Example #1
0
        public Smaa()
        {
            this.area_tex_unit = GLTextureUnit.Create()
                                 .SetTexture(GLTexture.Create().SetFormat(TextureFormat.RG).SetSize(AREATEX_WIDTH, AREATEX_HEIGHT)
                                             .SetData(SMAA_AREA_RAW)).SetWrap(GLWrap.ClampToEdge).SetFiltering(GLScaleFilter.Linear);
            this.search_tex_unit = GLTextureUnit.Create()
                                   .SetTexture(GLTexture.Create().SetFormat(TextureFormat.R).SetSize(SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT)
                                               .SetData(SMAA_SEARCH_RAW)).SetWrap(GLWrap.ClampToEdge).SetFiltering(GLScaleFilter.Nearest);

            CommonHeader = @"
				#version 410 compatibility
				#define SMAA_PIXEL_SIZE u_pixelSize.xy
				#define SMAA_PRESET_ULTRA 1
				#define SMAA_GLSL_4 1
				//#define SMAA_PREDICATION 0
				#define SMAA_PREDICATION 1
				#define attribute in
			"            ;

            VertexHeader = CommonHeader + "\n" + "#define SMAA_ONLY_COMPILE_VS 1" + "\n" + @"
				uniform   vec4 u_pixelSize;
				attribute vec4 a_position;
				attribute vec4 a_texcoords;
			"             + SMAA_H + "\n";

            FragmentHeader = CommonHeader + "\n" + "#define SMAA_ONLY_COMPILE_PS 1" + "\n" + @"
				uniform vec4 u_pixelSize;
			"             + "\n" + SMAA_H;
        }
Example #2
0
        public override void PrimStart(GlobalGpuState globalGpuState, GpuStateStruct *gpuState,
                                       GuPrimitiveType primitiveType)
        {
            GpuState       = gpuState;
            _primitiveType = primitiveType;
            _doPrimStart   = true;
            ResetVertex();


            if (_shader != null)
            {
                _shader.GetUniform("lopEnabled").Set(gpuState->LogicalOperationState.Enabled);

                if (gpuState->LogicalOperationState.Enabled)
                {
                    if (_logicOpsRenderTarget == null)
                    {
                        _logicOpsRenderTarget = GLRenderTarget.Create(512, 272, RenderTargetLayers.Color);
                    }
                    GLRenderTarget.CopyFromTo(GLRenderTarget.Current, _logicOpsRenderTarget);
                    _shader.GetUniform("backtex").Set(GLTextureUnit.CreateAtIndex(1).SetFiltering(GLScaleFilter.Linear)
                                                      .SetWrap(GLWrap.ClampToEdge).SetTexture(_logicOpsRenderTarget.TextureColor));

                    _shader.GetUniform("lop").Set((int)gpuState->LogicalOperationState.Operation);

                    //new Bitmap(512, 272).SetChannelsDataInterleaved(LogicOpsRenderTarget.ReadPixels(), BitmapChannelList.RGBA).Save(@"c:\temp\test.png");
                }
            }
        }
Example #3
0
 public GLTexture Process(GLTexture Input)
 {
     Filter.SetSize(Input.Width * 2, Input.Height * 2);
     return(Filter.Process((_Shader) =>
     {
         _Shader.GetUniform("OGL2Texture").Set(GLTextureUnit.CreateAtIndex(0).SetWrap(GLWrap.ClampToEdge)
                                               .SetFiltering(GLScaleFilter.Nearest).SetTexture(Input));
     }));
 }
        public BinaryTextureProcessor(GraphicsInterface gi, int width, int height, string fragmentString)
            : base(gi)
        {
            fWidth = width;
            fHeight = height;

            fFragmentShaderString = fragmentString;

            fBaseTextureUnit = GLTextureUnit.GetTextureUnit(gi, TextureUnitID.Unit1);
            fBlendTextureUnit = GLTextureUnit.GetTextureUnit(gi, TextureUnitID.Unit0);
        }
Example #5
0
 public void ActiveTexture(GLTextureUnit texture)
 {
     try
     {
         this.BeginFunc();
         this._gl.ActiveTexture(texture);
     }
     finally
     {
         this.EndFunc();
     }
 }
Example #6
0
        private GLTexture edge_pass(GLTexture albedo_tex, GLTexture depthTex)
        {
            if (edge_shader == null)
            {
                edge_shader = GLShaderFilter.Create(Width, Height, new GLShader(
                                                        VertexHeader + @"
						out vec2 texcoord;
						out vec4 offset[3];
						out vec4 dummy2;
						void main()
						{
							texcoord = a_texcoords.xy;
							vec4 dummy1 = vec4(0);
							SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
							gl_Position = a_position;
						}
					"                    ,
                                                        FragmentHeader + @"
						uniform sampler2D albedo_tex;
						uniform sampler2D depthTex;

						in vec2 texcoord;
						in vec4 offset[3];
						in vec4 dummy2;

						void main()
						{
							#if SMAA_PREDICATION == 1
								gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex, depthTex);
							#else
								gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
							#endif
						}
					"
                                                        ));
            }

            return(edge_shader.Process((Shader) =>
            {
                Shader.GetUniform("albedo_tex").Set(GLTextureUnit.CreateAtIndex(0).SetWrap(GLWrap.ClampToEdge)
                                                    .SetFiltering(GLScaleFilter.Linear).SetTexture(albedo_tex));
                Shader.GetUniform("depthTex").NoWarning().Set(GLTextureUnit.CreateAtIndex(1).SetWrap(GLWrap.ClampToEdge)
                                                              .SetFiltering(GLScaleFilter.Linear).SetTexture(depthTex));
            }));
        }
Example #7
0
        private GLTexture pass_blend(GLTexture edge_tex)
        {
            if (blend_shader == null)
            {
                blend_shader = GLShaderFilter.Create(Width, Height, new GLShader(
                                                         VertexHeader + @"
						out vec2 texcoord;
						out vec2 pixcoord;
						out vec4 offset[3];
						out vec4 dummy2;
						void main()
						{
							texcoord = a_texcoords.xy;
							vec4 dummy1 = vec4(0);
							SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
							gl_Position = a_position;
						}
					"                    ,
                                                         FragmentHeader + @"
						uniform sampler2D edge_tex;
						uniform sampler2D area_tex;
						uniform sampler2D search_tex;
						in vec2 texcoord;
						in vec2 pixcoord;
						in vec4 offset[3];
						in vec4 dummy2;
						void main()
						{
							gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(1, 1, 1, 0));
							//gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
						}
					"
                                                         ));
            }

            return(blend_shader.Process((Shader) =>
            {
                Shader.GetUniform("edge_tex").Set(GLTextureUnit.CreateAtIndex(0).SetWrap(GLWrap.ClampToEdge)
                                                  .SetFiltering(GLScaleFilter.Linear).SetTexture(edge_tex));
                Shader.GetUniform("area_tex").Set(area_tex_unit.SetIndex(1));
                Shader.GetUniform("search_tex").Set(search_tex_unit.SetIndex(2));
            }));
        }
Example #8
0
        private GLTexture pass_neighborhood(GLTexture albedo_tex, GLTexture blend_tex)
        {
            if (neighborhood_shader == null)
            {
                neighborhood_shader = GLShaderFilter.Create(Width, Height, new GLShader(
                                                                VertexHeader + @"
						out vec2 texcoord;
						out vec4 offset[2];
						out vec4 dummy2;
						void main()
						{
							texcoord = a_texcoords.xy;
							vec4 dummy1 = vec4(0);
							SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
							gl_Position = a_position;
						}
					"                    ,
                                                                FragmentHeader + @"
						uniform sampler2D albedo_tex;
						uniform sampler2D blend_tex;
						in vec2 texcoord;
						in vec4 offset[2];
						in vec4 dummy2;
						void main()
						{
							gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
						}
					"
                                                                ));
            }
            return(neighborhood_shader.Process((Shader) =>
            {
                Shader.GetUniform("albedo_tex").Set(GLTextureUnit.CreateAtIndex(0).SetWrap(GLWrap.ClampToEdge)
                                                    .SetFiltering(GLScaleFilter.Linear).SetTexture(albedo_tex));
                Shader.GetUniform("blend_tex").Set(GLTextureUnit.CreateAtIndex(1).SetWrap(GLWrap.ClampToEdge)
                                                   .SetFiltering(GLScaleFilter.Linear).SetTexture(blend_tex));
            }));
        }
        //GLTexture TestTexture;

        public void DrawVram(bool EnableSmaa)
        {
            if (Shader == null)
            {
                Initialize();
            }

            //int RectWidth = 512;
            //int RectHeight = 272;
            var Rectangle = IGuiWindowInfo.ClientRectangle;

            GL.glClearColor(0, 0, 0, 1);
            GL.glClear(GL.GL_COLOR_BUFFER_BIT);
            //IGuiWindowInfo.SwapBuffers();
            //return;

            if (
                (PspDisplay.CurrentInfo.Enabled || PspDisplay.CurrentInfo.PlayingVideo)
                )
            {
                GetTex((Tex) =>
                {
                    //Console.Out.WriteLineColored(ConsoleColor.Red, "{0}", Tex.Texture);
                    if (Tex != null && Tex.Color.Texture != 0)
                    {
                        var TexColor = Tex.Color;
                        var TexDepth = Tex.Depth;

                        if (EnableSmaa)
                        {
                            if (TexDepth.Texture != 0)
                            {
                                TexColor = Smaa.Process(TexColor, TexDepth);
                            }
                        }

                        GL.glViewport(Rectangle.X, Rectangle.Y, Rectangle.Width, Rectangle.Height);

                        Shader.Draw(GLGeometry.GL_TRIANGLE_STRIP, 4, () =>
                        {
                            var TextureRect = CSharpPlatform.RectangleF.FromCoords(0, 0,
                                                                                   (float)PspDisplay.CurrentInfo.Width / 512f,
                                                                                   (float)PspDisplay.CurrentInfo.Height / 272f);
                            if (TextureVerticalFlip)
                            {
                                TextureRect = TextureRect.VFlip();
                            }
                            TexCoordsBuffer = GLBuffer.Create().SetData(TextureRect.GetFloat2TriangleStripCoords());

                            ShaderInfo.texture.Set(GLTextureUnit.CreateAtIndex(0).SetFiltering(GLScaleFilter.Nearest)
                                                   .SetWrap(GLWrap.ClampToEdge).SetTexture(TexColor));
                            //ShaderInfo.texture.Set(GLTextureUnit.CreateAtIndex(0).SetFiltering(GLScaleFilter.Nearest).SetWrap(GLWrap.ClampToEdge).SetTexture(TexDepth));
                            ShaderInfo.position.SetData <float>(VertexBuffer, 2);
                            ShaderInfo.texCoords.SetData <float>(TexCoordsBuffer, 2);
                        });
                    }
                });
            }

            IGuiWindowInfo.SwapBuffers();
        }
 protected virtual void BindTexture(GLTextureUnit aUnit, GLTexture aTexture)
 {
     // We want to turn off filtering.  We do that by using 'nearest'
     // we also clamp the coordinates instead of replicating at the edges
     aUnit.Bind();
     aTexture.Bind();
     GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMinFilter, TextureMinFilter.Nearest);
     GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMagFilter, TextureMagFilter.Nearest);
     GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapS, TextureWrapMode.Clamp);
     GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapT, TextureWrapMode.Clamp);
 }
Example #11
0
File: GL.cs Project: mortend/uno
 public void ActiveTexture(GLTextureUnit texture)
 {
     TKGL.ActiveTexture((TextureUnit)texture);
 }
Example #12
0
        private void PrepareDrawStateFirst()
        {
            if (_shader == null)
            {
                DrawInitVertices();
            }

            ShaderInfo.matrixWorldViewProjection.Set(_worldViewProjectionMatrix);
            ShaderInfo.matrixTexture.Set(_textureMatrix);
            ShaderInfo.uniformColor.Set(GpuState->LightingState.AmbientModelColor.ToVector4F());
            ShaderInfo.hasPerVertexColor.Set(VertexType.HasColor);
            ShaderInfo.clearingMode.Set(GpuState->ClearingMode);
            ShaderInfo.hasTexture.Set(GpuState->TextureMappingState.Enabled);

            ShaderInfo.weightCount.Set(VertexType.RealSkinningWeightCount);
            //ShaderInfo.weightCount.Set(0);
            if (VertexType.HasWeight)
            {
                ShaderInfo.matrixBones.Set(new[]
                {
                    GpuState->SkinningState.BoneMatrix0.Matrix4,
                    GpuState->SkinningState.BoneMatrix1.Matrix4,
                    GpuState->SkinningState.BoneMatrix2.Matrix4,
                    GpuState->SkinningState.BoneMatrix3.Matrix4,
                    GpuState->SkinningState.BoneMatrix4.Matrix4,
                    GpuState->SkinningState.BoneMatrix5.Matrix4,
                    GpuState->SkinningState.BoneMatrix6.Matrix4,
                    GpuState->SkinningState.BoneMatrix7.Matrix4,
                });
            }

            if (VertexType.HasTexture && GpuState->TextureMappingState.Enabled)
            {
                var textureState = &GpuState->TextureMappingState.TextureState;

                ShaderInfo.tfx.Set((int)textureState->Effect);
                ShaderInfo.tcc.Set((int)textureState->ColorComponent);
                ShaderInfo.colorTest.NoWarning().Set(GpuState->ColorTestState.Enabled);

                ShaderInfo.alphaTest.Set(GpuState->AlphaTestState.Enabled);
                ShaderInfo.alphaFunction.Set((int)GpuState->AlphaTestState.Function);
                ShaderInfo.alphaMask.NoWarning().Set(GpuState->AlphaTestState.Mask);
                ShaderInfo.alphaValue.Set(GpuState->AlphaTestState.Value);

                //Console.WriteLine("{0}, {1}, {2}, {3}, {4}, {5}", TextureState->Effect, TextureState->ColorComponent, GpuState->BlendingState.Enabled, GpuState->BlendingState.FunctionSource, GpuState->BlendingState.FunctionDestination, GpuState->ColorTestState.Enabled);

                ShaderInfo.texture0.Set(GLTextureUnit.CreateAtIndex(0)
                                        .SetWrap(
                                            (GLWrap)((textureState->WrapU == WrapMode.Repeat) ? GL.GL_REPEAT : GL.GL_CLAMP_TO_EDGE),
                                            (GLWrap)((textureState->WrapV == WrapMode.Repeat) ? GL.GL_REPEAT : GL.GL_CLAMP_TO_EDGE)
                                            )
                                        .SetFiltering(
                                            (GLScaleFilter)((textureState->FilterMinification == TextureFilter.Linear)
                            ? GL.GL_LINEAR
                            : GL.GL_NEAREST),
                                            (GLScaleFilter)((textureState->FilterMagnification == TextureFilter.Linear)
                            ? GL.GL_LINEAR
                            : GL.GL_NEAREST)
                                            )
                                        .SetTexture(RenderbufferManager.TextureCacheGetAndBind(GpuState))
                                        );
            }
        }
Example #13
0
File: GL.cs Project: yongaru/uno
 public static void ActiveTexture(GLTextureUnit texture)
 {
     GL._gl.ActiveTexture(texture);
 }
Example #14
0
 public void ActiveTexture(GLTextureUnit texture)
 {
 }