diff options
Diffstat (limited to 'src/osd/modules/render/d3d/d3dhlsl.c')
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.c | 449 |
1 files changed, 277 insertions, 172 deletions
diff --git a/src/osd/modules/render/d3d/d3dhlsl.c b/src/osd/modules/render/d3d/d3dhlsl.c index 4fd6403fb15..f32f618e9ee 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.c +++ b/src/osd/modules/render/d3d/d3dhlsl.c @@ -989,6 +989,7 @@ int shaders::create_resources(bool reset) default_effect = new effect(this, d3d->get_device(), "primary.fx", fx_dir); post_effect = new effect(this, d3d->get_device(), "post.fx", fx_dir); + distortion_effect = new effect(this, d3d->get_device(), "distortion.fx", fx_dir); prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir); phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir); focus_effect = new effect(this, d3d->get_device(), "focus.fx", fx_dir); @@ -1002,6 +1003,7 @@ int shaders::create_resources(bool reset) if (!default_effect->is_valid() || !post_effect->is_valid() || + !distortion_effect->is_valid() || !prescale_effect->is_valid() || !phosphor_effect->is_valid() || !focus_effect->is_valid() || @@ -1076,15 +1078,11 @@ int shaders::create_resources(bool reset) downsample_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); bloom_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); + bloom_effect->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS); post_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS); - post_effect->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT); post_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); - - post_effect->add_uniform("VignettingAmount", uniform::UT_FLOAT, uniform::CU_POST_VIGNETTING); - post_effect->add_uniform("CurvatureAmount", uniform::UT_FLOAT, uniform::CU_POST_CURVATURE); - post_effect->add_uniform("RoundCornerAmount", uniform::UT_FLOAT, uniform::CU_POST_ROUND_CORNER); - post_effect->add_uniform("ReflectionAmount", uniform::UT_FLOAT, uniform::CU_POST_REFLECTION); + post_effect->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS); post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA); post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT); @@ -1100,9 +1098,19 @@ int shaders::create_resources(bool reset) post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER); post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR); + distortion_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); + distortion_effect->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS); + distortion_effect->add_uniform("QuadDims", uniform::UT_VEC2, uniform::CU_QUAD_DIMS); + + distortion_effect->add_uniform("VignettingAmount", uniform::UT_FLOAT, uniform::CU_POST_VIGNETTING); + distortion_effect->add_uniform("CurvatureAmount", uniform::UT_FLOAT, uniform::CU_POST_CURVATURE); + distortion_effect->add_uniform("RoundCornerAmount", uniform::UT_FLOAT, uniform::CU_POST_ROUND_CORNER); + distortion_effect->add_uniform("ReflectionAmount", uniform::UT_FLOAT, uniform::CU_POST_REFLECTION); + vector_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); default_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); + default_effect->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS); initialized = true; @@ -1125,6 +1133,7 @@ void shaders::begin_draw() default_effect->set_technique("TestTechnique"); post_effect->set_technique("ScanMaskTechnique"); + distortion_effect->set_technique("DistortionTechnique"); phosphor_effect->set_technique("TestTechnique"); focus_effect->set_technique("TestTechnique"); deconverge_effect->set_technique("DeconvergeTechnique"); @@ -1187,14 +1196,14 @@ void shaders::blit( for (UINT pass = 0; pass < num_passes; pass++) { curr_effect->begin_pass(pass); - + // add the primitives result = (*d3dintf->device.draw_primitive)(d3d->get_device(), prim_type, prim_index, prim_count); - if (result != D3D_OK) + if (result != D3D_OK) { osd_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result); } - + curr_effect->end_pass(); } @@ -1311,7 +1320,7 @@ int shaders::ntsc_pass(render_target *rt, int source_index, poly_info *poly, int // Convert our signal into YIQ curr_effect = yiq_encode_effect; curr_effect->update_uniforms(); - + // initial "Diffuse" texture is set in shaders::set_texture() next_index = rt->next_index(next_index); @@ -1325,7 +1334,7 @@ int shaders::ntsc_pass(render_target *rt, int source_index, poly_info *poly, int next_index = rt->next_index(next_index); blit(rt->native_target[next_index], true, D3DPT_TRIANGLELIST, 0, 2); - + color_effect->set_texture("Diffuse", rt->native_texture[next_index]); return next_index; @@ -1337,7 +1346,7 @@ int shaders::color_convolution_pass(render_target *rt, int source_index, poly_in curr_effect = color_effect; curr_effect->update_uniforms(); - + // initial "Diffuse" texture is set in shaders::set_texture() or the result of shaders::ntsc_pass() next_index = rt->next_index(next_index); @@ -1380,9 +1389,9 @@ int shaders::defocus_pass(render_target *rt, int source_index, poly_info *poly, float defocus_x = options->defocus[0]; float defocus_y = options->defocus[1]; - bool focus_enable = defocus_x != 0.0f || defocus_y != 0.0f; - if (!focus_enable) + // skip defocus if no influencing settings + if (defocus_x == 0.0f && defocus_y == 0.0f) { return next_index; } @@ -1409,7 +1418,7 @@ int shaders::phosphor_pass(render_target *rt, cache_target *ct, int source_index next_index = rt->next_index(next_index); blit(rt->prescale_target[next_index], true, D3DPT_TRIANGLELIST, 0, 2); - + // Pass along our phosphor'd screen curr_effect->update_uniforms(); curr_effect->set_texture("Diffuse", rt->prescale_texture[next_index]); @@ -1428,53 +1437,26 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int texture_info *texture = poly->get_texture(); - bool prepare_vector = + bool prepare_vector = PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable; - float prescale[2] = { - prepare_vector ? 1.0f : (float)hlsl_prescale_x, - prepare_vector ? 1.0f : (float)hlsl_prescale_y }; - float target_dims[2] = { - poly->get_prim_width(), - poly->get_prim_height() }; bool orientation_swap_xy = (d3d->window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY; bool rotation_swap_xy = (d3d->window().target()->orientation() & ROT90) == ROT90 || (d3d->window().target()->orientation() & ROT270) == ROT270; - + curr_effect = post_effect; curr_effect->update_uniforms(); curr_effect->set_texture("ShadowTexture", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex()); curr_effect->set_texture("DiffuseTexture", rt->prescale_texture[next_index]); curr_effect->set_float("ScanlineOffset", texture->get_cur_frame() == 0 ? 0.0f : options->scanline_offset); - curr_effect->set_vector("Prescale", 2, prescale); - curr_effect->set_vector("TargetDims", 2, target_dims); curr_effect->set_bool("OrientationSwapXY", orientation_swap_xy); curr_effect->set_bool("RotationSwapXY", rotation_swap_xy); curr_effect->set_bool("PrepareBloom", prepare_bloom); curr_effect->set_bool("PrepareVector", prepare_vector); - if (prepare_vector) - { - int texture_width = 0; - int texture_height = 0; - - texture_info::compute_size_subroutine(d3d->get_texture_manager(), (int)target_dims[0], (int)target_dims[1], &texture_width, &texture_height); - - float source_dims[2] = { (float)texture_width, (float)texture_height }; - float source_rect[2] = { target_dims[0] / texture_width , target_dims[1] / texture_height }; - - // override uniforms - curr_effect->set_vector("SourceDims", 2, source_dims); - curr_effect->set_vector("SourceRect", 2, source_rect); - } - - d3d->set_wrap(D3DTADDRESS_MIRROR); - next_index = rt->next_index(next_index); blit(prepare_bloom ? rt->native_target[next_index] : rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count()); - - d3d->set_wrap(PRIMFLAG_GET_TEXWRAP(poly->get_texture()->get_flags()) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP); return next_index; } @@ -1483,35 +1465,45 @@ int shaders::downsample_pass(render_target *rt, int source_index, poly_info *pol { int next_index = source_index; - bool prepare_vector = + bool prepare_vector = PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable; - float prescale[2] = { - prepare_vector ? 1.0f : (float)hlsl_prescale_x, // no prescale for vector - prepare_vector ? 1.0f : (float)hlsl_prescale_y }; // full prescale for raster + float bloom_rescale = prepare_vector + ? options->vector_bloom_scale + : options->raster_bloom_scale; + + // skip downsample if no influencing settings + if (bloom_rescale == 0.0f) + { + return next_index; + } curr_effect = downsample_effect; curr_effect->update_uniforms(); - curr_effect->set_vector("Prescale", 2, prescale); + curr_effect->set_bool("PrepareVector", prepare_vector); - float bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height(); int bloom_index = 0; - float bloom_width = rt->target_width; - float bloom_height = rt->target_height; + float bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height(); + float bloom_width = prepare_vector ? rt->target_width : rt->target_width / hlsl_prescale_x; + float bloom_height = prepare_vector ? rt->target_height : rt->target_height / hlsl_prescale_y; for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f) { - bloom_dims[bloom_index][0] = bloom_width; - bloom_dims[bloom_index][1] = bloom_height; + bloom_dims[bloom_index][0] = (float)(int)bloom_width; + bloom_dims[bloom_index][1] = (float)(int)bloom_height; - curr_effect->set_vector("TargetSize", 2, bloom_dims[bloom_index]); - curr_effect->set_texture("DiffuseTexture", (bloom_index == 0) ? rt->native_texture[next_index] : rt->bloom_texture[bloom_index - 1]); + curr_effect->set_vector("TargetDims", 2, bloom_dims[bloom_index]); + curr_effect->set_texture("DiffuseTexture", + bloom_index == 0 + ? rt->native_texture[next_index] + : rt->bloom_texture[bloom_index - 1]); blit(rt->bloom_target[bloom_index], true, poly->get_type(), vertnum, poly->get_count()); - bloom_index++; bloom_width *= 0.5f; bloom_height *= 0.5f; + + bloom_index++; } - + bloom_count = bloom_index; return next_index; @@ -1521,17 +1513,20 @@ int shaders::bloom_pass(render_target *rt, int source_index, poly_info *poly, in { int next_index = source_index; - bool prepare_vector = PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable; - float prescale[2] = { - prepare_vector ? 1.0f : (float)hlsl_prescale_x / 2.0f, // no prescale for vector - prepare_vector ? 1.0f : (float)hlsl_prescale_y / 2.0f }; // half prescale for raster + bool prepare_vector = + PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable; float bloom_rescale = prepare_vector - ? options->vector_bloom_scale + ? options->vector_bloom_scale : options->raster_bloom_scale; + // skip bloom if no influencing settings + if (bloom_rescale == 0.0f) + { + return next_index; + } + curr_effect = bloom_effect; curr_effect->update_uniforms(); - curr_effect->set_vector("Prescale", 2, prescale); float weight0123[4] = { options->bloom_level0_weight, @@ -1545,7 +1540,7 @@ int shaders::bloom_pass(render_target *rt, int source_index, poly_info *poly, in options->bloom_level6_weight * bloom_rescale, options->bloom_level7_weight * bloom_rescale }; - float weight89A[3] = { + float weight89A[3] = { options->bloom_level8_weight * bloom_rescale, options->bloom_level9_weight * bloom_rescale, options->bloom_level10_weight * bloom_rescale @@ -1580,8 +1575,102 @@ int shaders::bloom_pass(render_target *rt, int source_index, poly_info *poly, in return next_index; } +int shaders::distortion_pass(render_target *rt, int source_index, poly_info *poly, int vertnum) +{ + int next_index = source_index; + + int screen_count = d3d->window().target()->current_view()->screens().count(); + + // todo: currently only one screen is supported + if (screen_count > 1) + { + return next_index; + } + + render_bounds bounds = d3d->window().target()->current_view()->bounds(); + render_bounds screen_bounds = d3d->window().target()->current_view()->screen_bounds(); + + // todo: cuccently artworks are not supported + if (bounds.x0 != screen_bounds.x0 || + bounds.y0 != screen_bounds.y0 || + bounds.x1 != screen_bounds.x1 || + bounds.y1 != screen_bounds.y1) + { + return next_index; + } + + // skip distortion if no influencing settings + if (options->reflection == 0 && + options->vignetting == 0 && + options->curvature == 0 && + options->round_corner == 0) + { + return next_index; + } + + bool orientation_swap_xy = + (d3d->window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY; + bool rotation_swap_xy = + (d3d->window().target()->orientation() & ROT90) == ROT90 || + (d3d->window().target()->orientation() & ROT270) == ROT270; + int rotation_type = + (d3d->window().target()->orientation() & ROT90) == ROT90 + ? 1 + : (d3d->window().target()->orientation() & ROT180) == ROT180 + ? 2 + : (d3d->window().target()->orientation() & ROT270) == ROT270 + ? 3 + : 0; + + curr_effect = distortion_effect; + curr_effect->update_uniforms(); + curr_effect->set_texture("DiffuseTexture", rt->prescale_texture[next_index]); + curr_effect->set_bool("OrientationSwapXY", orientation_swap_xy); + curr_effect->set_bool("RotationSwapXY", rotation_swap_xy); + curr_effect->set_int("RotationType", rotation_type); + + next_index = rt->next_index(next_index); + blit(rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count()); + + return next_index; +} + +int shaders::vector_pass(render_target *rt, int source_index, poly_info *poly, int vertnum) +{ + int next_index = source_index; + + float time_params[2] = { 0.0f, 0.0f }; + float length_params[3] = { poly->get_line_length(), options->vector_length_scale, options->vector_length_ratio }; + + curr_effect = vector_effect; + curr_effect->update_uniforms(); + curr_effect->set_vector("TimeParams", 2, time_params); + curr_effect->set_vector("LengthParams", 3, length_params); + + blit(rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count()); + + return next_index; +} + +int shaders::vector_buffer_pass(render_target *rt, int source_index, poly_info *poly, int vertnum) +{ + int next_index = source_index; + + curr_effect = default_effect; + curr_effect->update_uniforms(); + + curr_effect->set_texture("Diffuse", rt->prescale_texture[next_index]); + curr_effect->set_bool("PostPass", true); + curr_effect->set_float("Brighten", 1.0f); + + next_index = rt->next_index(next_index); + blit(rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count()); + + return next_index; +} + int shaders::screen_pass(render_target *rt, int source_index, poly_info *poly, int vertnum) -{ +{ int next_index = source_index; bool prepare_vector = PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable; @@ -1611,6 +1700,16 @@ int shaders::screen_pass(render_target *rt, int source_index, poly_info *poly, i return next_index; } +void shaders::menu_pass(poly_info *poly, int vertnum) +{ + curr_effect = default_effect; + curr_effect->update_uniforms(); + curr_effect->set_bool("PostPass", false); + curr_effect->set_float("Brighten", 0.0f); + + blit(NULL, false, poly->get_type(), vertnum, poly->get_count()); +} + //============================================================ // shaders::render_quad @@ -1624,6 +1723,7 @@ void shaders::render_quad(poly_info *poly, int vertnum) } curr_texture = poly->get_texture(); + curr_poly = poly; if (PRIMFLAG_GET_SCREENTEX(d3d->get_last_texture_flags()) && curr_texture != NULL) { @@ -1657,8 +1757,12 @@ void shaders::render_quad(poly_info *poly, int vertnum) next_index = post_pass(rt, next_index, poly, vertnum, false); next_index = bloom_pass(rt, next_index, poly, vertnum); + next_index = distortion_pass(rt, next_index, poly, vertnum); + // render on screen + d3d->set_wrap(D3DTADDRESS_MIRROR); next_index = screen_pass(rt, next_index, poly, vertnum); + d3d->set_wrap(PRIMFLAG_GET_TEXWRAP(poly->get_texture()->get_flags()) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP); curr_texture->increment_frame_count(); curr_texture->mask_frame_count(options->yiq_phase_count); @@ -1679,15 +1783,7 @@ void shaders::render_quad(poly_info *poly, int vertnum) int next_index = 0; - float time_params[2] = { 0.0f, 0.0f }; - float length_params[3] = { poly->get_line_length(), options->vector_length_scale, options->vector_length_ratio }; - - curr_effect = vector_effect; - curr_effect->update_uniforms(); - curr_effect->set_vector("TimeParams", 2, time_params); - curr_effect->set_vector("LengthParams", 3, length_params); - - blit(rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count()); + next_index = vector_pass(rt, next_index, poly, vertnum); HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, backbuffer); if (result != D3D_OK) @@ -1704,21 +1800,13 @@ void shaders::render_quad(poly_info *poly, int vertnum) { return; } - + cache_target *ct = find_cache_target(rt->screen_index, rt->width, rt->height); int next_index = 0; - curr_effect = default_effect; - curr_effect->update_uniforms(); - - curr_effect->set_texture("Diffuse", rt->prescale_texture[next_index]); - curr_effect->set_bool("PostPass", true); - curr_effect->set_float("Brighten", 1.0f); - - next_index = rt->next_index(next_index); - blit(rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count()); - + next_index = vector_buffer_pass(rt, next_index, poly, vertnum); + next_index = defocus_pass(rt, next_index, poly, vertnum); next_index = phosphor_pass(rt, ct, next_index, poly, vertnum); // create bloom textures @@ -1731,6 +1819,8 @@ void shaders::render_quad(poly_info *poly, int vertnum) next_index = post_pass(rt, next_index, poly, vertnum, false); next_index = bloom_pass(rt, next_index, poly, vertnum); + next_index = distortion_pass(rt, next_index, poly, vertnum); + // render on screen next_index = screen_pass(rt, next_index, poly, vertnum); @@ -1744,16 +1834,12 @@ void shaders::render_quad(poly_info *poly, int vertnum) } else { - curr_effect = default_effect; - curr_effect->update_uniforms(); - curr_effect->set_bool("PostPass", false); - curr_effect->set_float("Brighten", 0.0f); - - blit(NULL, false, poly->get_type(), vertnum, poly->get_count()); + menu_pass(poly, vertnum); } curr_render_target = NULL; curr_texture = NULL; + curr_poly = NULL; } @@ -2040,6 +2126,11 @@ void shaders::delete_resources(bool reset) delete post_effect; post_effect = NULL; } + if (distortion_effect != NULL) + { + delete distortion_effect; + distortion_effect = NULL; + } if (prescale_effect != NULL) { delete prescale_effect; @@ -2151,9 +2242,9 @@ static void get_vector(const char *data, int count, float *out, int report_error /*------------------------------------------------- - slider_alloc - allocate a new slider entry - currently duplicated from ui.c, this could - be done in a more ideal way. + slider_alloc - allocate a new slider entry + currently duplicated from ui.c, this could + be done in a more ideal way. -------------------------------------------------*/ static slider_state *slider_alloc(running_machine &machine, const char *title, INT32 minval, INT32 defval, INT32 maxval, INT32 incval, slider_update update, void *arg) @@ -2187,7 +2278,7 @@ static INT32 slider_set(float *option, float scale, const char *fmt, std::string { strprintf(*str, fmt, *option); } - + return floor(*option / scale + 0.5f); } @@ -2202,13 +2293,13 @@ static INT32 slider_shadow_mask_x_count(running_machine &machine, void *arg, std if (newval != SLIDER_NOCHANGE) { options->shadow_mask_count_x = newval; - } + } if (str != NULL) { strprintf(*str, "%d", options->shadow_mask_count_x); } options->params_dirty = true; - + return options->shadow_mask_count_x; } @@ -2224,7 +2315,7 @@ static INT32 slider_shadow_mask_y_count(running_machine &machine, void *arg, std strprintf(*str, "%d", options->shadow_mask_count_y); } options->params_dirty = true; - + return options->shadow_mask_count_y; } @@ -2643,77 +2734,77 @@ static INT32 slider_bloom_lvl10_scale(running_machine &machine, void *arg, std:: shaders::slider_desc shaders::s_sliders[] = { - { "Shadow Mask Darkness", 0, 0, 100, 1, slider_shadow_mask_alpha }, - { "Shadow Mask X Count", 1, 6, 1024, 1, slider_shadow_mask_x_count }, - { "Shadow Mask Y Count", 1, 6, 1024, 1, slider_shadow_mask_y_count }, - { "Shadow Mask Pixel Count X", 1, 6, 64, 1, slider_shadow_mask_usize }, - { "Shadow Mask Pixel Count Y", 1, 6, 64, 1, slider_shadow_mask_vsize }, - { "Shadow Mask Offset X", -100, 0, 100, 1, slider_shadow_mask_uoffset }, - { "Shadow Mask Offset Y", -100, 0, 100, 1, slider_shadow_mask_voffset }, - { "Screen Curvature", 0, 3, 100, 1, slider_curvature }, - { "Screen Round Corner", 0, 3, 100, 1, slider_round_corner }, - { "Screen Reflection", 0, 3, 100, 1, slider_reflection }, - { "Image Vignetting", 0, 3, 100, 1, slider_vignetting }, - { "Scanline Darkness", 0, 100, 100, 1, slider_scanline_alpha }, - { "Scanline Screen Height", 1, 20, 80, 1, slider_scanline_scale }, - { "Scanline Indiv. Height", 1, 20, 80, 1, slider_scanline_height }, - { "Scanline Brightness", 0, 20, 40, 1, slider_scanline_bright_scale }, - { "Scanline Brightness Overdrive", 0, 0, 20, 1, slider_scanline_bright_offset }, - { "Scanline Jitter", 0, 0, 40, 1, slider_scanline_offset }, - { "Defocus X", 0, 0, 64, 1, slider_defocus_x }, - { "Defocus Y", 0, 0, 64, 1, slider_defocus_y }, - { "Red Position Offset X", -1500, 3, 1500, 1, slider_red_converge_x }, - { "Red Position Offset Y", -1500, 0, 1500, 1, slider_red_converge_y }, - { "Green Position Offset X", -1500, 0, 1500, 1, slider_green_converge_x }, - { "Green Position Offset Y", -1500, 3, 1500, 1, slider_green_converge_y }, - { "Blue Position Offset X", -1500, 3, 1500, 1, slider_blue_converge_x }, - { "Blue Position Offset Y", -1500, 3, 1500, 1, slider_blue_converge_y }, - { "Red Convergence X", -1500, 0, 1500, 1, slider_red_radial_converge_x }, - { "Red Convergence Y", -1500, 0, 1500, 1, slider_red_radial_converge_y }, - { "Green Convergence X", -1500, 0, 1500, 1, slider_green_radial_converge_x }, - { "Green Convergence Y", -1500, 0, 1500, 1, slider_green_radial_converge_y }, - { "Blue Convergence X", -1500, 0, 1500, 1, slider_blue_radial_converge_x }, - { "Blue Convergence Y", -1500, 0, 1500, 1, slider_blue_radial_converge_y }, - { "Red Output from Red Input", -400, 0, 400, 5, slider_red_from_r }, - { "Red Output from Green Input", -400, 0, 400, 5, slider_red_from_g }, - { "Red Output from Blue Input", -400, 0, 400, 5, slider_red_from_b }, - { "Green Output from Red Input", -400, 0, 400, 5, slider_green_from_r }, - { "Green Output from Green Input", -400, 0, 400, 5, slider_green_from_g }, - { "Green Output from Blue Input", -400, 0, 400, 5, slider_green_from_b }, - { "Blue Output from Red Input", -400, 0, 400, 5, slider_blue_from_r }, - { "Blue Output from Green Input", -400, 0, 400, 5, slider_blue_from_g }, - { "Blue Output from Blue Input", -400, 0, 400, 5, slider_blue_from_b }, - { "Saturation", 0, 140, 400, 1, slider_saturation }, - { "Red DC Offset", -100, 0, 100, 1, slider_red_offset }, - { "Green DC Offset", -100, 0, 100, 1, slider_green_offset }, - { "Blue DC Offset", -100, 0, 100, 1, slider_blue_offset }, - { "Red Scale", -200, 95, 200, 1, slider_red_scale }, - { "Green Scale", -200, 95, 200, 1, slider_green_scale }, - { "Blue Scale", -200, 95, 200, 1, slider_blue_scale }, - { "Red Gamma", -80, 16, 80, 1, slider_red_power }, - { "Green Gamma", -80, 16, 80, 1, slider_green_power }, - { "Blue Gamma", -80, 16, 80, 1, slider_blue_power }, - { "Red Floor", 0, 5, 100, 1, slider_red_floor }, - { "Green Floor", 0, 5, 100, 1, slider_green_floor }, - { "Blue Floor", 0, 5, 100, 1, slider_blue_floor }, - { "Red Phosphor Life", 0, 40, 100, 1, slider_red_phosphor_life }, - { "Green Phosphor Life", 0, 40, 100, 1, slider_green_phosphor_life }, - { "Blue Phosphor Life", 0, 40, 100, 1, slider_blue_phosphor_life }, - { "Vector Length Attenuation", 0, 80, 100, 1, slider_vector_attenuation }, - { "Vector Attenuation Length Limit", 1, 500, 1000, 1, slider_vector_length_max }, - { "Vector Bloom Scale", 0, 300, 1000, 5, slider_vector_bloom_scale }, - { "Raster Bloom Scale", 0, 225, 1000, 5, slider_raster_bloom_scale }, - { "Bloom Level 0 Scale", 0, 100, 100, 1, slider_bloom_lvl0_scale }, - { "Bloom Level 1 Scale", 0, 21, 100, 1, slider_bloom_lvl1_scale }, - { "Bloom Level 2 Scale", 0, 19, 100, 1, slider_bloom_lvl2_scale }, - { "Bloom Level 3 Scale", 0, 17, 100, 1, slider_bloom_lvl3_scale }, - { "Bloom Level 4 Scale", 0, 15, 100, 1, slider_bloom_lvl4_scale }, - { "Bloom Level 5 Scale", 0, 14, 100, 1, slider_bloom_lvl5_scale }, - { "Bloom Level 6 Scale", 0, 13, 100, 1, slider_bloom_lvl6_scale }, - { "Bloom Level 7 Scale", 0, 12, 100, 1, slider_bloom_lvl7_scale }, - { "Bloom Level 8 Scale", 0, 11, 100, 1, slider_bloom_lvl8_scale }, - { "Bloom Level 9 Scale", 0, 10, 100, 1, slider_bloom_lvl9_scale }, - { "Bloom Level 10 Scale", 0, 9, 100, 1, slider_bloom_lvl10_scale }, + { "Shadow Mask Darkness", 0, 0, 100, 1, slider_shadow_mask_alpha }, + { "Shadow Mask X Count", 1, 6, 1024, 1, slider_shadow_mask_x_count }, + { "Shadow Mask Y Count", 1, 6, 1024, 1, slider_shadow_mask_y_count }, + { "Shadow Mask Pixel Count X", 1, 6, 64, 1, slider_shadow_mask_usize }, + { "Shadow Mask Pixel Count Y", 1, 6, 64, 1, slider_shadow_mask_vsize }, + { "Shadow Mask Offset X", -100, 0, 100, 1, slider_shadow_mask_uoffset }, + { "Shadow Mask Offset Y", -100, 0, 100, 1, slider_shadow_mask_voffset }, + { "Screen Curvature", 0, 3, 100, 1, slider_curvature }, + { "Screen Round Corner", 0, 3, 100, 1, slider_round_corner }, + { "Screen Reflection", 0, 3, 100, 1, slider_reflection }, + { "Image Vignetting", 0, 3, 100, 1, slider_vignetting }, + { "Scanline Darkness", 0, 100, 100, 1, slider_scanline_alpha }, + { "Scanline Screen Height", 1, 20, 80, 1, slider_scanline_scale }, + { "Scanline Indiv. Height", 1, 20, 80, 1, slider_scanline_height }, + { "Scanline Brightness", 0, 20, 40, 1, slider_scanline_bright_scale }, + { "Scanline Brightness Overdrive", 0, 0, 20, 1, slider_scanline_bright_offset }, + { "Scanline Jitter", 0, 0, 40, 1, slider_scanline_offset }, + { "Defocus X", 0, 0, 64, 1, slider_defocus_x }, + { "Defocus Y", 0, 0, 64, 1, slider_defocus_y }, + { "Red Position Offset X", -1500, 3, 1500, 1, slider_red_converge_x }, + { "Red Position Offset Y", -1500, 0, 1500, 1, slider_red_converge_y }, + { "Green Position Offset X", -1500, 0, 1500, 1, slider_green_converge_x }, + { "Green Position Offset Y", -1500, 3, 1500, 1, slider_green_converge_y }, + { "Blue Position Offset X", -1500, 3, 1500, 1, slider_blue_converge_x }, + { "Blue Position Offset Y", -1500, 3, 1500, 1, slider_blue_converge_y }, + { "Red Convergence X", -1500, 0, 1500, 1, slider_red_radial_converge_x }, + { "Red Convergence Y", -1500, 0, 1500, 1, slider_red_radial_converge_y }, + { "Green Convergence X", -1500, 0, 1500, 1, slider_green_radial_converge_x }, + { "Green Convergence Y", -1500, 0, 1500, 1, slider_green_radial_converge_y }, + { "Blue Convergence X", -1500, 0, 1500, 1, slider_blue_radial_converge_x }, + { "Blue Convergence Y", -1500, 0, 1500, 1, slider_blue_radial_converge_y }, + { "Red Output from Red Input", -400, 0, 400, 5, slider_red_from_r }, + { "Red Output from Green Input", -400, 0, 400, 5, slider_red_from_g }, + { "Red Output from Blue Input", -400, 0, 400, 5, slider_red_from_b }, + { "Green Output from Red Input", -400, 0, 400, 5, slider_green_from_r }, + { "Green Output from Green Input", -400, 0, 400, 5, slider_green_from_g }, + { "Green Output from Blue Input", -400, 0, 400, 5, slider_green_from_b }, + { "Blue Output from Red Input", -400, 0, 400, 5, slider_blue_from_r }, + { "Blue Output from Green Input", -400, 0, 400, 5, slider_blue_from_g }, + { "Blue Output from Blue Input", -400, 0, 400, 5, slider_blue_from_b }, + { "Saturation", 0, 140, 400, 1, slider_saturation }, + { "Red DC Offset", -100, 0, 100, 1, slider_red_offset }, + { "Green DC Offset", -100, 0, 100, 1, slider_green_offset }, + { "Blue DC Offset", -100, 0, 100, 1, slider_blue_offset }, + { "Red Scale", -200, 95, 200, 1, slider_red_scale }, + { "Green Scale", -200, 95, 200, 1, slider_green_scale }, + { "Blue Scale", -200, 95, 200, 1, slider_blue_scale }, + { "Red Gamma", -80, 16, 80, 1, slider_red_power }, + { "Green Gamma", -80, 16, 80, 1, slider_green_power }, + { "Blue Gamma", -80, 16, 80, 1, slider_blue_power }, + { "Red Floor", 0, 5, 100, 1, slider_red_floor }, + { "Green Floor", 0, 5, 100, 1, slider_green_floor }, + { "Blue Floor", 0, 5, 100, 1, slider_blue_floor }, + { "Red Phosphor Life", 0, 40, 100, 1, slider_red_phosphor_life }, + { "Green Phosphor Life", 0, 40, 100, 1, slider_green_phosphor_life }, + { "Blue Phosphor Life", 0, 40, 100, 1, slider_blue_phosphor_life }, + { "Vector Length Attenuation", 0, 80, 100, 1, slider_vector_attenuation }, + { "Vector Attenuation Length Limit", 1, 500, 1000, 1, slider_vector_length_max }, + { "Vector Bloom Scale", 0, 300, 1000, 5, slider_vector_bloom_scale }, + { "Raster Bloom Scale", 0, 225, 1000, 5, slider_raster_bloom_scale }, + { "Bloom Level 0 Scale", 0, 100, 100, 1, slider_bloom_lvl0_scale }, + { "Bloom Level 1 Scale", 0, 21, 100, 1, slider_bloom_lvl1_scale }, + { "Bloom Level 2 Scale", 0, 19, 100, 1, slider_bloom_lvl2_scale }, + { "Bloom Level 3 Scale", 0, 17, 100, 1, slider_bloom_lvl3_scale }, + { "Bloom Level 4 Scale", 0, 15, 100, 1, slider_bloom_lvl4_scale }, + { "Bloom Level 5 Scale", 0, 14, 100, 1, slider_bloom_lvl5_scale }, + { "Bloom Level 6 Scale", 0, 13, 100, 1, slider_bloom_lvl6_scale }, + { "Bloom Level 7 Scale", 0, 12, 100, 1, slider_bloom_lvl7_scale }, + { "Bloom Level 8 Scale", 0, 11, 100, 1, slider_bloom_lvl8_scale }, + { "Bloom Level 9 Scale", 0, 10, 100, 1, slider_bloom_lvl9_scale }, + { "Bloom Level 10 Scale", 0, 9, 100, 1, slider_bloom_lvl10_scale }, { NULL, 0, 0, 0, 0, NULL }, }; @@ -2816,8 +2907,22 @@ void uniform::update() } case CU_TARGET_DIMS: { - float rtsize[2] = { shadersys->curr_render_target->target_width, shadersys->curr_render_target->target_height }; - m_shader->set_vector("TargetDims", 2, rtsize); + if (shadersys->curr_render_target == NULL) + { + float targetdims[2] = { 0.0f, 0.0f }; + m_shader->set_vector("TargetDims", 2, targetdims); + } + else + { + float targetdims[2] = { shadersys->curr_render_target->target_width, shadersys->curr_render_target->target_height }; + m_shader->set_vector("TargetDims", 2, targetdims); + } + break; + } + case CU_QUAD_DIMS: + { + float quaddims[2] = { shadersys->curr_poly->get_prim_width(), shadersys->curr_poly->get_prim_height() }; + m_shader->set_vector("QuadDims", 2, quaddims); break; } |