[4096];
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CGerror error = cgGetError();
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const char *string = cgGetErrorString(error);
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if (error != CG_NO_ERROR) {
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sprintf(buffer,
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"Situation: %s\n"
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"Error: %s\n\n"
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"Cg compiler output...\n", situation, string);
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MessageBoxA(0, buffer,
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"Cg error", MB_OK|MB_ICONEXCLAMATION);
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if (error == CG_COMPILER_ERROR) {
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MessageBoxA(0, cgGetLastListing(cgContext),
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"Cg compilation error", MB_OK|MB_ICONEXCLAMATION);
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}
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}
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}
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bool CGLCG::LoadShader(const TCHAR *shaderFile)
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{
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CCGShader cgShader;
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TCHAR shaderPath[MAX_PATH];
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TCHAR tempPath[MAX_PATH];
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CGprofile vertexProfile, fragmentProfile;
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GLenum error;
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if(!fboFunctionsLoaded) {
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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"),
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MB_OK|MB_ICONEXCLAMATION);
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return false;
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}
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vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
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fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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cgGLDisableProfile(vertexProfile);
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cgGLDisableProfile(fragmentProfile);
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ClearPasses();
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if (shaderFile == NULL || *shaderFile==TEXT('\0'))
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return true;
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lstrcpy(shaderPath, shaderFile);
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ReduceToPath(shaderPath);
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SetCurrentDirectory(shaderPath);
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if(!cgShader.LoadShader(_tToChar(shaderFile)))
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return false;
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cgGLSetOptimalOptions(vertexProfile);
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cgGLSetOptimalOptions(fragmentProfile);
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/* insert dummy pass that will contain the original texture
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*/
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shaderPasses.push_back(shaderPass());
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for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
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it!=cgShader.shaderPasses.end();it++) {
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shaderPass pass;
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pass.scaleParams = it->scaleParams;
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/* if this is the last pass (the only one that can have CG_SCALE_NONE)
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and no filter has been set use the GUI setting
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*/
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if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
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pass.linearFilter = Settings.BilinearFilter;
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} else {
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pass.linearFilter = it->linearFilter;
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}
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pass.frameCounterMod = it->frameCounterMod;
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pass.floatFbo = it->floatFbo;
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// paths in the meta file can be relative
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_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
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char *fileContents = ReadShaderFileContents(tempPath);
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if(!fileContents)
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return false;
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// individual shader might include files, these should be relative to shader
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ReduceToPath(tempPath);
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SetCurrentDirectory(tempPath);
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pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
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vertexProfile, "main_vertex", NULL);
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checkForCgError("Compiling vertex program");
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pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
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fragmentProfile, "main_fragment", NULL);
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checkForCgError("Compiling fragment program");
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// set path back for next pass
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SetCurrentDirectory(shaderPath);
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delete [] fileContents;
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if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
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return false;
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}
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cgGLLoadProgram(pass.cgVertexProgram);
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cgGLLoadProgram(pass.cgFragmentProgram);
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/* generate framebuffer and texture for this pass and apply
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default texture settings
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*/
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glGenFramebuffers(1,&pass.fbo);
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glGenTextures(1,&pass.tex);
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glBindTexture(GL_TEXTURE_2D,pass.tex);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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shaderPasses.push_back(pass);
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}
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for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {
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lookupTexture tex;
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strcpy(tex.id,it->id);
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/* generate texture for the lut and apply specified filter setting
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*/
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glGenTextures(1,&tex.tex);
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glBindTexture(GL_TEXTURE_2D,tex.tex);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
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_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);
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// simple file extension png/tga decision
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int strLen = strlen(it->texturePath);
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if(strLen>4) {
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if(!strcasecmp(&it->texturePath[strLen-4],".png")) {
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int width, height;
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bool hasAlpha;
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GLubyte *texData;
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if(loadPngImage(tempPath,width,height,hasAlpha,&texData)) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,
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height, 0, hasAlpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, texData);
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free(texData);
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}
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} else if(!strcasecmp(&it->texturePath[strLen-4],".tga")) {
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STGA stga;
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if(loadTGA(tempPath,stga)) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, stga.width);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, stga.width,
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stga.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, stga.data);
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}
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}
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}
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lookupTextures.push_back(tex);
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}
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/* enable texture unit 1 for the lookup textures
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*/
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glClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2,GL_FLOAT,0,lut_coords);
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glClientActiveTexture(GL_TEXTURE0);
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/* generate textures and set default values for the pref-filled PREV deque.
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*/
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for(int i=0;i<prevPasses.size();i++) {
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glGenTextures(1,&prevPasses[i].tex);
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glBindTexture(GL_TEXTURE_2D,prevPasses[i].tex);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,512,512,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
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glBindTexture(GL_TEXTURE_2D,0);
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prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = 0;
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memset(prevPasses[i].texCoords,0,sizeof(prevPasses[i].texCoords));
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}
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shaderLoaded = true;
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return true;
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}
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void CGLCG::setTexCoords(int pass,xySize inputSize,xySize textureSize,bool topdown)
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{
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float tX = inputSize.x / textureSize.x;
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float tY = inputSize.y / textureSize.y;
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// last pass uses top-down coordinates, all others bottom-up
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if(topdown) {
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shaderPasses[pass].texcoords[0] = 0.0f;
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shaderPasses[pass].texcoords[1] = tY;
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shaderPasses[pass].texcoords[2] = tX;
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shaderPasses[pass].texcoords[3] = tY;
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shaderPasses[pass].texcoords[4] = tX;
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shaderPasses[pass].texcoords[5] = 0.0f;
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shaderPasses[pass].texcoords[6] = 0.0f;
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shaderPasses[pass].texcoords[7] = 0.0f;
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} else {
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shaderPasses[pass].texcoords[0] = 0.0f;
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shaderPasses[pass].texcoords[1] = 0.0f;
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shaderPasses[pass].texcoords[2] = tX;
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shaderPasses[pass].texcoords[3] = 0.0f;
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shaderPasses[pass].texcoords[4] = tX;
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shaderPasses[pass].texcoords[5] = tY;
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shaderPasses[pass].texcoords[6] = 0.0f;
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shaderPasses[pass].texcoords[7] = tY;
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}
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glTexCoordPointer(2, GL_FLOAT, 0, shaderPasses[pass].texcoords);
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}
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void CGLCG::Render(GLuint &origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize)
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{
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GLenum error;
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frameCnt++;
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CGprofile vertexProfile, fragmentProfile;
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if(!shaderLoaded)
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return;
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vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
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fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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cgGLEnableProfile(vertexProfile);
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cgGLEnableProfile(fragmentProfile);
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/* set up our dummy pass for easier loop code
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*/
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shaderPasses[0].tex = origTex;
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shaderPasses[0].outputSize = inputSize;
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shaderPasses[0].textureSize = textureSize;
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/* loop through all real passes
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*/
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for(int i=1;i<shaderPasses.size();i++) {
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switch(shaderPasses[i].scaleParams.scaleTypeX) {
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case CG_SCALE_ABSOLUTE:
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shaderPasses[i].outputSize.x = (double)shaderPasses[i].scaleParams.absX;
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break;
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case CG_SCALE_SOURCE:
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shaderPasses[i].outputSize.x = shaderPasses[i-1].outputSize.x * shaderPasses[i].scaleParams.scaleX;
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break;
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case CG_SCALE_VIEWPORT:
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shaderPasses[i].outputSize.x = viewportSize.x * shaderPasses[i].scaleParams.scaleX;
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break;
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default:
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shaderPasses[i].outputSize.x = viewportSize.x;
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}
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switch(shaderPasses[i].scaleParams.scaleTypeY) {
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case CG_SCALE_ABSOLUTE:
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shaderPasses[i].outputSize.y = (double)shaderPasses[i].scaleParams.absY;
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break;
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case CG_SCALE_SOURCE:
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shaderPasses[i].outputSize.y = shaderPasses[i-1].outputSize.y * shaderPasses[i].scaleParams.scaleY;
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break;
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case CG_SCALE_VIEWPORT:
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shaderPasses[i].outputSize.y = viewportSize.y * shaderPasses[i].scaleParams.scaleY;
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break;
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default:
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shaderPasses[i].outputSize.y = viewportSize.y;
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}
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/* use next power of two in both directions
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*/
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float texSize = npot(max(shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y));
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shaderPasses[i].textureSize.x = shaderPasses[i].textureSize.y = texSize;
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/* set size of output texture
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*/
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glBindTexture(GL_TEXTURE_2D,shaderPasses[i].tex);
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glTexImage2D(GL_TEXTURE_2D,0,(shaderPasses[i].floatFbo?GL_RGBA32F:GL_RGBA),(unsigned int)shaderPasses[i].textureSize.x,
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(unsigned int)shaderPasses[i].textureSize.y,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8,NULL);
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/* viewport determines the area we render into the output texture
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*/
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glViewport(0,0,(GLsizei)shaderPasses[i].outputSize.x, (GLsizei)shaderPasses[i].outputSize.y);
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/* set up framebuffer and attach output texture
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*/
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glBindFramebuffer(GL_FRAMEBUFFER,shaderPasses[i].fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shaderPasses[i].tex, 0);
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/* set up input texture (output of previous pass) and apply filter settings
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*/
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glBindTexture(GL_TEXTURE_2D,shaderPasses[i-1].tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses[i-1].textureSize.x);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
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/* calculate tex coords first since we pass them to the shader
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*/
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setTexCoords(i,shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize);
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setShaderVars(i);
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cgGLBindProgram(shaderPasses[i].cgVertexProgram);
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cgGLBindProgram(shaderPasses[i].cgFragmentProgram);
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays (GL_QUADS, 0, 4);
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/* reset client states enabled during setShaderVars
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*/
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resetAttribParams();
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}
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/* disable framebuffer
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*/
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glBindFramebuffer(GL_FRAMEBUFFER,0);
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/* set last PREV texture as original, push current texture and
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sizes to the front of the PREV deque and make sure the new
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original texture has the same size as the old one
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*/
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origTex = prevPasses.back().tex;
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prevPasses.pop_back();
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prevPass pass;
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pass.videoSize = inputSize;
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pass.textureSize = textureSize;
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pass.tex = shaderPasses[0].tex;
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memcpy(pass.texCoords,shaderPasses[1].texcoords,sizeof(pass.texCoords));
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prevPasses.push_front(pass);
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glBindTexture(GL_TEXTURE_2D,origTex);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGB, (GLsizei)textureSize.x, (GLsizei)textureSize.y,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
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/* bind output of last pass to be rendered on the backbuffer
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*/
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glBindTexture(GL_TEXTURE_2D,shaderPasses.back().tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses.back().textureSize.x);
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/* calculate and apply viewport and texture coordinates to
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that will be used in the main ogl code
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*/
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RECT displayRect=CalculateDisplayRect((unsigned int)shaderPasses.back().outputSize.x, (unsigned int)shaderPasses.back().outputSize.y, (unsigned int)windowSize.x, (unsigned int)windowSize.y);
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glViewport(displayRect.left,(LONG)windowSize.y-displayRect.bottom,displayRect.right-displayRect.left,displayRect.bottom-displayRect.top);
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setTexCoords(shaderPasses.size()-1,shaderPasses.back().outputSize,shaderPasses.back().textureSize,true);
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/* render to backbuffer without shaders
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*/
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cgGLDisableProfile(vertexProfile);
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cgGLDisableProfile(fragmentProfile);
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}
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void CGLCG::setShaderVars(int pass)
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{
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/* mvp paramater
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*/
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CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj");
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if(cgpModelViewProj)
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cgGLSetStateMatrixParameter(cgpModelViewProj, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
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#define setProgram2fv(pass,varname,floats)\
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{\
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CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
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CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
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if(cgpf)\
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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] = { (float)shaderPasses[pass-1].outputSize.x, (float)shaderPasses[pass-1].outputSize.y };
|
|
float textureSize[2] = { (float)shaderPasses[pass-1].textureSize.x, (float)shaderPasses[pass-1].textureSize.y };
|
|
float outputSize[2] = { (float)shaderPasses[pass].outputSize.x, (float)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);
|
|
setProgram1f(pass,"IN.frame_direction",Settings.Rewinding?-1.0f:1.0f);
|
|
|
|
/* ORIG parameter
|
|
*/
|
|
float orig_videoSize[2] = { (float)shaderPasses[0].outputSize.x, (float)shaderPasses[0].outputSize.y };
|
|
float orig_textureSize[2] = { (float)shaderPasses[0].textureSize.x, (float)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] = { (float)prevPasses[0].videoSize.x, (float)prevPasses[0].videoSize.y };
|
|
float prev_textureSize[2] = { (float)prevPasses[0].textureSize.x, (float)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] = { (float)prevPasses[i].videoSize.x, (float)prevPasses[i].videoSize.y };
|
|
float prev_textureSize[2] = { (float)prevPasses[i].textureSize.x, (float)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] = { (float)shaderPasses[i].outputSize.x, (float)shaderPasses[i].outputSize.y };
|
|
float pass_textureSize[2] = { (float)shaderPasses[i].textureSize.x, (float)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();
|
|
}
|
|
|