forked from LIJI32/SameBoy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathshader.c
202 lines (166 loc) · 6.88 KB
/
shader.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
#include <stdio.h>
#include <string.h>
#include "shader.h"
#include "utils.h"
static const char *vertex_shader = "\n\
#version 150 \n\
in vec4 aPosition;\n\
void main(void) {\n\
gl_Position = aPosition;\n\
}\n\
";
static GLuint create_shader(const char *source, GLenum type)
{
// Create the shader object
GLuint shader = glCreateShader(type);
// Load the shader source
glShaderSource(shader, 1, &source, 0);
// Compile the shader
glCompileShader(shader);
// Check for errors
GLint status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLchar messages[1024];
glGetShaderInfoLog(shader, sizeof(messages), 0, &messages[0]);
fprintf(stderr, "GLSL Shader Error: %s", messages);
}
return shader;
}
static GLuint create_program(const char *vsh, const char *fsh)
{
// Build shaders
GLuint vertex_shader = create_shader(vsh, GL_VERTEX_SHADER);
GLuint fragment_shader = create_shader(fsh, GL_FRAGMENT_SHADER);
// Create program
GLuint program = glCreateProgram();
// Attach shaders
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
// Link program
glLinkProgram(program);
// Check for errors
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLchar messages[1024];
glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
fprintf(stderr, "GLSL Program Error: %s", messages);
}
// Delete shaders
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
bool init_shader_with_name(shader_t *shader, const char *name)
{
GLint major = 0, minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major * 0x100 + minor < 0x302) {
return false;
}
static char master_shader_code[0x801] = {0,};
static char shader_code[0x10001] = {0,};
static char final_shader_code[0x10801] = {0,};
static ssize_t filter_token_location = 0;
if (!master_shader_code[0]) {
FILE *master_shader_f = fopen(resource_path("Shaders/MasterShader.fsh"), "r");
if (!master_shader_f) return false;
fread(master_shader_code, 1, sizeof(master_shader_code) - 1, master_shader_f);
fclose(master_shader_f);
filter_token_location = strstr(master_shader_code, "{filter}") - master_shader_code;
if (filter_token_location < 0) {
master_shader_code[0] = 0;
return false;
}
}
char shader_path[1024];
sprintf(shader_path, "Shaders/%s.fsh", name);
FILE *shader_f = fopen(resource_path(shader_path), "r");
if (!shader_f) return false;
memset(shader_code, 0, sizeof(shader_code));
fread(shader_code, 1, sizeof(shader_code) - 1, shader_f);
fclose(shader_f);
memset(final_shader_code, 0, sizeof(final_shader_code));
memcpy(final_shader_code, master_shader_code, filter_token_location);
strcpy(final_shader_code + filter_token_location, shader_code);
strcat(final_shader_code + filter_token_location,
master_shader_code + filter_token_location + sizeof("{filter}") - 1);
shader->program = create_program(vertex_shader, final_shader_code);
// Attributes
shader->position_attribute = glGetAttribLocation(shader->program, "aPosition");
// Uniforms
shader->resolution_uniform = glGetUniformLocation(shader->program, "output_resolution");
shader->origin_uniform = glGetUniformLocation(shader->program, "origin");
glGenTextures(1, &shader->texture);
glBindTexture(GL_TEXTURE_2D, shader->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
shader->texture_uniform = glGetUniformLocation(shader->program, "image");
glGenTextures(1, &shader->previous_texture);
glBindTexture(GL_TEXTURE_2D, shader->previous_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
shader->previous_texture_uniform = glGetUniformLocation(shader->program, "previous_image");
shader->blending_mode_uniform = glGetUniformLocation(shader->program, "frame_blending_mode");
// Program
glUseProgram(shader->program);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
// Attributes
static GLfloat const quad[16] = {
-1.f, -1.f, 0, 1,
-1.f, +1.f, 0, 1,
+1.f, -1.f, 0, 1,
+1.f, +1.f, 0, 1,
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
glEnableVertexAttribArray(shader->position_attribute);
glVertexAttribPointer(shader->position_attribute, 4, GL_FLOAT, GL_FALSE, 0, 0);
return true;
}
void render_bitmap_with_shader(shader_t *shader, void *bitmap, void *previous,
unsigned source_width, unsigned source_height,
unsigned x, unsigned y, unsigned w, unsigned h,
GB_frame_blending_mode_t blending_mode)
{
glUseProgram(shader->program);
glUniform2f(shader->origin_uniform, x, y);
glUniform2f(shader->resolution_uniform, w, h);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shader->texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, source_width, source_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap);
glUniform1i(shader->texture_uniform, 0);
glUniform1i(shader->blending_mode_uniform, previous? blending_mode : GB_FRAME_BLENDING_MODE_DISABLED);
if (previous) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shader->previous_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, source_width, source_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, previous);
glUniform1i(shader->previous_texture_uniform, 1);
}
glBindFragDataLocation(shader->program, 0, "frag_color");
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void free_shader(shader_t *shader)
{
GLint major = 0, minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major * 0x100 + minor < 0x302) {
return;
}
glDeleteProgram(shader->program);
glDeleteTextures(1, &shader->texture);
glDeleteTextures(1, &shader->previous_texture);
}