149 lines
3.1 KiB
C++
149 lines
3.1 KiB
C++
#ifndef __GLSL_H
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#define __GLSL_H
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#include <vector>
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#include <deque>
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#include <limits.h>
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#include "../../conffile.h"
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#include "shader_platform.h"
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static const unsigned int glsl_max_passes = 20;
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typedef void (* GLSLViewportCallback) (int source_width, int source_height,
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int viewport_x, int viewport_y,
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int viewport_width, int viewport_height,
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int *out_dst_x, int *out_dst_y,
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int *out_dst_width, int *out_dst_height);
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enum GLSLScaleType
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{
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GLSL_NONE = 0,
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GLSL_SOURCE,
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GLSL_VIEWPORT,
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GLSL_ABSOLUTE
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};
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enum GLSLFilter
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{
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GLSL_UNDEFINED = 0,
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};
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typedef struct
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{
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GLint Texture;
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GLint InputSize;
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GLint TextureSize;
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GLint TexCoord;
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} GLSLUniformMetrics;
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typedef struct
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{
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GLint Texture;
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GLint InputSize;
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GLint OutputSize;
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GLint TextureSize;
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GLint FrameCount;
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GLint FrameDirection;
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GLint TexCoord;
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GLint LUTTexCoord;
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GLint VertexCoord;
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GLint OrigTexture;
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GLint OrigInputSize;
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GLint OrigTextureSize;
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GLint OrigTexCoord;
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unsigned int max_pass;
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unsigned int max_prevpass;
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GLSLUniformMetrics Prev[7];
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GLSLUniformMetrics Pass[glsl_max_passes];
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GLSLUniformMetrics PassPrev[glsl_max_passes];
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GLint Lut[9];
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} GLSLUniforms;
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typedef struct
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{
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char filename[PATH_MAX];
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char alias[256];
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int scale_type_x;
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int scale_type_y;
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float scale_x;
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float scale_y;
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bool fp;
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bool srgb;
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int frame_count_mod;
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unsigned int frame_count;
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GLuint program;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint texture;
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GLuint wrap_mode;
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GLuint fbo;
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GLuint width;
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GLuint height;
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GLuint filter;
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GLSLUniforms unif;
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} GLSLPass;
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typedef struct
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{
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char id[256];
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char filename[PATH_MAX];
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GLuint filter;
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GLuint texture;
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GLuint wrap_mode;
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bool mipmap;
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} GLSLLut;
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typedef struct
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{
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char name[PATH_MAX];
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char id[256];
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float min;
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float max;
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float val;
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float step;
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GLint unif[glsl_max_passes];
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} GLSLParam;
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typedef struct
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{
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bool load_shader (char *filename);
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bool load_shader_file (char *filename);
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void render (GLuint &orig, int width, int height, int viewport_x, int viewport_y, int viewport_width, int viewport_height, GLSLViewportCallback vpcallback);
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void set_shader_vars (unsigned int pass);
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void clear_shader_vars (void);
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void strip_parameter_pragmas(char *buffer);
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GLuint compile_shader (char *program,
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const char *aliases,
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const char *defines,
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GLuint type,
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GLuint *out);
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void save (const char *filename);
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void destroy (void);
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void register_uniforms (void);
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ConfigFile conf;
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std::vector<GLSLPass> pass;
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std::vector<GLSLLut> lut;
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std::vector<GLSLParam> param;
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int max_prev_frame;
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std::deque<GLSLPass> prev_frame;
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std::vector<GLuint> vaos;
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unsigned int frame_count;
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GLuint vbo;
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GLuint prev_fbo;
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GLfloat *fa;
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} GLSLShader;
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#endif |