Updates for Cg shaders, yay. WIP.

This commit is contained in:
Themaister 2010-11-12 22:32:38 +01:00
parent 5df01fa396
commit dab359bdf5
4 changed files with 124 additions and 40 deletions

View File

@ -27,7 +27,7 @@ endif
ifeq ($(BUILD_OPENGL), 1)
OBJ += gl.o
LIBS += -lglfw
LIBS += -lglfw -lCg -lCgGL
endif
ifeq ($(BUILD_FILTER), 1)
OBJ += hqflt/hq.o

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@ -61,7 +61,7 @@ static const unsigned fullscreen_y = 720;
static const bool vsync = true;
// Smooths picture
static const bool video_smooth = true;
static const bool video_smooth = false;
// On resize and fullscreen, rendering area will stay 4:3
static const bool force_aspect = true;
@ -87,7 +87,7 @@ static const bool force_aspect = true;
static const bool audio_enable = true;
// Output samplerate
static const unsigned out_rate = 48000;
static const unsigned out_rate = 44100;
// Input samplerate from libSNES.
// Lower this (slightly) if you are experiencing frequent audio dropouts while vsync is enabled.

79
gl.c
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@ -24,6 +24,14 @@
#include <stdio.h>
#include <sys/time.h>
#include <Cg/cg.h>
#include <Cg/cgGL.h>
// Lots of globals, yes I know. :(
static CGcontext cgCtx;
static CGprogram cgPrg;
static CGprofile cgVProf;
static GLuint texture;
static uint8_t *gl_buffer;
static bool keep_aspect = true;
@ -37,11 +45,11 @@ static const GLfloat vertexes[] = {
1, 0, 0
};
static GLfloat tex_coords[] = {
0, 224.0/512,
static const GLfloat tex_coords[] = {
0, 1,
0, 0,
0.5, 0,
0.5, 224.0/512
1, 0,
1, 1
};
typedef struct gl
@ -217,28 +225,15 @@ static inline void show_fps(void)
static bool gl_frame(void *data, const uint16_t* frame, int width, int height, int pitch)
{
gl_t *gl = data;
//gl_t *gl = data;
(void)data;
glClear(GL_COLOR_BUFFER_BIT);
static int last_width = 256;
static int last_height = 224;
if (width != last_width || height != last_height)
{
tex_coords[0] = 0;
tex_coords[1] = (float)height/gl->real_y;
tex_coords[2] = 0;
tex_coords[3] = 0;
tex_coords[4] = (float)width/gl->real_x;
tex_coords[5] = 0;
tex_coords[6] = (float)width/gl->real_x;
tex_coords[7] = (float)height/gl->real_y;
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 1);
last_width = width;
last_height = height;
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 1);
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, width, height, 0, GL_BGRA,
GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
glDrawArrays(GL_QUADS, 0, 4);
show_fps();
@ -299,16 +294,6 @@ static void* gl_init(video_info_t *video, const input_driver_t **input)
glfwSwapInterval(0);
gl->vsync = video->vsync;
gl_buffer = calloc(1, 256 * 256 * 2 * video->input_scale * video->input_scale);
if (!gl_buffer)
{
fprintf(stderr, "Couldn't allocate memory :<\n");
exit(1);
}
gl->real_x = video->input_scale * 256;
gl->real_y = video->input_scale * 256;
glEnable(GL_TEXTURE_2D);
glDisable(GL_DITHER);
glDisable(GL_DEPTH_TEST);
@ -323,21 +308,41 @@ static void* gl_init(video_info_t *video, const input_driver_t **input)
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGB, 256 * video->input_scale, 256 * video->input_scale, 0, GL_BGRA,
GL_UNSIGNED_SHORT_1_5_5_5_REV, gl_buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), vertexes);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), tex_coords);
cgCtx = cgCreateContext();
if (cgCtx == NULL)
{
fprintf(stderr, "Failed to create Cg context\n");
return NULL;
}
cgVProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
if (cgVProf == CG_PROFILE_UNKNOWN)
{
fprintf(stderr, "Invalid profile type\n");
return NULL;
}
cgGLSetOptimalOptions(cgVProf);
cgPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE, "hqflt/crt.cg", cgVProf, "main", 0);
if (cgPrg == NULL)
{
CGerror err = cgGetError();
fprintf(stderr, "CG error: %s\n", cgGetErrorString(err));
return NULL;
}
cgGLLoadProgram(cgPrg);
cgGLEnableProfile(cgVProf);
cgGLBindProgram(cgPrg);
*input = &input_glfw;
return gl;
}

79
hqflt/crt.cg Normal file
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@ -0,0 +1,79 @@
#define TEX2D(c) tex2D(decal,(c))
#define PI 3.141592653589
#define phase 0.0
#define gamma 2.5
#define distortion 0.2
struct output
{
float4 color : COLOR;
};
//uniform float2 rubyInputSize;
//uniform float2 rubyOutputSize;
//uniform float2 rubyTextureSize;
float2 fract(float2 v)
{
float2 ret;
ret.x = v.x - floor(v.x);
ret.y = v.y - floor(v.y);
return ret;
}
float2 barrelDistortion(float2 coord) {
float2 cc = coord - 0.5;
float dist = dot(cc, cc);
return coord + cc * (dist + distortion * dist * dist) * distortion;
}
output main(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXUNIT0)
{
output OUT;
float2 rubyInputSize = float2(256, 224);
float2 rubyOutputSize = float2(256, 224);
float2 rubyTextureSize = float2(256, 224);
float2 xy = barrelDistortion(texCoord.xy);
float2 one = 1.0/rubyTextureSize;
xy = xy + float2(0.0 , -0.5 * (phase + (1-phase) * rubyInputSize.y/rubyOutputSize.y) * one.y);
//float2 uv_ratio = fract(xy*rubyTextureSize);
float2 uv_ratio = frac(xy*rubyTextureSize);
float4 col, col2;
float4 coeffs = float4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
coeffs = (sin(PI * coeffs) * sin(PI * coeffs / 2.0)) / (coeffs * coeffs);
coeffs = coeffs / (coeffs.x+coeffs.y+coeffs.z+coeffs.w);
col = clamp(coeffs.x * TEX2D(xy + float2(-one.x,0.0)) + coeffs.y * TEX2D(xy) + coeffs.z * TEX2D(xy + float2(one.x, 0.0)) + coeffs.w * TEX2D(xy + float2(2 * one.x, 0.0)),0.0,1.0);
col2 = clamp(coeffs.x * TEX2D(xy + float2(-one.x,one.y)) + coeffs.y * TEX2D(xy + float2(0.0, one.y)) + coeffs.z * TEX2D(xy + one) + coeffs.w * TEX2D(xy + float2(2 * one.x, one.y)),0.0,1.0);
col = pow(col, gamma);
col2 = pow(col2, gamma);
float4 wid = 2 + 2 * pow(col, 4.0);
float4 weights = uv_ratio.y/0.3;
weights = 0.51*exp(-pow(weights*sqrt(2/wid),wid))/0.3/(0.6+0.2*wid);
wid = 2 + 4 * pow(col2,4.0);
float4 weights2 = (1.0-uv_ratio.y)/0.3;
weights2 = 0.51*exp(-pow(weights2*sqrt(2/wid),wid))/0.3/(0.6+0.2*wid);
float4 mcol = 1.0;
if ( fmod(xy.x*rubyOutputSize.x,2.0) < 1.0)
mcol.g = 0.7;
else
mcol.rb = 0.7;
OUT.color = pow(mcol*(col * weights + col2 * weights2), 1.0/2.2);
return OUT;
}