crt shader moved to the COnfig

This commit is contained in:
BADIM-PC\Vadim
2018-02-26 13:56:54 +03:00
parent 81153f627c
commit bb8ca0e0ab
10 changed files with 131 additions and 199 deletions

View File

@@ -12,7 +12,7 @@
#include <emscripten.h>
#endif
#define STUDIO_UI_SCALE 4
#define STUDIO_UI_SCALE 3
#define STUDIO_PIXEL_FORMAT GPU_FORMAT_RGBA
#define TEXTURE_SIZE (TIC80_FULLWIDTH)
#define OFFSET_LEFT ((TIC80_FULLWIDTH-TIC80_WIDTH)/2)
@@ -30,7 +30,6 @@ static struct
GPU_Image* texture;
u32 shader;
GPU_ShaderBlock block;
bool useShader;
} gpu;
struct
@@ -212,7 +211,7 @@ static void calcTextureRect(SDL_Rect* rect)
{
SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
if(platform.gpu.useShader)
if(platform.studio->config()->crtMonitor)
{
enum{Width = TIC80_FULLWIDTH, Height = TIC80_FULLHEIGHT};
@@ -279,7 +278,7 @@ static void processMouse()
SDL_Rect rect = {0, 0, 0, 0};
calcTextureRect(&rect);
if(platform.gpu.useShader)
if(platform.studio->config()->crtMonitor)
{
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;
@@ -946,6 +945,73 @@ static void preseed()
#endif
}
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)
{
char msg[1024];
sprintf(msg, "Failed to load vertex shader: %s\n", GPU_GetShaderMessage());
showMessageBox("Error", msg);
return;
}
u32 fragment = GPU_CompileShader(GPU_PIXEL_SHADER, platform.studio->config()->crtShader);
if(!fragment)
{
char msg[1024];
sprintf(msg, "Failed to load fragment shader: %s\n", GPU_GetShaderMessage());
showMessageBox("Error", msg);
return;
}
if(platform.gpu.shader)
GPU_FreeShaderProgram(platform.gpu.shader);
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
{
char msg[1024];
sprintf(msg, "Failed to link shader program: %s\n", GPU_GetShaderMessage());
showMessageBox("Error", msg);
}
}
static void updateConfig()
{
if(platform.gpu.screen)
{
initTouchGamepad();
if(platform.studio->config()->crtMonitor)
loadCrtShader();
}
}
static System systemInterface =
{
.setClipboardText = setClipboardText,
@@ -966,6 +1032,7 @@ static System systemInterface =
.openSystemPath = openSystemPath,
.preseed = preseed,
.poll = pollEvent,
.updateConfig = updateConfig,
};
static void gpuTick()
@@ -990,7 +1057,7 @@ static void gpuTick()
GPU_UpdateImageBytes(platform.gpu.texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
{
if(platform.gpu.useShader)
if(platform.studio->config()->crtMonitor && platform.gpu.shader)
{
SDL_Rect rect = {0, 0, 0, 0};
calcTextureRect(&rect);
@@ -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__)