UWP works

This commit is contained in:
BADIM-PC\Vadim
2018-02-21 20:07:07 +03:00
parent f7da6b7f51
commit 551d333511
13 changed files with 357 additions and 134 deletions

View File

@@ -0,0 +1,20 @@
CODE(
#version 100\n
precision highp float;
precision mediump int;
attribute vec2 gpu_Vertex;
attribute vec2 gpu_TexCoord;
attribute mediump vec4 gpu_Color;
uniform mat4 gpu_ModelViewProjectionMatrix;
varying mediump vec4 color;
varying vec2 texCoord;
void main(void)
{
color = gpu_Color;
texCoord = vec2(gpu_TexCoord);
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);
})

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@@ -0,0 +1,133 @@
CODE(
#version 100\n
precision highp float;
precision mediump int;
varying vec2 texCoord;
//vec4 fragColor;
uniform sampler2D tex;
uniform float trg_w;
uniform float trg_h;
// Emulated input resolution.
vec2 res=vec2(256.0,144.0);
vec2 trg=vec2(trg_w, trg_h);
// Hardness of scanline.
// -8.0 = soft
// -16.0 = medium
float hardScan=-8.0;
// Hardness of pixels in scanline.
// -2.0 = soft
// -4.0 = hard
float hardPix=-3.0;
// Display warp.
// 0.0 = none
// 1.0/8.0 = extreme
vec2 warp=vec2(1.0/32.0,1.0/24.0);
// Amount of shadow mask.
float maskDark=0.5;
float maskLight=1.5;
//------------------------------------------------------------------------
// sRGB to Linear.
// Assuing using sRGB typed textures this should not be needed.
float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
// Linear to sRGB.
// Assuing using sRGB typed textures this should not be needed.
float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=(floor(pos*res+off)+vec2(0.5,0.5))/res;
return ToLinear(1.2 * texture2D(tex,pos.xy,-16.0).rgb);} //vec2???
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
// 3-tap Gaussian filter along horz line.
vec3 Horz3(vec2 pos,float off){
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
// 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-2.0,off));
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
vec3 e=Fetch(pos,vec2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wa=Gaus(dst-2.0,scale);
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
float we=Gaus(dst+2.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
// Return scanline weight.
float Scan(vec2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,hardScan);}
// Allow nearest three lines to effect pixel.
vec3 Tri(vec2 pos){
vec3 a=Horz3(pos,-1.0);
vec3 b=Horz5(pos, 0.0);
vec3 c=Horz3(pos, 1.0);
float wa=Scan(pos,-1.0);
float wb=Scan(pos, 0.0);
float wc=Scan(pos, 1.0);
return a*wa+b*wb+c*wc;}
// Distortion of scanlines, and end of screen alpha.
vec2 Warp(vec2 pos){
pos=pos*2.0-1.0;
pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
return pos*0.5+0.5;}
// Shadow mask.
vec3 Mask(vec2 pos){
pos.x+=pos.y*3.0;
vec3 mask=vec3(maskDark,maskDark,maskDark);
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
return mask;}
void main()
{
// maskDark=maskLight;
vec2 pos=Warp(gl_FragCoord.xy/trg);
vec4 fragColor;
fragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy);
fragColor.a=1.0;
gl_FragColor = vec4(ToSrgb(fragColor.rgb), fragColor.a);
})

View File

@@ -1060,87 +1060,44 @@ static void emstick()
#endif
Uint32 load_shader(GPU_ShaderEnum shader_type, const char* filename)
{
SDL_RWops* rwops;
Uint32 shader;
char* source;
int header_size, file_size;
const char* header = "";
GPU_Renderer* renderer = GPU_GetCurrentRenderer();
// Open file
rwops = SDL_RWFromFile(filename, "rb");
if(rwops == NULL)
{
GPU_PushErrorCode("load_shader", GPU_ERROR_FILE_NOT_FOUND, "Shader file \"%s\" not found", filename);
return 0;
}
// Get file size
file_size = SDL_RWseek(rwops, 0, SEEK_END);
SDL_RWseek(rwops, 0, SEEK_SET);
// Get size from header
if(renderer->shader_language == GPU_LANGUAGE_GLSL)
{
if(renderer->max_shader_version >= 120)
header = "#version 120\n";
else
header = "#version 110\n"; // Maybe this is good enough?
}
else if(renderer->shader_language == GPU_LANGUAGE_GLSLES)
header = "#version 100\nprecision mediump int;\nprecision mediump float;\n";
header_size = strlen(header);
// Allocate source buffer
source = (char*)malloc(sizeof(char)*(header_size + file_size + 1));
// Prepend header
strcpy(source, header);
// Read in source code
SDL_RWread(rwops, source + strlen(source), 1, file_size);
source[header_size + file_size] = '\0';
// Compile the shader
shader = GPU_CompileShader(shader_type, source);
// Clean up
free(source);
SDL_RWclose(rwops);
return shader;
}
#define CODE(...) #__VA_ARGS__
GPU_ShaderBlock load_shader_program(Uint32* p, const char* vertex_shader_file, const char* fragment_shader_file)
u32 load_shader_program()
{
Uint32 v, f;
v = load_shader(GPU_VERTEX_SHADER, vertex_shader_file);
static const char* VertexShader =
#include "ext/shader/common.vert"
;
v = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader);
if(!v)
GPU_LogError("Failed to load vertex shader (%s): %s\n", vertex_shader_file, GPU_GetShaderMessage());
f = load_shader(GPU_PIXEL_SHADER, fragment_shader_file);
GPU_LogError("Failed to load vertex shader: %s\n", GPU_GetShaderMessage());
static const char* PixelShader =
#include "ext/shader/crt-lottes.frag"
;
f = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader);
if(!f)
GPU_LogError("Failed to load fragment shader (%s): %s\n", fragment_shader_file, GPU_GetShaderMessage());
GPU_LogError("Failed to load fragment shader: %s\n", GPU_GetShaderMessage());
*p = GPU_LinkShaders(v, f);
u32 p = GPU_LinkShaders(v, f);
if(!*p)
if(!p)
{
GPU_ShaderBlock b = {-1, -1, -1, -1};
GPU_LogError("Failed to link shader program (%s + %s): %s\n", vertex_shader_file, fragment_shader_file, GPU_GetShaderMessage());
return b;
GPU_LogError("Failed to link shader program: %s\n", GPU_GetShaderMessage());
return p;
}
{
GPU_ShaderBlock block = GPU_LoadShaderBlock(*p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
GPU_ActivateShaderProgram(*p, &block);
GPU_ShaderBlock block = GPU_LoadShaderBlock(p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
GPU_ActivateShaderProgram(p, &block);
return block;
return p;
}
}
@@ -1176,12 +1133,11 @@ static s32 start(s32 argc, char **argv, const char* folder)
GPU_Target* screen = GPU_Init(Width, Height, GPU_INIT_DISABLE_VSYNC);
GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_RGBA);// GPU_FORMAT_BGRA);
GPU_SetAnchor(texture, 0, 0);
GPU_SetImageFilter(texture, GPU_FILTER_NEAREST);
u32 crt_shader = 0;
load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-lottes.frag");
u32 crt_shader = load_shader_program(&crt_shader);
{
u64 nextTick = SDL_GetPerformanceCounter();