diff --git a/Makefile b/Makefile index a7b23a8..33cb62a 100644 --- a/Makefile +++ b/Makefile @@ -249,7 +249,7 @@ bin/menu.o: src/menu.c $(TIC80_H) $(TIC_H) bin/surf.o: src/surf.c $(TIC80_H) $(TIC_H) $(CC) $< $(OPT) $(INCLUDES) -c -o $@ -bin/system.o: src/system.c src/keycodes.c $(TIC80_H) $(TIC_H) +bin/system.o: src/system.c src/keycodes.c src/ext/shader/* $(TIC80_H) $(TIC_H) $(CC) $< $(OPT) $(INCLUDES) -c -o $@ SDL_NET = \ diff --git a/src/ext/shader/crt-lottes.frag b/src/ext/shader/crt-lottes.frag index aa7fe10..76a4708 100644 --- a/src/ext/shader/crt-lottes.frag +++ b/src/ext/shader/crt-lottes.frag @@ -4,12 +4,15 @@ precision highp float; varying vec2 texCoord; uniform sampler2D source; +uniform float trg_x; +uniform float trg_y; uniform float trg_w; uniform float trg_h; +uniform float scr_w; +uniform float scr_h; // Emulated input resolution. vec2 res=vec2(256.0,144.0); -vec2 trg=vec2(trg_w, trg_h); // Hardness of scanline. // -8.0 = soft @@ -45,83 +48,86 @@ 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(source,pos.xy,-16.0).rgb);} + pos=(floor(pos*res+off)+vec2(0.5,0.5))/res; + return ToLinear(1.2 * texture2D(source,pos.xy,-16.0).rgb);} // 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);} + 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);} + 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);} + 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;} + 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;} + 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;} + 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() { - vec2 pos = gl_FragCoord.xy/trg.xy; - hardScan=-12.0; -// maskDark=maskLight; - pos=Warp(gl_FragCoord.xy/trg.xy); - gl_FragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy); - gl_FragColor = vec4(ToSrgb(gl_FragColor.rgb), 1.0); + hardScan=-12.0; +// maskDark=maskLight; + vec2 start=gl_FragCoord.xy-vec2(trg_x, trg_y); + start.y=scr_h-start.y; + + vec2 pos=Warp(start/vec2(trg_w, trg_h)); + + gl_FragColor.rgb=Tri(pos)*Mask(gl_FragCoord.xy); + gl_FragColor = vec4(ToSrgb(gl_FragColor.rgb), 1.0); }) \ No newline at end of file diff --git a/src/system.c b/src/system.c index da95572..816f9f2 100644 --- a/src/system.c +++ b/src/system.c @@ -23,6 +23,8 @@ static struct { Studio* studio; + bool useShader; + SDL_Window* window; SDL_Renderer* renderer; SDL_Texture* texture; @@ -213,45 +215,60 @@ static void initTouchGamepad() } static void calcTextureRect(SDL_Rect* rect) -{ - s32 w, h; - SDL_GetWindowSize(platform.window, &w, &h); - - rect->x = OFFSET_LEFT * w / TIC80_FULLWIDTH; - rect->y = OFFSET_TOP * h / TIC80_FULLHEIGHT; - rect->w = TIC80_WIDTH * w / TIC80_FULLWIDTH; - rect->h = TIC80_HEIGHT * h / TIC80_FULLHEIGHT; -} - -static void calcTextureRect2(SDL_Rect* rect) { SDL_GetWindowSize(platform.window, &rect->w, &rect->h); - if (rect->w * TIC80_HEIGHT < rect->h * TIC80_WIDTH) + if(platform.useShader) { - s32 discreteWidth = rect->w - rect->w % TIC80_WIDTH; - s32 discreteHeight = TIC80_HEIGHT * discreteWidth / TIC80_WIDTH; + enum{Width = TIC80_FULLWIDTH, Height = TIC80_FULLHEIGHT}; - rect->x = (rect->w - discreteWidth) / 2; + if (rect->w * Height < rect->h * Width) + { + rect->x = 0; + rect->y = 0; - rect->y = rect->w > rect->h - ? (rect->h - discreteHeight) / 2 - : OFFSET_LEFT*discreteWidth/TIC80_WIDTH; + rect->h = Height * rect->w / Width; + } + else + { + s32 width = Width * rect->h / Height; - rect->w = discreteWidth; - rect->h = discreteHeight; + rect->x = (rect->w - width) / 2; + rect->y = 0; + rect->w = width; + } } else { - s32 discreteHeight = rect->h - rect->h % TIC80_HEIGHT; - s32 discreteWidth = TIC80_WIDTH * discreteHeight / TIC80_HEIGHT; + enum{Width = TIC80_WIDTH, Height = TIC80_HEIGHT}; - rect->x = (rect->w - discreteWidth) / 2; - rect->y = (rect->h - discreteHeight) / 2; + if (rect->w * Height < rect->h * Width) + { + s32 discreteWidth = rect->w - rect->w % Width; + s32 discreteHeight = Height * discreteWidth / Width; - rect->w = discreteWidth; - rect->h = discreteHeight; + rect->x = (rect->w - discreteWidth) / 2; + + rect->y = rect->w > rect->h + ? (rect->h - discreteHeight) / 2 + : OFFSET_TOP*discreteWidth/Width; + + rect->w = discreteWidth; + rect->h = discreteHeight; + + } + else + { + s32 discreteHeight = rect->h - rect->h % Height; + s32 discreteWidth = Width * discreteHeight / Height; + + rect->x = (rect->w - discreteWidth) / 2; + rect->y = (rect->h - discreteHeight) / 2; + + rect->w = discreteWidth; + rect->h = discreteHeight; + } } } @@ -268,8 +285,16 @@ static void processMouse() SDL_Rect rect = {0, 0, 0, 0}; calcTextureRect(&rect); - if(rect.w) input->mouse.x = (mx - rect.x) * TIC80_WIDTH / rect.w; - if(rect.h) input->mouse.y = (my - rect.y) * TIC80_HEIGHT / rect.h; + if(platform.useShader) + { + if(rect.w) input->mouse.x = (mx - rect.x) * TIC80_FULLWIDTH / rect.w - OFFSET_LEFT; + if(rect.h) input->mouse.y = (my - rect.y) * TIC80_FULLHEIGHT / rect.h - OFFSET_TOP; + } + else + { + if(rect.w) input->mouse.x = (mx - rect.x) * TIC80_WIDTH / rect.w; + if(rect.h) input->mouse.y = (my - rect.y) * TIC80_HEIGHT / rect.h; + } } { @@ -659,6 +684,14 @@ static void blitTexture() } } +// static void blitGpuTexture(GPU_Target* screen, GPU_Image* texture) +// { +// SDL_Rect rect = {0, 0, 0, 0}; +// calcTextureRect(&rect); + +// GPU_BlitScale(texture, NULL, platform.gpu.screen, rect.x, rect.y, (float)rect.w / TIC80_FULLWIDTH, (float)rect.h / TIC80_FULLHEIGHT); +// } + static void blitGpuTexture(GPU_Target* screen, GPU_Image* texture) { SDL_Rect rect = {0, 0, 0, 0}; @@ -1057,13 +1090,31 @@ static void gpuTick() GPU_UpdateImageBytes(platform.gpu.texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32)); { - s32 w, h; - SDL_GetWindowSize(platform.window, &w, &h); - GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_w"), w); - GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_h"), h); + if(platform.useShader) + { + SDL_Rect rect = {0, 0, 0, 0}; + calcTextureRect(&rect); + + GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_x"), rect.x); + GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_y"), rect.y); + GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_w"), rect.w); + GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_h"), rect.h); + + { + s32 w, h; + SDL_GetWindowSize(platform.window, &w, &h); + GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "scr_w"), w); + GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "scr_h"), h); + } + + GPU_BlitScale(platform.gpu.texture, NULL, platform.gpu.screen, rect.x, rect.y, (float)rect.w / TIC80_FULLWIDTH, (float)rect.h / TIC80_FULLHEIGHT); + } + else + { + blitGpuTexture(platform.gpu.screen, platform.gpu.texture); + } - GPU_BlitScale(platform.gpu.texture, NULL, platform.gpu.screen, 0, 0, (float)w / TIC80_FULLWIDTH, (float)h / TIC80_FULLHEIGHT); } } @@ -1124,13 +1175,11 @@ static void emsGpuTick() u32 load_shader_program() { - Uint32 v, f; - static const char* VertexShader = #include "ext/shader/common.vert" ; - v = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader); + u32 v = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader); if(!v) GPU_LogError("Failed to load vertex shader: %s\n", GPU_GetShaderMessage()); @@ -1139,7 +1188,7 @@ u32 load_shader_program() #include "ext/shader/crt-lottes.frag" ; - f = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader); + u32 f = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader); if(!f) GPU_LogError("Failed to load fragment shader: %s\n", GPU_GetShaderMessage()); @@ -1189,7 +1238,10 @@ static s32 start(s32 argc, char **argv, const char* folder) GPU_SetAnchor(platform.gpu.texture, 0, 0); GPU_SetImageFilter(platform.gpu.texture, GPU_FILTER_NEAREST); - platform.gpu.crt_shader = load_shader_program(); + platform.useShader = true; + + if(platform.useShader) + platform.gpu.crt_shader = load_shader_program(); #if defined(__EMSCRIPTEN__)