Filter support for Cocoa port + 7 basic filters
This commit is contained in:
parent
dde983db8f
commit
8d59bfcbdd
@ -24,6 +24,8 @@
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@"GBStart": @"\r",
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@"GBTurbo": @" ",
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@"GBFilter": @"NearestNeighbor",
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}];
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#undef KEY
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}
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@ -41,7 +41,7 @@ static char *consoleInput(GB_gameboy_t *gb)
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static uint32_t rgbEncode(GB_gameboy_t *gb, unsigned char r, unsigned char g, unsigned char b)
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{
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return (r << 24) | (g << 16) | (b << 8);
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return (r << 0) | (g << 8) | (b << 16);
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}
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@implementation Document
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@ -2,4 +2,5 @@
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@interface GBPreferencesWindow : NSWindow <NSTableViewDelegate, NSTableViewDataSource>
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@property IBOutlet NSTableView *controlsTableView;
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@property IBOutlet NSPopUpButton *graphicsFilterPopupButton;
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@end
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@ -6,6 +6,38 @@
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{
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bool is_button_being_modified;
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NSInteger button_being_modified;
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NSPopUpButton *_graphicsFilterPopupButton;
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}
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+ (NSArray *)filterList
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{
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/* The filter list as ordered in the popup button */
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static NSArray * filters = nil;
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if (!filters) {
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filters = @[
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@"NearestNeighbor",
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@"Bilinear",
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@"SmoothBilinear",
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@"Scale2x",
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@"Scale4x",
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@"AAScale2x",
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@"AAScale4x",
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];
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}
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return filters;
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}
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- (NSPopUpButton *)graphicsFilterPopupButton
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{
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return _graphicsFilterPopupButton;
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}
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- (void)setGraphicsFilterPopupButton:(NSPopUpButton *)graphicsFilterPopupButton
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{
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_graphicsFilterPopupButton = graphicsFilterPopupButton;
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NSString *filter = [[NSUserDefaults standardUserDefaults] objectForKey:@"GBFilter"];
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[_graphicsFilterPopupButton selectItemAtIndex:[[[self class] filterList] indexOfObject:filter]];
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}
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- (NSInteger)numberOfRowsInTableView:(NSTableView *)tableView
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@ -56,5 +88,12 @@
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[self.controlsTableView reloadData];
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[self makeFirstResponder:self.controlsTableView];
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}
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- (IBAction)graphicFilterChanged:(NSPopUpButton *)sender
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{
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[[NSUserDefaults standardUserDefaults] setObject:[[self class] filterList][[sender indexOfSelectedItem]]
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forKey:@"GBFilter"];
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[[NSNotificationCenter defaultCenter] postNotificationName:@"GBFilterChanged" object:nil];
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}
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@end
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6
Cocoa/GBShader.h
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6
Cocoa/GBShader.h
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@ -0,0 +1,6 @@
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#import <Foundation/Foundation.h>
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@interface GBShader : NSObject
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- (instancetype)initWithName:(NSString *) shaderName;
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- (void) renderBitmap: (void *)bitmap previous:(void*) previous inSize:(NSSize)size scale: (double) scale;
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@end
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170
Cocoa/GBShader.m
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170
Cocoa/GBShader.m
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@ -0,0 +1,170 @@
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#import "GBShader.h"
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#import <OpenGL/gl.h>
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/*
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Loosely based of https://www.raywenderlich.com/70208/opengl-es-pixel-shaders-tutorial
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*/
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static NSString * const vertex_shader = @"\n\
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attribute vec2 aPosition;\n\
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\n\
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void main(void) {\n\
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gl_Position = vec4(aPosition, 0., 1.);\n\
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}\n\
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";
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@implementation GBShader
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{
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GLuint resolution_uniform;
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GLuint texture_uniform;
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GLuint previous_texture_uniform;
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GLuint mix_previous_uniform;
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GLuint position_attribute;
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GLuint texture;
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GLuint previous_texture;
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GLuint program;
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}
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+ (NSString *) shaderSourceForName:(NSString *) name
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{
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return [NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:name
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ofType:@"fsh"
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inDirectory:@"Shaders"]
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encoding:NSUTF8StringEncoding
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error:nil];
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}
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- (instancetype)initWithName:(NSString *) shaderName
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{
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self = [super init];
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if (self) {
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// Program
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NSString *fragment_shader = [[self class] shaderSourceForName:@"MasterShader"];
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fragment_shader = [fragment_shader stringByReplacingOccurrencesOfString:@"\n" withString:@""];
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fragment_shader = [fragment_shader stringByReplacingOccurrencesOfString:@"{filter}"
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withString:[[self class] shaderSourceForName:shaderName]];
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program = [[self class] programWithVertexShader:vertex_shader fragmentShader:fragment_shader];
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// Attributes
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position_attribute = glGetAttribLocation(program, "aPosition");
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// Uniforms
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resolution_uniform = glGetUniformLocation(program, "uResolution");
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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texture_uniform = glGetUniformLocation(program, "image");
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glGenTextures(1, &previous_texture);
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glBindTexture(GL_TEXTURE_2D, previous_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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previous_texture_uniform = glGetUniformLocation(program, "previousImage");
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mix_previous_uniform = glGetUniformLocation(program, "uMixPrevious");
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// Configure OpenGL ES
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[self configureOpenGLES];
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}
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return self;
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}
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- (void) renderBitmap: (void *)bitmap previous:(void*) previous inSize:(NSSize)size scale: (double) scale
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{
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glUseProgram(program);
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glUniform2f(resolution_uniform, size.width * scale, size.height * scale);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap);
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glUniform1i(texture_uniform, 0);
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glUniform1i(mix_previous_uniform, previous != NULL);
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if (previous) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, previous_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, previous);
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glUniform1i(previous_texture_uniform, 1);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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- (void)configureOpenGLES
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{
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// Program
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glUseProgram(program);
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// Attributes
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glEnableVertexAttribArray(position_attribute);
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static GLfloat const quad[8] = {
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-1.f, -1.f,
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-1.f, +1.f,
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+1.f, -1.f,
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+1.f, +1.f,
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};
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glVertexAttribPointer(position_attribute, 2, GL_FLOAT, GL_FALSE, 0, quad);
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}
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+ (GLuint)programWithVertexShader:(NSString*)vsh fragmentShader:(NSString*)fsh
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{
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// Build shaders
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GLuint vertex_shader = [self shaderWithContents:vsh type:GL_VERTEX_SHADER];
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GLuint fragment_shader = [self shaderWithContents:fsh type:GL_FRAGMENT_SHADER];
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// Create program
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GLuint program = glCreateProgram();
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// Attach shaders
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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// Link program
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glLinkProgram(program);
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// Check for errors
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar messages[1024];
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glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
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NSLog(@"%@:- GLSL Program Error: %s", self, messages);
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}
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// Delete shaders
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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}
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- (void)dealloc
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{
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glDeleteProgram(program);
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glDeleteTextures(1, &texture);
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glDeleteTextures(1, &previous_texture);
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}
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+ (GLuint)shaderWithContents:(NSString*)contents type:(GLenum)type
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{
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const GLchar* source = [contents UTF8String];
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// Create the shader object
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GLuint shader = glCreateShader(type);
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// Load the shader source
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glShaderSource(shader, 1, &source, 0);
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// Compile the shader
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glCompileShader(shader);
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// Check for errors
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GLint status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar messages[1024];
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glGetShaderInfoLog(shader, sizeof(messages), 0, &messages[0]);
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NSLog(@"%@:- GLSL Shader Error: %s", self, messages);
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}
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return shader;
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}
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@end
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@ -1,4 +1,5 @@
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#import <Cocoa/Cocoa.h>
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#import "GBShader.h"
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#include "gb.h"
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@interface GBView : NSOpenGLView
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@ -6,4 +7,5 @@
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- (uint32_t *) pixels;
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@property GB_gameboy_t *gb;
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@property BOOL shouldBlendFrameWithPrevious;
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@property GBShader *shader;
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@end
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@ -3,6 +3,8 @@
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#import "GBButtons.h"
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#import "NSString+StringForKey.h"
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static GBShader *shader = nil;
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@implementation GBView
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{
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uint32_t *image_buffers[3];
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@ -15,6 +17,12 @@
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image_buffers[1] = malloc(160 * 144 * 4);
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image_buffers[2] = malloc(160 * 144 * 4);
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_shouldBlendFrameWithPrevious = 1;
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[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(filterChanged) name:@"GBFilterChanged" object:nil];
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}
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- (void) filterChanged
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{
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self.shader = nil;
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}
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- (unsigned char) numberOfBuffers
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@ -27,6 +35,7 @@
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free(image_buffers[0]);
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free(image_buffers[1]);
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free(image_buffers[2]);
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[[NSNotificationCenter defaultCenter] removeObserver:self];
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}
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- (instancetype)initWithCoder:(NSCoder *)coder
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{
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@ -49,16 +58,21 @@
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}
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- (void)drawRect:(NSRect)dirtyRect {
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if (!self.shader) {
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self.shader = [[GBShader alloc] initWithName:[[NSUserDefaults standardUserDefaults] objectForKey:@"GBFilter"]];
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}
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double scale = self.window.backingScaleFactor;
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glRasterPos2d(-1, 1);
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glPixelZoom(self.bounds.size.width / 160 * scale, self.bounds.size.height / -144 * scale);
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glDrawPixels(160, 144, GL_ABGR_EXT, GL_UNSIGNED_BYTE, image_buffers[current_buffer]);
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if (_shouldBlendFrameWithPrevious) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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glBlendColor(1, 1, 1, 0.5);
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glDrawPixels(160, 144, GL_ABGR_EXT, GL_UNSIGNED_BYTE, image_buffers[(current_buffer + 2) % self.numberOfBuffers]);
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glDisable(GL_BLEND);
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[self.shader renderBitmap:image_buffers[current_buffer]
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previous:image_buffers[(current_buffer + 2) % self.numberOfBuffers]
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inSize:self.bounds.size
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scale:scale];
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}
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else {
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[self.shader renderBitmap:image_buffers[current_buffer]
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previous:NULL
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inSize:self.bounds.size
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scale:scale];
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}
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glFlush();
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}
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<document type="com.apple.InterfaceBuilder3.Cocoa.XIB" version="3.0" toolsVersion="9531" systemVersion="14F1509" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES" customObjectInstantitationMethod="direct">
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<document type="com.apple.InterfaceBuilder3.Cocoa.XIB" version="3.0" toolsVersion="9531" systemVersion="14F1713" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES" customObjectInstantitationMethod="direct">
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<dependencies>
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<plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="9531"/>
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</dependencies>
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@ -14,11 +14,11 @@
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<window title="Preferences" allowsToolTipsWhenApplicationIsInactive="NO" autorecalculatesKeyViewLoop="NO" oneShot="NO" releasedWhenClosed="NO" animationBehavior="default" id="QvC-M9-y7g" customClass="GBPreferencesWindow">
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<windowStyleMask key="styleMask" titled="YES" closable="YES"/>
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<windowPositionMask key="initialPositionMask" leftStrut="YES" rightStrut="YES" topStrut="YES" bottomStrut="YES"/>
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<rect key="contentRect" x="196" y="240" width="292" height="237"/>
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<rect key="contentRect" x="196" y="240" width="292" height="292"/>
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<rect key="screenRect" x="0.0" y="0.0" width="2560" height="1417"/>
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<view key="contentView" id="EiT-Mj-1SZ">
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<rect key="frame" x="0.0" y="0.0" width="292" height="237"/>
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<autoresizingMask key="autoresizingMask"/>
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<rect key="frame" x="0.0" y="0.0" width="292" height="292"/>
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<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
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<subviews>
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<textField horizontalHuggingPriority="251" verticalHuggingPriority="750" fixedFrame="YES" translatesAutoresizingMaskIntoConstraints="NO" id="Utu-t4-cLx">
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<rect key="frame" x="18" y="201" width="256" height="17"/>
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@ -28,6 +28,39 @@
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<color key="backgroundColor" name="controlColor" catalog="System" colorSpace="catalog"/>
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</textFieldCell>
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</textField>
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<textField horizontalHuggingPriority="251" verticalHuggingPriority="750" fixedFrame="YES" translatesAutoresizingMaskIntoConstraints="NO" id="T91-rh-rRp">
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<rect key="frame" x="18" y="255" width="256" height="17"/>
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<textFieldCell key="cell" scrollable="YES" lineBreakMode="clipping" sendsActionOnEndEditing="YES" title="Graphics Filter:" id="pXg-WY-8Q5">
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<font key="font" metaFont="system"/>
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<color key="textColor" name="labelColor" catalog="System" colorSpace="catalog"/>
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<color key="backgroundColor" name="controlColor" catalog="System" colorSpace="catalog"/>
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</textFieldCell>
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</textField>
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<popUpButton verticalHuggingPriority="750" fixedFrame="YES" translatesAutoresizingMaskIntoConstraints="NO" id="6pP-kK-EEC">
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<rect key="frame" x="30" y="223" width="245" height="26"/>
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<popUpButtonCell key="cell" type="push" bezelStyle="rounded" alignment="left" lineBreakMode="truncatingTail" borderStyle="borderAndBezel" imageScaling="proportionallyDown" inset="2" id="I1w-05-lGl">
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<behavior key="behavior" lightByBackground="YES" lightByGray="YES"/>
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<font key="font" metaFont="system"/>
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<menu key="menu" id="xDC-0T-Qg9">
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<items>
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<menuItem title="Nearest Neighbor (Pixelated)" id="neN-eo-LA7">
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<modifierMask key="keyEquivalentModifierMask"/>
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</menuItem>
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<menuItem title="Bilinear (Blurry)" id="iDe-si-atu"/>
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<menuItem title="Smooth Bilinear (Less blurry)" id="1jN-pO-1iD"/>
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<menuItem title="Scale2x" id="C1I-L2-Up1"/>
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<menuItem title="Scale4x" id="uWA-Zp-JY9"/>
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<menuItem title="Anti-aliased Scale2x" id="iP6-DJ-CVH"/>
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<menuItem title="Anti-aliased Scale4x" id="zJR-ER-Ygo">
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<modifierMask key="keyEquivalentModifierMask"/>
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</menuItem>
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</items>
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</menu>
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</popUpButtonCell>
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<connections>
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<action selector="graphicFilterChanged:" target="QvC-M9-y7g" id="n87-t4-fbV"/>
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</connections>
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</popUpButton>
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<scrollView focusRingType="none" fixedFrame="YES" autohidesScrollers="YES" horizontalLineScroll="19" horizontalPageScroll="10" verticalLineScroll="19" verticalPageScroll="10" hasHorizontalScroller="NO" hasVerticalScroller="NO" usesPredominantAxisScrolling="NO" horizontalScrollElasticity="none" verticalScrollElasticity="none" translatesAutoresizingMaskIntoConstraints="NO" id="PBp-dj-EIa">
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<rect key="frame" x="20" y="20" width="252" height="173"/>
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<clipView key="contentView" focusRingType="none" ambiguous="YES" drawsBackground="NO" id="AMs-PO-nid">
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@ -90,8 +123,9 @@
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<connections>
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<outlet property="controlsTableView" destination="UDd-IJ-fxX" id="a1D-Md-yXv"/>
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<outlet property="delegate" destination="-2" id="ASc-vN-Zbq"/>
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<outlet property="graphicsFilterPopupButton" destination="6pP-kK-EEC" id="LS7-HY-kHC"/>
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</connections>
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<point key="canvasLocation" x="179" y="403.5"/>
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<point key="canvasLocation" x="179" y="431"/>
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</window>
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</objects>
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</document>
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7
Makefile
7
Makefile
@ -67,6 +67,8 @@ $(OBJ)/%.m.o: %.m
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# Cocoa Port
|
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Shaders:$(shell echo Shaders/*.fsh)
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$(BIN)/Sameboy.app: $(BIN)/Sameboy.app/Contents/MacOS/Sameboy \
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$(shell echo Cocoa/*.icns) \
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Cocoa/License.html \
|
||||
@ -75,11 +77,14 @@ $(BIN)/Sameboy.app: $(BIN)/Sameboy.app/Contents/MacOS/Sameboy \
|
||||
$(BIN)/BootROMs/cgb_boot.bin \
|
||||
$(BIN)/Sameboy.app/Contents/Resources/Base.lproj/Document.nib \
|
||||
$(BIN)/Sameboy.app/Contents/Resources/Base.lproj/MainMenu.nib \
|
||||
$(BIN)/Sameboy.app/Contents/Resources/Base.lproj/Preferences.nib
|
||||
$(BIN)/Sameboy.app/Contents/Resources/Base.lproj/Preferences.nib \
|
||||
Shaders
|
||||
mkdir -p $(BIN)/Sameboy.app/Contents/Resources
|
||||
cp Cocoa/*.icns $(BIN)/BootROMs/dmg_boot.bin $(BIN)/BootROMs/cgb_boot.bin $(BIN)/Sameboy.app/Contents/Resources/
|
||||
sed s/@VERSION/$(VERSION)/ < Cocoa/info.plist > $(BIN)/Sameboy.app/Contents/info.plist
|
||||
cp Cocoa/License.html $(BIN)/Sameboy.app/Contents/Resources/Credits.html
|
||||
mkdir -p $(BIN)/Sameboy.app/Contents/Resources/Shaders
|
||||
cp Shaders/*.fsh $(BIN)/Sameboy.app/Contents/Resources/Shaders
|
||||
|
||||
$(BIN)/Sameboy.app/Contents/MacOS/Sameboy: $(CORE_OBJECTS) $(COCOA_OBJECTS)
|
||||
-@mkdir -p $(dir $@)
|
||||
|
47
Shaders/AAScale2x.fsh
Normal file
47
Shaders/AAScale2x.fsh
Normal file
@ -0,0 +1,47 @@
|
||||
vec4 scale2x(sampler2D image)
|
||||
{
|
||||
// o = offset, the width of a pixel
|
||||
vec2 o = 1.0 / textureDimensions;
|
||||
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
|
||||
|
||||
// texel arrangement
|
||||
// A B C
|
||||
// D E F
|
||||
// G H I
|
||||
vec4 A = texture2D(image, texCoord + vec2( -o.x, o.y));
|
||||
vec4 B = texture2D(image, texCoord + vec2( 0, o.y));
|
||||
vec4 C = texture2D(image, texCoord + vec2( o.x, o.y));
|
||||
vec4 D = texture2D(image, texCoord + vec2( -o.x, 0));
|
||||
vec4 E = texture2D(image, texCoord + vec2( 0, 0));
|
||||
vec4 F = texture2D(image, texCoord + vec2( o.x, 0));
|
||||
vec4 G = texture2D(image, texCoord + vec2( -o.x, -o.y));
|
||||
vec4 H = texture2D(image, texCoord + vec2( 0, -o.y));
|
||||
vec4 I = texture2D(image, texCoord + vec2( o.x, -o.y));
|
||||
vec2 p = texCoord * textureDimensions;
|
||||
// p = the position within a pixel [0...1]
|
||||
p = fract(p);
|
||||
if (p.x > .5) {
|
||||
if (p.y > .5) {
|
||||
// Top Right
|
||||
return B == F && B != D && F != H ? F : E;
|
||||
} else {
|
||||
// Bottom Right
|
||||
return H == F && D != H && B != F ? F : E;
|
||||
}
|
||||
} else {
|
||||
if (p.y > .5) {
|
||||
// Top Left
|
||||
return D == B && B != F && D != H ? D : E;
|
||||
} else {
|
||||
// Bottom Left
|
||||
return D == H && D != B && H != F ? D : E;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vec4 filter(sampler2D image)
|
||||
{
|
||||
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
|
||||
|
||||
return mix(texture2D(image, texCoord), scale2x(image), 0.5);
|
||||
}
|
87
Shaders/AAScale4x.fsh
Normal file
87
Shaders/AAScale4x.fsh
Normal file
@ -0,0 +1,87 @@
|
||||
vec4 scale2x(sampler2D image, vec2 texCoord)
|
||||
{
|
||||
// o = offset, the width of a pixel
|
||||
vec2 o = 1.0 / textureDimensions;
|
||||
// texel arrangement
|
||||
// A B C
|
||||
// D E F
|
||||
// G H I
|
||||
vec4 A = texture2D(image, texCoord + vec2( -o.x, o.y));
|
||||
vec4 B = texture2D(image, texCoord + vec2( 0, o.y));
|
||||
vec4 C = texture2D(image, texCoord + vec2( o.x, o.y));
|
||||
vec4 D = texture2D(image, texCoord + vec2( -o.x, 0));
|
||||
vec4 E = texture2D(image, texCoord + vec2( 0, 0));
|
||||
vec4 F = texture2D(image, texCoord + vec2( o.x, 0));
|
||||
vec4 G = texture2D(image, texCoord + vec2( -o.x, -o.y));
|
||||
vec4 H = texture2D(image, texCoord + vec2( 0, -o.y));
|
||||
vec4 I = texture2D(image, texCoord + vec2( o.x, -o.y));
|
||||
vec2 p = texCoord * textureDimensions;
|
||||
// p = the position within a pixel [0...1]
|
||||
p = fract(p);
|
||||
if (p.x > .5) {
|
||||
if (p.y > .5) {
|
||||
// Top Right
|
||||
return B == F && B != D && F != H ? F : E;
|
||||
} else {
|
||||
// Bottom Right
|
||||
return H == F && D != H && B != F ? F : E;
|
||||
}
|
||||
} else {
|
||||
if (p.y > .5) {
|
||||
// Top Left
|
||||
return D == B && B != F && D != H ? D : E;
|
||||
} else {
|
||||
// Bottom Left
|
||||
return D == H && D != B && H != F ? D : E;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vec4 aaScale2x(sampler2D image, vec2 texCoord)
|
||||
{
|
||||
return mix(texture2D(image, texCoord), scale2x(image, texCoord), 0.5);
|
||||
}
|
||||
|
||||
vec4 filter(sampler2D image)
|
||||
{
|
||||
// o = offset, the width of a pixel
|
||||
vec2 o = 1.0 / (textureDimensions * 2.);
|
||||
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
|
||||
|
||||
// texel arrangement
|
||||
// A B C
|
||||
// D E F
|
||||
// G H I
|
||||
vec4 A = aaScale2x(image, texCoord + vec2( -o.x, o.y));
|
||||
vec4 B = aaScale2x(image, texCoord + vec2( 0, o.y));
|
||||
vec4 C = aaScale2x(image, texCoord + vec2( o.x, o.y));
|
||||
vec4 D = aaScale2x(image, texCoord + vec2( -o.x, 0));
|
||||
vec4 E = aaScale2x(image, texCoord + vec2( 0, 0));
|
||||
vec4 F = aaScale2x(image, texCoord + vec2( o.x, 0));
|
||||
vec4 G = aaScale2x(image, texCoord + vec2( -o.x, -o.y));
|
||||
vec4 H = aaScale2x(image, texCoord + vec2( 0, -o.y));
|
||||
vec4 I = aaScale2x(image, texCoord + vec2( o.x, -o.y));
|
||||
vec4 R;
|
||||
vec2 p = texCoord * textureDimensions * 2.;
|
||||
// p = the position within a pixel [0...1]
|
||||
p = fract(p);
|
||||
if (p.x > .5) {
|
||||
if (p.y > .5) {
|
||||
// Top Right
|
||||
R = B == F && B != D && F != H ? F : E;
|
||||
} else {
|
||||
// Bottom Right
|
||||
R = H == F && D != H && B != F ? F : E;
|
||||
}
|
||||
} else {
|
||||
if (p.y > .5) {
|
||||
// Top Left
|
||||
R = D == B && B != F && D != H ? D : E;
|
||||
} else {
|
||||
// Bottom Left
|
||||
R = D == H && D != B && H != F ? D : E;
|
||||
}
|
||||
}
|
||||
|
||||
return mix(R, E, 0.5);
|
||||
}
|
16
Shaders/Bilinear.fsh
Normal file
16
Shaders/Bilinear.fsh
Normal file
@ -0,0 +1,16 @@
|
||||
vec4 filter(sampler2D image)
|
||||
{
|
||||
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
|
||||
|
||||
vec2 pixel = texCoord * textureDimensions;
|
||||
|
||||
vec4 q11 = texture2D(image, vec2(floor(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
|
||||
vec4 q12 = texture2D(image, vec2(floor(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
|
||||
vec4 q21 = texture2D(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
|
||||
vec4 q22 = texture2D(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
|
||||
|
||||
vec4 r1 = mix(q11, q21, fract(pixel.x));
|
||||
vec4 r2 = mix(q12, q22, fract(pixel.x));
|
||||
|
||||
return mix (r1, r2, fract(pixel.y));
|
||||
}
|
17
Shaders/MasterShader.fsh
Normal file
17
Shaders/MasterShader.fsh
Normal file
@ -0,0 +1,17 @@
|
||||
uniform sampler2D image;
|
||||
uniform sampler2D previousImage;
|
||||
uniform bool uMixPrevious;
|
||||
|
||||
uniform vec2 uResolution;
|
||||
const vec2 textureDimensions = vec2(160, 144);
|
||||
|
||||
{filter}
|
||||
|
||||
void main() {
|
||||
if (uMixPrevious) {
|
||||
gl_FragColor = mix(filter(image), filter(previousImage), 0.5);
|
||||
}
|
||||
else {
|
||||
gl_FragColor = filter(image);
|
||||
}
|
||||
}
|
6
Shaders/NearestNeighbor.fsh
Normal file
6
Shaders/NearestNeighbor.fsh
Normal file
@ -0,0 +1,6 @@
|
||||
vec4 filter(sampler2D image)
|
||||
{
|
||||
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
|
||||
|
||||
return texture2D(image, texCoord);
|
||||
}
|
42
Shaders/Scale2x.fsh
Normal file
42
Shaders/Scale2x.fsh
Normal file
@ -0,0 +1,42 @@
|
||||
/* Shader implementation of Scale2x is adapted from https://gist.github.com/singron/3161079 */
|
||||
|
||||
vec4 filter(sampler2D image)
|
||||
{
|
||||
// o = offset, the width of a pixel
|
||||
vec2 o = 1.0 / textureDimensions;
|
||||
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
|
||||
|
||||
// texel arrangement
|
||||
// A B C
|
||||
// D E F
|
||||
// G H I
|
||||
vec4 A = texture2D(image, texCoord + vec2( -o.x, o.y));
|
||||
vec4 B = texture2D(image, texCoord + vec2( 0, o.y));
|
||||
vec4 C = texture2D(image, texCoord + vec2( o.x, o.y));
|
||||
vec4 D = texture2D(image, texCoord + vec2( -o.x, 0));
|
||||
vec4 E = texture2D(image, texCoord + vec2( 0, 0));
|
||||
vec4 F = texture2D(image, texCoord + vec2( o.x, 0));
|
||||
vec4 G = texture2D(image, texCoord + vec2( -o.x, -o.y));
|
||||
vec4 H = texture2D(image, texCoord + vec2( 0, -o.y));
|
||||
vec4 I = texture2D(image, texCoord + vec2( o.x, -o.y));
|
||||
vec2 p = texCoord * textureDimensions;
|
||||
// p = the position within a pixel [0...1]
|
||||
p = fract(p);
|
||||
if (p.x > .5) {
|
||||
if (p.y > .5) {
|
||||
// Top Right
|
||||
return B == F && B != D && F != H ? F : E;
|
||||
} else {
|
||||
// Bottom Right
|
||||
return H == F && D != H && B != F ? F : E;
|
||||
}
|
||||
} else {
|
||||
if (p.y > .5) {
|
||||
// Top Left
|
||||
return D == B && B != F && D != H ? D : E;
|
||||
} else {
|
||||
// Bottom Left
|
||||
return D == H && D != B && H != F ? D : E;
|
||||
}
|
||||
}
|
||||
}
|
80
Shaders/Scale4x.fsh
Normal file
80
Shaders/Scale4x.fsh
Normal file
@ -0,0 +1,80 @@
|
||||
vec4 scale2x(sampler2D image, vec2 texCoord)
|
||||
{
|
||||
// o = offset, the width of a pixel
|
||||
vec2 o = 1.0 / textureDimensions;
|
||||
// texel arrangement
|
||||
// A B C
|
||||
// D E F
|
||||
// G H I
|
||||
vec4 A = texture2D(image, texCoord + vec2( -o.x, o.y));
|
||||
vec4 B = texture2D(image, texCoord + vec2( 0, o.y));
|
||||
vec4 C = texture2D(image, texCoord + vec2( o.x, o.y));
|
||||
vec4 D = texture2D(image, texCoord + vec2( -o.x, 0));
|
||||
vec4 E = texture2D(image, texCoord + vec2( 0, 0));
|
||||
vec4 F = texture2D(image, texCoord + vec2( o.x, 0));
|
||||
vec4 G = texture2D(image, texCoord + vec2( -o.x, -o.y));
|
||||
vec4 H = texture2D(image, texCoord + vec2( 0, -o.y));
|
||||
vec4 I = texture2D(image, texCoord + vec2( o.x, -o.y));
|
||||
vec2 p = texCoord * textureDimensions;
|
||||
// p = the position within a pixel [0...1]
|
||||
vec4 R;
|
||||
p = fract(p);
|
||||
if (p.x > .5) {
|
||||
if (p.y > .5) {
|
||||
// Top Right
|
||||
return B == F && B != D && F != H ? F : E;
|
||||
} else {
|
||||
// Bottom Right
|
||||
return H == F && D != H && B != F ? F : E;
|
||||
}
|
||||
} else {
|
||||
if (p.y > .5) {
|
||||
// Top Left
|
||||
return D == B && B != F && D != H ? D : E;
|
||||
} else {
|
||||
// Bottom Left
|
||||
return D == H && D != B && H != F ? D : E;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vec4 filter(sampler2D image)
|
||||
{
|
||||
// o = offset, the width of a pixel
|
||||
vec2 o = 1.0 / (textureDimensions * 2.);
|
||||
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
|
||||
|
||||
// texel arrangement
|
||||
// A B C
|
||||
// D E F
|
||||
// G H I
|
||||
vec4 A = scale2x(image, texCoord + vec2( -o.x, o.y));
|
||||
vec4 B = scale2x(image, texCoord + vec2( 0, o.y));
|
||||
vec4 C = scale2x(image, texCoord + vec2( o.x, o.y));
|
||||
vec4 D = scale2x(image, texCoord + vec2( -o.x, 0));
|
||||
vec4 E = scale2x(image, texCoord + vec2( 0, 0));
|
||||
vec4 F = scale2x(image, texCoord + vec2( o.x, 0));
|
||||
vec4 G = scale2x(image, texCoord + vec2( -o.x, -o.y));
|
||||
vec4 H = scale2x(image, texCoord + vec2( 0, -o.y));
|
||||
vec4 I = scale2x(image, texCoord + vec2( o.x, -o.y));
|
||||
vec2 p = texCoord * textureDimensions * 2.;
|
||||
// p = the position within a pixel [0...1]
|
||||
p = fract(p);
|
||||
if (p.x > .5) {
|
||||
if (p.y > .5) {
|
||||
// Top Right
|
||||
return B == F && B != D && F != H ? F : E;
|
||||
} else {
|
||||
// Bottom Right
|
||||
return H == F && D != H && B != F ? F : E;
|
||||
}
|
||||
} else {
|
||||
if (p.y > .5) {
|
||||
// Top Left
|
||||
return D == B && B != F && D != H ? D : E;
|
||||
} else {
|
||||
// Bottom Left
|
||||
return D == H && D != B && H != F ? D : E;
|
||||
}
|
||||
}
|
||||
}
|
18
Shaders/SmoothBilinear.fsh
Normal file
18
Shaders/SmoothBilinear.fsh
Normal file
@ -0,0 +1,18 @@
|
||||
vec4 filter(sampler2D image)
|
||||
{
|
||||
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
|
||||
|
||||
vec2 pixel = texCoord * textureDimensions;
|
||||
|
||||
vec4 q11 = texture2D(image, vec2(floor(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
|
||||
vec4 q12 = texture2D(image, vec2(floor(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
|
||||
vec4 q21 = texture2D(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
|
||||
vec4 q22 = texture2D(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
|
||||
|
||||
vec2 smooth = smoothstep(0., 1., fract(pixel));
|
||||
|
||||
vec4 r1 = mix(q11, q21, fract(smooth.x));
|
||||
vec4 r2 = mix(q12, q22, fract(smooth.x));
|
||||
|
||||
return mix (r1, r2, fract(smooth.y));
|
||||
}
|
Loading…
Reference in New Issue
Block a user