crt shader moved to the COnfig
This commit is contained in:
		
							
								
								
									
										31
									
								
								src/config.c
									
									
									
									
									
								
							
							
						
						
									
										31
									
								
								src/config.c
									
									
									
									
									
								
							@@ -76,6 +76,31 @@ static void readConfigShowSync(Config* config, lua_State* lua)
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	lua_pop(lua, 1);
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}
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static void readConfigCrtMonitor(Config* config, lua_State* lua)
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{
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	lua_getglobal(lua, "CRT_MONITOR");
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	if(lua_isboolean(lua, -1))
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		config->data.crtMonitor = lua_toboolean(lua, -1);
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	lua_pop(lua, 1);
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}
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static void readConfigCrtShader(Config* config, lua_State* lua)
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{
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	lua_getglobal(lua, "CRT_SHADER");
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	if(lua_isstring(lua, -1))
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	{
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		if(!config->data.crtShader)
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			config->data.crtShader = calloc(1, sizeof(tic_code));
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		strcpy((char*)config->data.crtShader, lua_tostring(lua, -1));
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	}
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	lua_pop(lua, 1);
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}
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static void readCursorTheme(Config* config, lua_State* lua)
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{
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	lua_getfield(lua, -1, "CURSOR");
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@@ -222,9 +247,15 @@ static void readConfig(Config* config)
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			readConfigCheckNewVersion(config, lua);
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			readConfigNoSound(config, lua);
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			readConfigShowSync(config, lua);
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			readConfigCrtMonitor(config, lua);
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			readTheme(config, lua);
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		}
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		if(luaL_loadstring(lua, config->tic->config.bank1.code.data) == LUA_OK && lua_pcall(lua, 0, LUA_MULTRET, 0) == LUA_OK)
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		{
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			readConfigCrtShader(config, lua);
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		}
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		lua_close(lua);
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	}
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}
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@@ -277,9 +277,9 @@ static bool AddLoop(GifFileType *gif)
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static const u8* toColor(const u8* ptr, gif_color* color)
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{
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	color->b = *ptr++;
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	color->g = *ptr++;
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	color->r = *ptr++;
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	color->g = *ptr++;
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	color->b = *ptr++;
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	ptr++;
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	return ptr;
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@@ -1,133 +0,0 @@
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SHADER(#version 100\n
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precision highp float;
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varying vec2 texCoord;
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uniform sampler2D source;
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uniform float trg_x;
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uniform float trg_y;
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uniform float trg_w;
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uniform float trg_h;
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uniform float scr_w;
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uniform float scr_h;
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// Emulated input resolution.
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vec2 res=vec2(256.0,144.0);
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// Hardness of scanline.
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//  -8.0 = soft
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// -16.0 = medium
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float hardScan=-8.0;
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// Hardness of pixels in scanline.
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// -2.0 = soft
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// -4.0 = hard
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float hardPix=-3.0;
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// Display warp.
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// 0.0 = none
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// 1.0/8.0 = extreme
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vec2 warp=vec2(1.0/32.0,1.0/24.0); 
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// Amount of shadow mask.
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float maskDark=0.5;
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float maskLight=1.5;
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//------------------------------------------------------------------------
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// sRGB to Linear.
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// Assuing using sRGB typed textures this should not be needed.
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float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
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vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
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// Linear to sRGB.
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// Assuing using sRGB typed textures this should not be needed.
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float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
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vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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	pos=(floor(pos*res+off)+vec2(0.5,0.5))/res;
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	return ToLinear(1.2 * texture2D(source,pos.xy,-16.0).rgb);}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos,float off){
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	vec3 b=Fetch(pos,vec2(-1.0,off));
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	vec3 c=Fetch(pos,vec2( 0.0,off));
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	vec3 d=Fetch(pos,vec2( 1.0,off));
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	float dst=Dist(pos).x;
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	// Convert distance to weight.
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	float scale=hardPix;
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	float wb=Gaus(dst-1.0,scale);
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	float wc=Gaus(dst+0.0,scale);
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	float wd=Gaus(dst+1.0,scale);
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	// Return filtered sample.
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	return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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// 5-tap Gaussian filter along horz line.
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vec3 Horz5(vec2 pos,float off){
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	vec3 a=Fetch(pos,vec2(-2.0,off));
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	vec3 b=Fetch(pos,vec2(-1.0,off));
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	vec3 c=Fetch(pos,vec2( 0.0,off));
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	vec3 d=Fetch(pos,vec2( 1.0,off));
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	vec3 e=Fetch(pos,vec2( 2.0,off));
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	float dst=Dist(pos).x;
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	// Convert distance to weight.
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	float scale=hardPix;
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	float wa=Gaus(dst-2.0,scale);
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	float wb=Gaus(dst-1.0,scale);
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	float wc=Gaus(dst+0.0,scale);
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	float wd=Gaus(dst+1.0,scale);
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	float we=Gaus(dst+2.0,scale);
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	// Return filtered sample.
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	return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
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// Return scanline weight.
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float Scan(vec2 pos,float off){
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	float dst=Dist(pos).y;
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	return Gaus(dst+off,hardScan);}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos){
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	vec3 a=Horz3(pos,-1.0);
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	vec3 b=Horz5(pos, 0.0);
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	vec3 c=Horz3(pos, 1.0);
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	float wa=Scan(pos,-1.0);
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	float wb=Scan(pos, 0.0);
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	float wc=Scan(pos, 1.0);
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	return a*wa+b*wb+c*wc;}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos){
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	pos=pos*2.0-1.0;    
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	pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
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	return pos*0.5+0.5;}
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// Shadow mask.
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vec3 Mask(vec2 pos){
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	pos.x+=pos.y*3.0;
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	vec3 mask=vec3(maskDark,maskDark,maskDark);
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	pos.x=fract(pos.x/6.0);
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	if(pos.x<0.333)mask.r=maskLight;
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	else if(pos.x<0.666)mask.g=maskLight;
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	else mask.b=maskLight;
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	return mask;}    
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void main() {
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	hardScan=-12.0;
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//  maskDark=maskLight;
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	vec2 start=gl_FragCoord.xy-vec2(trg_x, trg_y);
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	start.y=scr_h-start.y;
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	vec2 pos=Warp(start/vec2(trg_w, trg_h));
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	gl_FragColor.rgb=Tri(pos)*Mask(gl_FragCoord.xy);
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	gl_FragColor = vec4(ToSrgb(gl_FragColor.rgb), 1.0);
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})
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@@ -1637,8 +1637,9 @@ void studioConfigChanged()
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	if(code->update)
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		code->update(code);
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	// initTouchGamepad();
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	updateSystemFont();
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	getSystem()->updateConfig();
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}
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u32 unzip(u8** dest, const u8* source, size_t size)
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@@ -1764,6 +1765,8 @@ static void studioTick()
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static void studioClose()
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{
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	free((void*)getConfig()->crtShader);
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	{
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		for(s32 i = 0; i < TIC_EDITOR_BANKS; i++)
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		{
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		||||
							
								
								
									
										135
									
								
								src/system.c
									
									
									
									
									
								
							
							
						
						
									
										135
									
								
								src/system.c
									
									
									
									
									
								
							@@ -12,7 +12,7 @@
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#include <emscripten.h>
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#endif
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#define STUDIO_UI_SCALE 4
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#define STUDIO_UI_SCALE 3
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#define STUDIO_PIXEL_FORMAT GPU_FORMAT_RGBA
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#define TEXTURE_SIZE (TIC80_FULLWIDTH)
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#define OFFSET_LEFT ((TIC80_FULLWIDTH-TIC80_WIDTH)/2)
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@@ -30,7 +30,6 @@ static struct
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		GPU_Image* texture;
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		u32 shader;
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		GPU_ShaderBlock block;
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		bool useShader;
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	} gpu;
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	struct
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@@ -212,7 +211,7 @@ static void calcTextureRect(SDL_Rect* rect)
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{
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	SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
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	if(platform.gpu.useShader)
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	if(platform.studio->config()->crtMonitor)
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	{
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		enum{Width = TIC80_FULLWIDTH, Height = TIC80_FULLHEIGHT};
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@@ -279,7 +278,7 @@ static void processMouse()
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		SDL_Rect rect = {0, 0, 0, 0};
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		calcTextureRect(&rect);
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		if(platform.gpu.useShader)
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		if(platform.studio->config()->crtMonitor)
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		{
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			if(rect.w) input->mouse.x = (mx - rect.x) * TIC80_FULLWIDTH / rect.w - OFFSET_LEFT;
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			if(rect.h) input->mouse.y = (my - rect.y) * TIC80_FULLHEIGHT / rect.h - OFFSET_TOP;
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@@ -946,6 +945,73 @@ static void preseed()
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#endif
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}
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static void loadCrtShader()
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{
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	static const char* VertexShader = "#version 100\n\
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		precision highp float;\n\
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		precision mediump int;\n\
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		attribute vec2 gpu_Vertex;\n\
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		attribute vec2 gpu_TexCoord;\n\
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		attribute mediump vec4 gpu_Color;\n\
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		uniform mat4 gpu_ModelViewProjectionMatrix;\n\
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		varying mediump vec4 color;\n\
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		varying vec2 texCoord;\n\
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		void main(void)\n\
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		{\n\
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			color = gpu_Color;\n\
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			texCoord = vec2(gpu_TexCoord);\n\
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			gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
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		}";
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	u32 vertex = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader);
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	if(!vertex)
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	{
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		char msg[1024];
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		sprintf(msg, "Failed to load vertex shader: %s\n", GPU_GetShaderMessage());
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		showMessageBox("Error", msg);
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		return;
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	}
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	u32 fragment = GPU_CompileShader(GPU_PIXEL_SHADER, platform.studio->config()->crtShader);
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	if(!fragment)
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	{
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		char msg[1024];
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		sprintf(msg, "Failed to load fragment shader: %s\n", GPU_GetShaderMessage());
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		showMessageBox("Error", msg);
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		return;
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	}
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	if(platform.gpu.shader)
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		GPU_FreeShaderProgram(platform.gpu.shader);
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	platform.gpu.shader = GPU_LinkShaders(vertex, fragment);
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	if(platform.gpu.shader)
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	{
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		platform.gpu.block = GPU_LoadShaderBlock(platform.gpu.shader, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
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		GPU_ActivateShaderProgram(platform.gpu.shader, &platform.gpu.block);
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		||||
	}
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	else
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	{
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		char msg[1024];
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		sprintf(msg, "Failed to link shader program: %s\n", GPU_GetShaderMessage());
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		showMessageBox("Error", msg);
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		||||
	}
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		||||
}
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		||||
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static void updateConfig()
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{
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	if(platform.gpu.screen)
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		||||
	{
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		initTouchGamepad();
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		||||
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		if(platform.studio->config()->crtMonitor)
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			loadCrtShader();
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		||||
	}
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		||||
}
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		||||
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		||||
static System systemInterface = 
 | 
			
		||||
{
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		||||
	.setClipboardText = setClipboardText,
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@@ -966,6 +1032,7 @@ static System systemInterface =
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	.openSystemPath = openSystemPath,
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		||||
	.preseed = preseed,
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		||||
	.poll = pollEvent,
 | 
			
		||||
	.updateConfig = updateConfig,
 | 
			
		||||
};
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		||||
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		||||
static void gpuTick()
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		||||
@@ -990,7 +1057,7 @@ static void gpuTick()
 | 
			
		||||
		GPU_UpdateImageBytes(platform.gpu.texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
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		||||
 | 
			
		||||
		{
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			if(platform.gpu.useShader)
 | 
			
		||||
			if(platform.studio->config()->crtMonitor && platform.gpu.shader)
 | 
			
		||||
			{
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		||||
				SDL_Rect rect = {0, 0, 0, 0};
 | 
			
		||||
				calcTextureRect(&rect);
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		||||
@@ -1012,10 +1079,11 @@ static void gpuTick()
 | 
			
		||||
				GPU_BlitScale(platform.gpu.texture, NULL, platform.gpu.screen, rect.x, rect.y, 
 | 
			
		||||
					(float)rect.w / TIC80_FULLWIDTH, (float)rect.h / TIC80_FULLHEIGHT);
 | 
			
		||||
 | 
			
		||||
				GPU_ActivateShaderProgram(0, NULL);
 | 
			
		||||
				GPU_DeactivateShaderProgram();
 | 
			
		||||
			}
 | 
			
		||||
			else
 | 
			
		||||
			{
 | 
			
		||||
				GPU_DeactivateShaderProgram();
 | 
			
		||||
				blitGpuTexture(platform.gpu.screen, platform.gpu.texture);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
@@ -1077,57 +1145,6 @@ static void emsGpuTick()
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#define SHADER(...) #__VA_ARGS__
 | 
			
		||||
 | 
			
		||||
static void loadCrtShader()
 | 
			
		||||
{
 | 
			
		||||
	static const char* VertexShader = "#version 100\n\
 | 
			
		||||
		precision highp float;\n\
 | 
			
		||||
		precision mediump int;\n\
 | 
			
		||||
		attribute vec2 gpu_Vertex;\n\
 | 
			
		||||
		attribute vec2 gpu_TexCoord;\n\
 | 
			
		||||
		attribute mediump vec4 gpu_Color;\n\
 | 
			
		||||
		uniform mat4 gpu_ModelViewProjectionMatrix;\n\
 | 
			
		||||
		varying mediump vec4 color;\n\
 | 
			
		||||
		varying vec2 texCoord;\n\
 | 
			
		||||
		void main(void)\n\
 | 
			
		||||
		{\n\
 | 
			
		||||
			color = gpu_Color;\n\
 | 
			
		||||
			texCoord = vec2(gpu_TexCoord);\n\
 | 
			
		||||
			gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
 | 
			
		||||
		}";
 | 
			
		||||
 | 
			
		||||
	u32 vertex = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader);
 | 
			
		||||
	
 | 
			
		||||
	if(!vertex)
 | 
			
		||||
	{
 | 
			
		||||
		GPU_LogError("Failed to load vertex shader: %s\n", GPU_GetShaderMessage());
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	static const char* PixelShader = 
 | 
			
		||||
		#include "ext/shader/crt-lottes.frag"
 | 
			
		||||
	;
 | 
			
		||||
 | 
			
		||||
	u32 fragment = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader);
 | 
			
		||||
	
 | 
			
		||||
	if(!fragment)
 | 
			
		||||
	{
 | 
			
		||||
		GPU_LogError("Failed to load fragment shader: %s\n", GPU_GetShaderMessage());
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	platform.gpu.shader = GPU_LinkShaders(vertex, fragment);
 | 
			
		||||
	
 | 
			
		||||
	if(platform.gpu.shader)
 | 
			
		||||
	{
 | 
			
		||||
		platform.gpu.block = GPU_LoadShaderBlock(platform.gpu.shader, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
 | 
			
		||||
		GPU_ActivateShaderProgram(platform.gpu.shader, &platform.gpu.block);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
		GPU_LogError("Failed to link shader program: %s\n", GPU_GetShaderMessage());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static s32 start(s32 argc, char **argv, const char* folder)
 | 
			
		||||
{
 | 
			
		||||
	SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
 | 
			
		||||
@@ -1155,9 +1172,7 @@ 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.useShader = true;
 | 
			
		||||
 | 
			
		||||
	if(platform.gpu.useShader)
 | 
			
		||||
	if(platform.studio->config()->crtMonitor)
 | 
			
		||||
		loadCrtShader();
 | 
			
		||||
 | 
			
		||||
#if defined(__EMSCRIPTEN__)
 | 
			
		||||
 
 | 
			
		||||
@@ -25,6 +25,8 @@ typedef struct
 | 
			
		||||
	void (*preseed)();
 | 
			
		||||
	void (*poll)();
 | 
			
		||||
 | 
			
		||||
	void (*updateConfig)();
 | 
			
		||||
 | 
			
		||||
} System;
 | 
			
		||||
 | 
			
		||||
typedef struct
 | 
			
		||||
@@ -67,6 +69,9 @@ typedef struct
 | 
			
		||||
	bool checkNewVersion;
 | 
			
		||||
	bool noSound;
 | 
			
		||||
	bool showSync;
 | 
			
		||||
	bool crtMonitor;
 | 
			
		||||
 | 
			
		||||
	const char* crtShader;
 | 
			
		||||
 | 
			
		||||
} StudioConfig;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user