Gopher2600/gui/sdlimgui/glsl_shaders.go
JetSetIlly 74c608415f new/refined screenshot modes
screenshot modes are now divided into single, motion and composite

'single' works well with regular displays (ie. Pitfall etc.)

'motion' works well with some flicker kernels (eg. zookeeper and similar)

'composite' meanwhile is very good at creating images with most flicker
effects eliminated (eg. Wenhop) and capturing motion (eg. Wabbit)
2023-05-29 20:36:08 +01:00

317 lines
8.7 KiB
Go

// This file is part of Gopher2600.
//
// Gopher2600 is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Gopher2600 is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Gopher2600. If not, see <https://www.gnu.org/licenses/>.
package sdlimgui
import (
"strings"
"github.com/go-gl/gl/v3.2-core/gl"
"github.com/inkyblackness/imgui-go/v4"
"github.com/jetsetilly/gopher2600/gui/sdlimgui/shaders"
)
// version string to attach to all shaders
const fragVersion = "#version 150\n\n"
type shaderProgram interface {
destroy()
setAttributes(shaderEnvironment)
}
type shaderEnvironment struct {
// the function used to trigger the shader program
draw func()
// vertex projection
presentationProj [4][4]float32
// projection to use for texture-to-texture processing
internalProj [4][4]float32
// whether to use the internalProj matrix
useInternalProj bool
// the texture the shader will work with
srcTextureID uint32
// width and height of texture. optional depending on the shader
width int32
height int32
}
// helper function to convert bool to int32.
func boolToInt32(v bool) int32 {
if v {
return 1
}
return 0
}
type shader struct {
handle uint32
// vertex
projMtx int32 // uniform
position int32
uv int32
color int32
// fragment
texture int32 // uniform
}
func (sh *shader) destroy() {
if sh.handle != 0 {
gl.DeleteProgram(sh.handle)
sh.handle = 0
}
}
func (sh *shader) setAttributes(env shaderEnvironment) {
gl.UseProgram(sh.handle)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, env.srcTextureID)
gl.Uniform1i(sh.texture, 0)
if env.useInternalProj {
gl.UniformMatrix4fv(sh.projMtx, 1, false, &env.internalProj[0][0])
} else {
gl.UniformMatrix4fv(sh.projMtx, 1, false, &env.presentationProj[0][0])
}
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
gl.EnableVertexAttribArray(uint32(sh.uv))
gl.EnableVertexAttribArray(uint32(sh.position))
gl.EnableVertexAttribArray(uint32(sh.color))
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
gl.VertexAttribPointerWithOffset(uint32(sh.uv), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
gl.VertexAttribPointerWithOffset(uint32(sh.position), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
gl.VertexAttribPointerWithOffset(uint32(sh.color), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
}
// compile and link shader programs.
func (sh *shader) createProgram(vertProgram string, fragProgram ...string) {
sh.destroy()
sh.handle = gl.CreateProgram()
vertHandle := gl.CreateShader(gl.VERTEX_SHADER)
fragHandle := gl.CreateShader(gl.FRAGMENT_SHADER)
glShaderSource := func(handle uint32, source ...string) {
b := strings.Builder{}
b.WriteString(fragVersion)
for _, s := range source {
b.WriteString(s)
}
b.WriteRune('\x00')
src, free := gl.Strs(b.String())
defer free()
gl.ShaderSource(handle, 1, src, nil)
}
// vertex and fragment glsl source defined in shaders.go (a generated file)
glShaderSource(vertHandle, vertProgram)
glShaderSource(fragHandle, fragProgram...)
gl.CompileShader(vertHandle)
if log := sh.getShaderCompileError(vertHandle); log != "" {
panic(log)
}
gl.CompileShader(fragHandle)
if log := sh.getShaderCompileError(fragHandle); log != "" {
panic(log)
}
gl.AttachShader(sh.handle, vertHandle)
gl.AttachShader(sh.handle, fragHandle)
gl.LinkProgram(sh.handle)
// now that the shader promer has linked we no longer need the individual
// shader programs
gl.DeleteShader(fragHandle)
gl.DeleteShader(vertHandle)
// get references to shader attributes and uniforms variables
sh.projMtx = gl.GetUniformLocation(sh.handle, gl.Str("ProjMtx"+"\x00"))
sh.position = gl.GetAttribLocation(sh.handle, gl.Str("Position"+"\x00"))
sh.uv = gl.GetAttribLocation(sh.handle, gl.Str("UV"+"\x00"))
sh.color = gl.GetAttribLocation(sh.handle, gl.Str("Color"+"\x00"))
sh.texture = gl.GetUniformLocation(sh.handle, gl.Str("Texture"+"\x00"))
}
// getShaderCompileError returns the most recent error generated
// by the shader compiler.
func (sh *shader) getShaderCompileError(shader uint32) string {
var isCompiled int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &isCompiled)
if isCompiled == 0 {
var logLength int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
// The maxLength includes the NULL character
log := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, &logLength, gl.Str(log))
return log
}
}
return ""
}
type colorShader struct {
shader
}
func newColorShader(yflipped bool) shaderProgram {
sh := &colorShader{}
if yflipped {
sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.ColorShader))
} else {
sh.createProgram(string(shaders.StraightVertexShader), string(shaders.ColorShader))
}
return sh
}
type blackCorrectionShader struct {
shader
blackLevel int32
}
func newBlackCorrectionShader() shaderProgram {
sh := &blackCorrectionShader{}
sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.CRTBlackCorrection))
sh.blackLevel = gl.GetUniformLocation(sh.handle, gl.Str("BlackLevel"+"\x00"))
return sh
}
func (sh *blackCorrectionShader) setAttributesArgs(env shaderEnvironment, blackLevel float32) {
sh.shader.setAttributes(env)
gl.Uniform1f(sh.blackLevel, blackLevel)
}
type phosphorShader struct {
shader
newFrame int32
latency int32
}
func newPhosphorShader() shaderProgram {
sh := &phosphorShader{}
sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.CRTPhosphorFragShader))
sh.newFrame = gl.GetUniformLocation(sh.handle, gl.Str("NewFrame"+"\x00"))
sh.latency = gl.GetUniformLocation(sh.handle, gl.Str("Latency"+"\x00"))
return sh
}
func (sh *phosphorShader) setAttributesArgs(env shaderEnvironment, latency float32, newFrame uint32) {
sh.shader.setAttributes(env)
gl.Uniform1f(sh.latency, latency)
gl.ActiveTexture(gl.TEXTURE1)
gl.BindTexture(gl.TEXTURE_2D, newFrame)
gl.Uniform1i(sh.newFrame, 1)
}
type blurShader struct {
shader
blur int32
}
func newBlurShader() shaderProgram {
sh := &blurShader{}
sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.CRTBlurFragShader))
sh.blur = gl.GetUniformLocation(sh.handle, gl.Str("Blur"+"\x00"))
return sh
}
func (sh *blurShader) setAttributesArgs(env shaderEnvironment, blur float32) {
sh.shader.setAttributes(env)
// normalise blur amount depending on screen size
blur *= float32(env.height) / 960.0
gl.Uniform2f(sh.blur, blur/float32(env.width), blur/float32(env.height))
}
type ghostingShader struct {
shader
img *SdlImgui
screenDim int32
amount int32
}
func newGhostingShader() shaderProgram {
sh := &ghostingShader{}
sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.CRTGhostingFragShader))
sh.screenDim = gl.GetUniformLocation(sh.handle, gl.Str("ScreenDim"+"\x00"))
sh.amount = gl.GetUniformLocation(sh.handle, gl.Str("Amount"+"\x00"))
return sh
}
func (sh *ghostingShader) setAttributesArgs(env shaderEnvironment, amount float32) {
sh.shader.setAttributes(env)
gl.Uniform2f(sh.screenDim, float32(env.width), float32(env.height))
gl.Uniform1f(sh.amount, amount)
}
type sharpenShader struct {
shader
texture int32
sharpness int32
}
func newSharpenShader(yflipped bool) shaderProgram {
sh := &sharpenShader{}
if yflipped {
sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.SharpenShader))
} else {
sh.createProgram(string(shaders.StraightVertexShader), string(shaders.SharpenShader))
}
sh.texture = gl.GetUniformLocation(sh.handle, gl.Str("Texture"+"\x00"))
sh.sharpness = gl.GetUniformLocation(sh.handle, gl.Str("Sharpness"+"\x00"))
return sh
}
// textureSpec is used by the sharpen shader
type textureSpec interface {
// returns texture ID and the width and height of the texture
textureSpec() (uint32, float32, float32)
}
// nolint: unparam
func (sh *sharpenShader) setAttributesArgs(env shaderEnvironment, scalingImage textureSpec, sharpness int) {
t, _, _ := scalingImage.textureSpec()
sh.shader.setAttributes(env)
gl.ActiveTexture(gl.TEXTURE1)
gl.BindTexture(gl.TEXTURE_2D, t)
gl.Uniform1i(sh.texture, 1)
gl.Uniform1i(sh.sharpness, int32(sharpness))
}
type guiShader struct {
shader
}
func newGUIShader() shaderProgram {
sh := &guiShader{}
sh.createProgram(string(shaders.StraightVertexShader), string(shaders.GUIShader))
return sh
}