diff options
| author | Jasper St. Pierre <jstpierre@mecheye.net> | 2013-12-07 15:14:29 -0500 |
|---|---|---|
| committer | Jasper St. Pierre <jstpierre@mecheye.net> | 2013-12-31 14:03:19 -0500 |
| commit | 34692ab826abc8f8faa61bdb2280b742424528f1 (patch) | |
| tree | b0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoBackends/OGL/PostProcessing.cpp | |
| parent | 43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff) | |
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/PostProcessing.cpp | 154 |
1 files changed, 154 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp new file mode 100644 index 0000000000..c0460e489a --- /dev/null +++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp @@ -0,0 +1,154 @@ +// Copyright 2013 Dolphin Emulator Project +// Licensed under GPLv2 +// Refer to the license.txt file included. + +#include "CommonPaths.h" +#include "FileUtil.h" +#include "VideoCommon.h" +#include "VideoConfig.h" +#include "GLUtil.h" +#include "PostProcessing.h" +#include "ProgramShaderCache.h" +#include "FramebufferManager.h" + +namespace OGL +{ + +namespace PostProcessing +{ + +static std::string s_currentShader; +static SHADER s_shader; +static bool s_enable; + +static u32 s_width; +static u32 s_height; +static GLuint s_fbo; +static GLuint s_texture; + +static GLuint s_uniform_resolution; + +static char s_vertex_shader[] = + "out vec2 uv0;\n" + "void main(void) {\n" + " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n" + " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n" + " uv0 = rawpos;\n" + "}\n"; + +void Init() +{ + s_currentShader = ""; + s_enable = 0; + s_width = 0; + s_height = 0; + + glGenFramebuffers(1, &s_fbo); + glGenTextures(1, &s_texture); + glBindTexture(GL_TEXTURE_2D, s_texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glBindFramebuffer(GL_FRAMEBUFFER, s_fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0); + FramebufferManager::SetFramebuffer(0); +} + +void Shutdown() +{ + s_shader.Destroy(); + + glDeleteFramebuffers(1, &s_fbo); + glDeleteTextures(1, &s_texture); +} + +void ReloadShader() +{ + s_currentShader = ""; +} + +void BindTargetFramebuffer () +{ + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, s_enable ? s_fbo : 0); +} + +void BlitToScreen() +{ + if(!s_enable) return; + + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glViewport(0, 0, s_width, s_height); + + s_shader.Bind(); + + glUniform4f(s_uniform_resolution, (float)s_width, (float)s_height, 1.0f/(float)s_width, 1.0f/(float)s_height); + + glActiveTexture(GL_TEXTURE0+9); + glBindTexture(GL_TEXTURE_2D, s_texture); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, s_fbo); + + glBlitFramebuffer(rc.left, rc.bottom, rc.right, rc.top, + rc.left, rc.bottom, rc.right, rc.top, + GL_COLOR_BUFFER_BIT, GL_NEAREST);*/ +} + +void Update ( u32 width, u32 height ) +{ + ApplyShader(); + + if(s_enable && (width != s_width || height != s_height)) { + s_width = width; + s_height = height; + + // alloc texture for framebuffer + glActiveTexture(GL_TEXTURE0+9); + glBindTexture(GL_TEXTURE_2D, s_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } +} + +void ApplyShader() +{ + // shader didn't changed + if (s_currentShader == g_ActiveConfig.sPostProcessingShader) return; + s_currentShader = g_ActiveConfig.sPostProcessingShader; + s_enable = false; + s_shader.Destroy(); + + // shader disabled + if (g_ActiveConfig.sPostProcessingShader == "") return; + + // so need to compile shader + + // loading shader code + std::string code; + std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".glsl"; + if (!File::Exists(path)) + { + // Fallback to shared user dir + path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + g_ActiveConfig.sPostProcessingShader + ".glsl"; + } + if(!File::ReadFileToString(path.c_str(), code)) { + ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str()); + return; + } + + // and compile it + if (!ProgramShaderCache::CompileShader(s_shader, s_vertex_shader, code.c_str())) { + ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str()); + return; + } + + // read uniform locations + s_uniform_resolution = glGetUniformLocation(s_shader.glprogid, "resolution"); + + // successful + s_enable = true; +} + +} // namespace + +} // namespace OGL |
