mirror of
https://github.com/JetSetIlly/Gopher2600.git
synced 2025-04-02 11:02:17 -04:00
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)
317 lines
8.7 KiB
Go
317 lines
8.7 KiB
Go
// This file is part of Gopher2600.
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//
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// Gopher2600 is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Gopher2600 is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Gopher2600. If not, see <https://www.gnu.org/licenses/>.
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package sdlimgui
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import (
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"strings"
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"github.com/go-gl/gl/v3.2-core/gl"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/jetsetilly/gopher2600/gui/sdlimgui/shaders"
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)
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// version string to attach to all shaders
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const fragVersion = "#version 150\n\n"
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type shaderProgram interface {
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destroy()
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setAttributes(shaderEnvironment)
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}
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type shaderEnvironment struct {
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// the function used to trigger the shader program
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draw func()
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// vertex projection
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presentationProj [4][4]float32
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// projection to use for texture-to-texture processing
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internalProj [4][4]float32
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// whether to use the internalProj matrix
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useInternalProj bool
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// the texture the shader will work with
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srcTextureID uint32
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// width and height of texture. optional depending on the shader
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width int32
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height int32
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}
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// helper function to convert bool to int32.
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func boolToInt32(v bool) int32 {
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if v {
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return 1
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}
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return 0
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}
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type shader struct {
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handle uint32
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// vertex
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projMtx int32 // uniform
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position int32
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uv int32
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color int32
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// fragment
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texture int32 // uniform
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}
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func (sh *shader) destroy() {
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if sh.handle != 0 {
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gl.DeleteProgram(sh.handle)
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sh.handle = 0
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}
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}
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func (sh *shader) setAttributes(env shaderEnvironment) {
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gl.UseProgram(sh.handle)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, env.srcTextureID)
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gl.Uniform1i(sh.texture, 0)
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if env.useInternalProj {
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gl.UniformMatrix4fv(sh.projMtx, 1, false, &env.internalProj[0][0])
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} else {
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gl.UniformMatrix4fv(sh.projMtx, 1, false, &env.presentationProj[0][0])
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}
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gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
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gl.EnableVertexAttribArray(uint32(sh.uv))
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gl.EnableVertexAttribArray(uint32(sh.position))
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gl.EnableVertexAttribArray(uint32(sh.color))
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vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
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gl.VertexAttribPointerWithOffset(uint32(sh.uv), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
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gl.VertexAttribPointerWithOffset(uint32(sh.position), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
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gl.VertexAttribPointerWithOffset(uint32(sh.color), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
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}
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// compile and link shader programs.
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func (sh *shader) createProgram(vertProgram string, fragProgram ...string) {
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sh.destroy()
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sh.handle = gl.CreateProgram()
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vertHandle := gl.CreateShader(gl.VERTEX_SHADER)
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fragHandle := gl.CreateShader(gl.FRAGMENT_SHADER)
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glShaderSource := func(handle uint32, source ...string) {
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b := strings.Builder{}
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b.WriteString(fragVersion)
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for _, s := range source {
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b.WriteString(s)
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}
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b.WriteRune('\x00')
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src, free := gl.Strs(b.String())
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defer free()
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gl.ShaderSource(handle, 1, src, nil)
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}
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// vertex and fragment glsl source defined in shaders.go (a generated file)
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glShaderSource(vertHandle, vertProgram)
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glShaderSource(fragHandle, fragProgram...)
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gl.CompileShader(vertHandle)
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if log := sh.getShaderCompileError(vertHandle); log != "" {
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panic(log)
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}
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gl.CompileShader(fragHandle)
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if log := sh.getShaderCompileError(fragHandle); log != "" {
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panic(log)
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}
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gl.AttachShader(sh.handle, vertHandle)
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gl.AttachShader(sh.handle, fragHandle)
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gl.LinkProgram(sh.handle)
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// now that the shader promer has linked we no longer need the individual
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// shader programs
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gl.DeleteShader(fragHandle)
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gl.DeleteShader(vertHandle)
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// get references to shader attributes and uniforms variables
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sh.projMtx = gl.GetUniformLocation(sh.handle, gl.Str("ProjMtx"+"\x00"))
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sh.position = gl.GetAttribLocation(sh.handle, gl.Str("Position"+"\x00"))
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sh.uv = gl.GetAttribLocation(sh.handle, gl.Str("UV"+"\x00"))
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sh.color = gl.GetAttribLocation(sh.handle, gl.Str("Color"+"\x00"))
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sh.texture = gl.GetUniformLocation(sh.handle, gl.Str("Texture"+"\x00"))
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}
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// getShaderCompileError returns the most recent error generated
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// by the shader compiler.
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func (sh *shader) getShaderCompileError(shader uint32) string {
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var isCompiled int32
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gl.GetShaderiv(shader, gl.COMPILE_STATUS, &isCompiled)
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if isCompiled == 0 {
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var logLength int32
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gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
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if logLength > 0 {
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// The maxLength includes the NULL character
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log := strings.Repeat("\x00", int(logLength+1))
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gl.GetShaderInfoLog(shader, logLength, &logLength, gl.Str(log))
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return log
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}
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}
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return ""
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}
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type colorShader struct {
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shader
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}
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func newColorShader(yflipped bool) shaderProgram {
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sh := &colorShader{}
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if yflipped {
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sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.ColorShader))
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} else {
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sh.createProgram(string(shaders.StraightVertexShader), string(shaders.ColorShader))
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}
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return sh
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}
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type blackCorrectionShader struct {
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shader
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blackLevel int32
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}
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func newBlackCorrectionShader() shaderProgram {
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sh := &blackCorrectionShader{}
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sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.CRTBlackCorrection))
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sh.blackLevel = gl.GetUniformLocation(sh.handle, gl.Str("BlackLevel"+"\x00"))
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return sh
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}
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func (sh *blackCorrectionShader) setAttributesArgs(env shaderEnvironment, blackLevel float32) {
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sh.shader.setAttributes(env)
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gl.Uniform1f(sh.blackLevel, blackLevel)
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}
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type phosphorShader struct {
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shader
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newFrame int32
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latency int32
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}
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func newPhosphorShader() shaderProgram {
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sh := &phosphorShader{}
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sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.CRTPhosphorFragShader))
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sh.newFrame = gl.GetUniformLocation(sh.handle, gl.Str("NewFrame"+"\x00"))
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sh.latency = gl.GetUniformLocation(sh.handle, gl.Str("Latency"+"\x00"))
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return sh
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}
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func (sh *phosphorShader) setAttributesArgs(env shaderEnvironment, latency float32, newFrame uint32) {
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sh.shader.setAttributes(env)
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gl.Uniform1f(sh.latency, latency)
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gl.ActiveTexture(gl.TEXTURE1)
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gl.BindTexture(gl.TEXTURE_2D, newFrame)
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gl.Uniform1i(sh.newFrame, 1)
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}
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type blurShader struct {
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shader
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blur int32
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}
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func newBlurShader() shaderProgram {
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sh := &blurShader{}
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sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.CRTBlurFragShader))
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sh.blur = gl.GetUniformLocation(sh.handle, gl.Str("Blur"+"\x00"))
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return sh
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}
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func (sh *blurShader) setAttributesArgs(env shaderEnvironment, blur float32) {
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sh.shader.setAttributes(env)
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// normalise blur amount depending on screen size
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blur *= float32(env.height) / 960.0
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gl.Uniform2f(sh.blur, blur/float32(env.width), blur/float32(env.height))
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}
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type ghostingShader struct {
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shader
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img *SdlImgui
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screenDim int32
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amount int32
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}
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func newGhostingShader() shaderProgram {
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sh := &ghostingShader{}
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sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.CRTGhostingFragShader))
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sh.screenDim = gl.GetUniformLocation(sh.handle, gl.Str("ScreenDim"+"\x00"))
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sh.amount = gl.GetUniformLocation(sh.handle, gl.Str("Amount"+"\x00"))
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return sh
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}
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func (sh *ghostingShader) setAttributesArgs(env shaderEnvironment, amount float32) {
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sh.shader.setAttributes(env)
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gl.Uniform2f(sh.screenDim, float32(env.width), float32(env.height))
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gl.Uniform1f(sh.amount, amount)
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}
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type sharpenShader struct {
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shader
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texture int32
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sharpness int32
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}
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func newSharpenShader(yflipped bool) shaderProgram {
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sh := &sharpenShader{}
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if yflipped {
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sh.createProgram(string(shaders.YFlipVertexShader), string(shaders.SharpenShader))
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} else {
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sh.createProgram(string(shaders.StraightVertexShader), string(shaders.SharpenShader))
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}
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sh.texture = gl.GetUniformLocation(sh.handle, gl.Str("Texture"+"\x00"))
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sh.sharpness = gl.GetUniformLocation(sh.handle, gl.Str("Sharpness"+"\x00"))
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return sh
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}
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// textureSpec is used by the sharpen shader
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type textureSpec interface {
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// returns texture ID and the width and height of the texture
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textureSpec() (uint32, float32, float32)
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}
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// nolint: unparam
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func (sh *sharpenShader) setAttributesArgs(env shaderEnvironment, scalingImage textureSpec, sharpness int) {
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t, _, _ := scalingImage.textureSpec()
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sh.shader.setAttributes(env)
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gl.ActiveTexture(gl.TEXTURE1)
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gl.BindTexture(gl.TEXTURE_2D, t)
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gl.Uniform1i(sh.texture, 1)
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gl.Uniform1i(sh.sharpness, int32(sharpness))
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}
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type guiShader struct {
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shader
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}
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func newGUIShader() shaderProgram {
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sh := &guiShader{}
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sh.createProgram(string(shaders.StraightVertexShader), string(shaders.GUIShader))
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return sh
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}
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