dolphin/Source/Plugins/Plugin_VideoOGL/Src/PostProcessing.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#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_vao;
static GLuint s_vbo;
static GLuint s_uniform_resolution;
static char s_vertex_shader[] =
"in vec2 rawpos;\n"
"in vec2 tex0;\n"
"out vec2 uv0;\n"
"void main(void) {\n"
" gl_Position = vec4(rawpos,0,1);\n"
" uv0 = tex0;\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
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 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);
glGenBuffers(1, &s_vbo);
glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
GLfloat vertices[] = {
-1.f, -1.f, 0.f, 0.f,
-1.f, 1.f, 0.f, 1.f,
1.f, -1.f, 1.f, 0.f,
1.f, 1.f, 1.f, 1.f
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &s_vao);
glBindVertexArray( s_vao );
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
}
void Shutdown()
{
s_shader.Destroy();
glDeleteFramebuffers(1, &s_vbo);
glDeleteTextures(1, &s_texture);
glDeleteBuffers(1, &s_vbo);
glDeleteVertexArrays(1, &s_vao);
}
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);
glBindVertexArray(s_vao);
s_shader.Bind();
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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);
glBindTexture(GL_TEXTURE_2D, 0);
/* 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_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
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 + ".txt";
if(!File::ReadFileToString(true, 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