Merge branch 'UWP_GLES2' into sdl-gpu_test

This commit is contained in:
BADIM-PC\Vadim 2018-02-22 11:39:09 +03:00
commit bf2e44d118
20 changed files with 507 additions and 302 deletions

7
.gitignore vendored
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@ -115,3 +115,10 @@ build/windows/sdl-gpu/Debug/
build/windows/sdl-gpu/Debug Pro/
build/windows/sdl-gpu/Release/
build/windows/sdl-gpu/Release Pro/
build/uwp/sdl-gpu-static/Debug/
build/uwp/sdl-gpu-static/Debug Pro/
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build/uwp/sdl-gpu-static/Release Pro/
build/uwp/sdl-gpu-static/ARM/
build/uwp/sdl-gpu-static/x64/
build/uwp/tic/packages/

@ -1 +1 @@
Subproject commit f9e108123796f9bb8bbe6c8b87239bb09fec14d0
Subproject commit c326432f2ca415f4c63268a8ebff2221e03038e7

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@ -0,0 +1,220 @@
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
<AdditionalIncludeDirectories>..\include;..\..\..\include;..\..\..\3rd-party\lua-5.3.1\src;..\..\..\3rd-party\giflib-5.1.4\lib;..\..\..\3rd-party\SDL2-2.0.7\include;..\..\..\3rd-party\zlib-1.2.8;..\..\..\3rd-party\SDL2_net-2.0.1;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\include;..\..\..\include;..\..\..\3rd-party\lua-5.3.1\src;..\..\..\3rd-party\giflib-5.1.4\lib;..\..\..\3rd-party\SDL2-2.0.7\include;..\..\..\3rd-party\sdl-gpu\include;..\..\..\3rd-party\zlib-1.2.8;..\..\..\3rd-party\SDL2_net-2.0.1;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>
</BufferSecurityCheck>
<PreprocessorDefinitions>_WINSOCK_DEPRECATED_NO_WARNINGS;_CRT_SECURE_NO_WARNINGS;LUA_COMPAT_5_2;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@ -203,6 +203,7 @@
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
<None Include="packages.config" />
<None Include="tic_StoreKey.pfx" />
<None Include="tic_TemporaryKey.pfx" />
</ItemGroup>
@ -219,6 +220,9 @@
<ProjectReference Include="..\..\..\3rd-party\SDL2-2.0.7\VisualC-WinRT\UWP_VS2015\SDL-UWP.vcxproj">
<Project>{89e9b32e-a86a-47c3-a948-d2b1622925ce}</Project>
</ProjectReference>
<ProjectReference Include="..\sdl-gpu-static\sdl-gpu-static.vcxproj">
<Project>{361dfddb-f86e-4c2c-abee-03acf4b8ac33}</Project>
</ProjectReference>
<ProjectReference Include="..\studio\studio.vcxproj">
<Project>{6a22403a-6cf5-49f2-a012-ec04c9496306}</Project>
</ProjectReference>
@ -255,5 +259,12 @@
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
<Import Project="packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets" Condition="Exists('packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" />
</ImportGroup>
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets'))" />
</Target>
</Project>

View File

@ -45,6 +45,7 @@
<None Include="tic_TemporaryKey.pfx" />
<None Include="Package.StoreAssociation.xml" />
<None Include="tic_StoreKey.pfx" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\src\ext\file_dialog.cpp">

View File

@ -11,7 +11,7 @@
<DebuggerMachineName>XboxOne</DebuggerMachineName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<DebuggerFlavor>UWPRemoteDebugger</DebuggerFlavor>
<DebuggerFlavor>WindowsDeviceDebugger</DebuggerFlavor>
<DebuggerMachineName>XboxOne</DebuggerMachineName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">

View File

@ -168,7 +168,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;STUDIO_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>TIC80_PRO;WIN32;_DEBUG;_WINDOWS;_USRDLL;STUDIO_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>..\include;..\..\..\include;..\..\..\3rd-party\lua-5.3.1\src;..\..\..\3rd-party\giflib-5.1.4\lib;..\..\..\3rd-party\zlib-1.2.8;..\..\..\3rd-party\SDL2-2.0.7\include;..\..\..\3rd-party\wren-0.1.0\src\include</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
</ClCompile>
@ -198,7 +198,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;_USRDLL;STUDIO_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>TIC80_PRO;_DEBUG;_WINDOWS;_USRDLL;STUDIO_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>..\include;..\..\..\include;..\..\..\3rd-party\lua-5.3.1\src;..\..\..\3rd-party\giflib-5.1.4\lib;..\..\..\3rd-party\zlib-1.2.8;..\..\..\3rd-party\SDL2-2.0.7\include;..\..\..\3rd-party\wren-0.1.0\src\include</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
</ClCompile>
@ -234,7 +234,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;STUDIO_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>TIC80_PRO;WIN32;NDEBUG;_WINDOWS;_USRDLL;STUDIO_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>..\include;..\..\..\include;..\..\..\3rd-party\lua-5.3.1\src;..\..\..\3rd-party\giflib-5.1.4\lib;..\..\..\3rd-party\zlib-1.2.8;..\..\..\3rd-party\SDL2-2.0.7\include;..\..\..\3rd-party\wren-0.1.0\src\include</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>
@ -272,7 +272,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;_USRDLL;STUDIO_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>TIC80_PRO;NDEBUG;_WINDOWS;_USRDLL;STUDIO_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>..\include;..\..\..\include;..\..\..\3rd-party\lua-5.3.1\src;..\..\..\3rd-party\giflib-5.1.4\lib;..\..\..\3rd-party\zlib-1.2.8;..\..\..\3rd-party\SDL2-2.0.7\include;..\..\..\3rd-party\wren-0.1.0\src\include</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>

View File

@ -1,11 +0,0 @@
in vec4 color;
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D tex;
void main(void)
{
fragColor = texture2D(tex, texCoord) * color;
}

View File

@ -1,23 +0,0 @@
#define distortion 0.08
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D tex;
vec2 radialDistortion(vec2 coord) {
vec2 cc = coord - vec2(0.5);
float dist = dot(cc, cc) * distortion;
return coord + cc * (1.0 - dist) * dist;
}
void main(void) {
vec4 rgba = texture2D(tex, radialDistortion(texCoord));
vec4 intensity = fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5
? vec4(0)
: smoothstep(0.2, 0.8, rgba) + normalize(rgba);
fragColor = intensity * -0.25 + rgba * 1.1;
}

View File

@ -1,126 +0,0 @@
in vec2 texCoord;
out 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);
fragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy);
fragColor.a=1.0;
fragColor = vec4(ToSrgb(fragColor.rgb), fragColor.a);
}

View File

@ -1,15 +0,0 @@
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D tex;
void main(void)
{
vec4 rgba = texture2D(tex, texCoord);
vec4 intensity = fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5
? vec4(0)
: smoothstep(0.2, 0.8, rgba) + normalize(rgba);
fragColor = intensity * -0.25 + rgba * 1.1;
}

View File

@ -1,14 +1,19 @@
attribute vec3 gpu_Vertex;
CODE(
precision highp float;
precision mediump int;
attribute vec2 gpu_Vertex;
attribute vec2 gpu_TexCoord;
attribute vec4 gpu_Color;
attribute mediump vec4 gpu_Color;
uniform mat4 gpu_ModelViewProjectionMatrix;
varying vec4 color;
varying mediump vec4 color;
varying vec2 texCoord;
void main(void)
{
color = gpu_Color;
texCoord = vec2(gpu_TexCoord);
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 1.0);
}
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);
})

View File

@ -0,0 +1,127 @@
CODE(
precision highp float;
varying vec2 texCoord;
uniform sampler2D source;
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(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);}
// 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() {
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);
})

View File

@ -1006,9 +1006,10 @@ static void copyFromClipboard(Map* map)
static void processKeyboard(Map* map)
{
tic_mem* tic = map->tic;
map->sheet.show = false;
if(tic->ram.input.keyboard.data == 0) return;
map->sheet.show = false;
bool shift = tic->api.key(tic, tic_key_shift);
bool ctrl = tic->api.key(tic, tic_key_ctrl);

View File

@ -14,7 +14,7 @@
#endif
#define STUDIO_UI_SCALE 4
#define STUDIO_PIXEL_FORMAT SDL_PIXELFORMAT_ARGB8888
#define STUDIO_PIXEL_FORMAT SDL_PIXELFORMAT_ABGR8888
#define TEXTURE_SIZE (TIC80_FULLWIDTH)
#define OFFSET_LEFT ((TIC80_FULLWIDTH-TIC80_WIDTH)/2)
#define OFFSET_TOP ((TIC80_FULLHEIGHT-TIC80_HEIGHT)/2)
@ -1060,95 +1060,47 @@ 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;
}
}
void free_shader(Uint32 p)
{
GPU_FreeShaderProgram(p);
}
#include <math.h>
static s32 start(s32 argc, char **argv, const char* folder)
@ -1176,12 +1128,11 @@ 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_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();
@ -1240,10 +1191,8 @@ static s32 start(s32 argc, char **argv, const char* folder)
SDL_CloseAudioDevice(platform.audio.device);
free_shader(crt_shader);
GPU_FreeShaderProgram(crt_shader);
GPU_FreeImage(texture);
GPU_Quit();
return 0;

View File

@ -27,6 +27,7 @@
#include <math.h>
#include <ctype.h>
#include <stddef.h>
#include <stddef.h>
#include "ticapi.h"
#include "tools.h"
@ -823,10 +824,8 @@ static struct
{
s16 Left[TIC80_HEIGHT];
s16 Right[TIC80_HEIGHT];
float ULeft[TIC80_HEIGHT];
float VLeft[TIC80_HEIGHT];
float URight[TIC80_HEIGHT];
float VRight[TIC80_HEIGHT];
s32 ULeft[TIC80_HEIGHT];
s32 VLeft[TIC80_HEIGHT];
} SidesBuffer;
static void initSidesBuffer()
@ -852,14 +851,12 @@ static void setSideTexPixel(s32 x, s32 y, float u, float v)
if (x < SidesBuffer.Left[yy])
{
SidesBuffer.Left[yy] = x;
SidesBuffer.ULeft[yy] = u;
SidesBuffer.VLeft[yy] = v;
SidesBuffer.ULeft[yy] = u*65536.0f;
SidesBuffer.VLeft[yy] = v*65536.0f;
}
if (x > SidesBuffer.Right[yy])
{
SidesBuffer.Right[yy] = x;
SidesBuffer.URight[yy] = u;
SidesBuffer.VRight[yy] = v;
}
}
}
@ -1015,22 +1012,37 @@ static void api_textri(tic_mem* memory, float x1, float y1, float x2, float y2,
V0.x = (float)x1; V0.y = (float)y1; V0.u = (float)u1; V0.v = (float)v1;
V1.x = (float)x2; V1.y = (float)y2; V1.u = (float)u2; V1.v = (float)v2;
V2.x = (float)x3; V2.y = (float)y3; V2.u = (float)u3; V2.v = (float)v3;
// calculate the slope of the surface
// use floats here
double denom = (V0.x - V2.x) * (V1.y - V2.y) - (V1.x - V2.x) * (V0.y - V2.y);
if (denom == 0.0)
{
return;
}
double id = 1.0 / denom;
float dudx, dvdx;
// this is the UV slope across the surface
dudx = ((V0.u - V2.u) * (V1.y - V2.y) - (V1.u - V2.u) * (V0.y - V2.y)) * id;
dvdx = ((V0.v - V2.v) * (V1.y - V2.y) - (V1.v - V2.v) * (V0.y - V2.y)) * id;
// convert to fixed
s32 dudxs = dudx * 65536.0f;
s32 dvdxs = dvdx * 65536.0f;
initSidesBuffer();
ticTexLine(memory, &V0, &V1);
ticTexLine(memory, &V1, &V2);
ticTexLine(memory, &V2, &V0);
{
for (s32 y = 0; y < TIC80_HEIGHT; y++)
{
float width = SidesBuffer.Right[y] - SidesBuffer.Left[y];
if (width > 0)
{
float du = (SidesBuffer.URight[y] - SidesBuffer.ULeft[y]) / width;
float dv = (SidesBuffer.VRight[y] - SidesBuffer.VLeft[y]) / width;
float u = SidesBuffer.ULeft[y];
float v = SidesBuffer.VLeft[y];
s32 u = SidesBuffer.ULeft[y];
s32 v = SidesBuffer.VLeft[y];
for (s32 x = (s32)SidesBuffer.Left[y]; x <= (s32)SidesBuffer.Right[y]; ++x)
{
@ -1040,8 +1052,8 @@ static void api_textri(tic_mem* memory, float x1, float y1, float x2, float y2,
{
enum {MapWidth = TIC_MAP_WIDTH * TIC_SPRITESIZE, MapHeight = TIC_MAP_HEIGHT * TIC_SPRITESIZE};
s32 iu = (s32)u % MapWidth;
s32 iv = (s32)v % MapHeight;
s32 iu = (u >> 16) % MapWidth;
s32 iv = (v >> 16) % MapHeight;
while (iu < 0) iu += MapWidth;
while (iv < 0) iv += MapHeight;
@ -1056,16 +1068,16 @@ static void api_textri(tic_mem* memory, float x1, float y1, float x2, float y2,
{
enum{SheetWidth = TIC_SPRITESHEET_SIZE, SheetHeight = TIC_SPRITESHEET_SIZE * TIC_SPRITE_BANKS};
s32 iu = (s32)(u) & (SheetWidth - 1);
s32 iv = (s32)(v) & (SheetHeight - 1);
s32 iu = (u>>16) & (SheetWidth - 1);
s32 iv = (v>>16) & (SheetHeight - 1);
const u8 *buffer = &ptr[((iu >> 3) + ((iv >> 3) << 4)) << 5];
u8 color = tic_tool_peek4(buffer, (iu & 7) + ((iv & 7) << 3));
if (color != chroma)
setPixel(machine, x, y, color);
}
}
u += du;
v += dv;
u += dudxs;
v += dvdxs;
}
}
}
@ -1073,6 +1085,7 @@ static void api_textri(tic_mem* memory, float x1, float y1, float x2, float y2,
}
static void api_sprite(tic_mem* memory, const tic_tiles* src, s32 index, s32 x, s32 y, u8* colors, s32 count)
{
drawSprite(memory, src, index, x, y, colors, count, 1, tic_no_flip, tic_no_rotate);

View File

@ -88,20 +88,20 @@ u32 tic_tool_find_closest_color(const tic_rgb* palette, const tic_rgb* color)
u32* tic_palette_blit(const tic_palette* srcpal)
{
static u32 pal[TIC_PALETTE_SIZE] = {0};
const u8* src = srcpal->data;
memset(pal, 0xff, sizeof pal);
static u32 pal[TIC_PALETTE_SIZE];
const tic_rgb* src = srcpal->colors;
const tic_rgb* end = src + TIC_PALETTE_SIZE;
u8* dst = (u8*)pal;
const u8* end = src + sizeof(tic_palette);
enum{RGB = sizeof(tic_rgb)};
for(; src != end; dst++, src+=RGB)
for(s32 j = 0; j < RGB; j++)
*dst++ = *(src+(RGB-1)-j);
while(src != end)
{
*dst++ = src->r;
*dst++ = src->g;
*dst++ = src->b;
*dst++ = 0xff;
src++;
}
return pal;
}
}