diff options
Diffstat (limited to 'src/osd/modules/render/d3d/d3dhlsl.cpp')
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.cpp | 113 |
1 files changed, 101 insertions, 12 deletions
diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index 745e9b7129b..ab2e2895d94 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -688,6 +688,7 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende if (!options->params_init) { strncpy(options->shadow_mask_texture, winoptions.screen_shadow_mask_texture(), sizeof(options->shadow_mask_texture)); + options->shadow_mask_type = winoptions.screen_shadow_mask_type(); options->shadow_mask_alpha = winoptions.screen_shadow_mask_alpha(); options->shadow_mask_count_x = winoptions.screen_shadow_mask_count_x(); options->shadow_mask_count_y = winoptions.screen_shadow_mask_count_y(); @@ -734,6 +735,7 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende options->yiq_phase_count = winoptions.screen_yiq_phase_count(); options->vector_length_scale = winoptions.screen_vector_length_scale(); options->vector_length_ratio = winoptions.screen_vector_length_ratio(); + options->bloom_type = winoptions.screen_bloom_type(); options->bloom_scale = winoptions.screen_bloom_scale(); get_vector(winoptions.screen_bloom_overdrive(), 3, options->bloom_overdrive, TRUE); options->bloom_level0_weight = winoptions.screen_bloom_lvl0_weight(); @@ -968,7 +970,6 @@ int shaders::create_resources(bool reset) color_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); color_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS); - color_effect->add_uniform("YIQEnable", uniform::UT_FLOAT, uniform::CU_NTSC_ENABLE); color_effect->add_uniform("RedRatios", uniform::UT_VEC3, uniform::CU_COLOR_RED_RATIOS); color_effect->add_uniform("GrnRatios", uniform::UT_VEC3, uniform::CU_COLOR_GRN_RATIOS); color_effect->add_uniform("BluRatios", uniform::UT_VEC3, uniform::CU_COLOR_BLU_RATIOS); @@ -1280,6 +1281,46 @@ int shaders::ntsc_pass(render_target *rt, int source_index, poly_info *poly, int return next_index; } +rgb_t shaders::apply_color_convolution(rgb_t color) +{ + // this function uses the same algorithm as the color convolution shader pass + + float r = static_cast<float>(color.r()) / 255.0f; + float g = static_cast<float>(color.g()) / 255.0f; + float b = static_cast<float>(color.b()) / 255.0f; + + float *rRatio = options->red_ratio; + float *gRatio = options->grn_ratio; + float *bRatio = options->blu_ratio; + float *offset = options->offset; + float *scale = options->scale; + float saturation = options->saturation; + + // RGB Tint & Shift + float rShifted = r * rRatio[0] + g * rRatio[1] + b * rRatio[2]; + float gShifted = r * gRatio[0] + g * gRatio[1] + b * gRatio[2]; + float bShifted = r * bRatio[0] + g * bRatio[1] + b * bRatio[2]; + + // RGB Scale & Offset + r = rShifted * scale[0] + offset[0]; + g = gShifted * scale[1] + offset[1]; + b = bShifted * scale[2] + offset[2]; + + // Saturation + float grayscale[3] = { 0.299f, 0.587f, 0.114f }; + float luma = r * grayscale[0] + g * grayscale[1] + b * grayscale[2]; + float chroma[3] = { r - luma, g - luma, b - luma }; + + r = chroma[0] * saturation + luma; + g = chroma[1] * saturation + luma; + b = chroma[2] * saturation + luma; + + return rgb_t( + MAX(0, MIN(255, static_cast<int>(r * 255.0f))), + MAX(0, MIN(255, static_cast<int>(g * 255.0f))), + MAX(0, MIN(255, static_cast<int>(b * 255.0f)))); +} + int shaders::color_convolution_pass(render_target *rt, int source_index, poly_info *poly, int vertnum) { int next_index = source_index; @@ -1396,10 +1437,21 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int float screen_scale[2] = { xscale, yscale }; float screen_offset[2] = { xoffset, yoffset }; + rgb_t back_color_rgb = machine->first_screen()->palette() == NULL + ? rgb_t(0, 0, 0) + : machine->first_screen()->palette()->palette()->entry_color(0); + back_color_rgb = apply_color_convolution(back_color_rgb); + float back_color[3] = { + static_cast<float>(back_color_rgb.r()) / 255.0f, + static_cast<float>(back_color_rgb.g()) / 255.0f, + static_cast<float>(back_color_rgb.b()) / 255.0f }; + curr_effect = post_effect; curr_effect->update_uniforms(); curr_effect->set_texture("ShadowTexture", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex()); + curr_effect->set_int("ShadowType", options->shadow_mask_type); curr_effect->set_texture("DiffuseTexture", rt->prescale_texture[next_index]); + curr_effect->set_vector("BackColor", 3, back_color); curr_effect->set_vector("ScreenScale", 2, screen_scale); curr_effect->set_vector("ScreenOffset", 2, screen_offset); curr_effect->set_float("ScanlineOffset", texture->get_cur_frame() == 0 ? 0.0f : options->scanline_offset); @@ -1475,20 +1527,20 @@ int shaders::bloom_pass(render_target *rt, int source_index, poly_info *poly, in float weight0123[4] = { options->bloom_level0_weight, - options->bloom_level1_weight * bloom_rescale, - options->bloom_level2_weight * bloom_rescale, - options->bloom_level3_weight * bloom_rescale + options->bloom_level1_weight, + options->bloom_level2_weight, + options->bloom_level3_weight }; float weight4567[4] = { - options->bloom_level4_weight * bloom_rescale, - options->bloom_level5_weight * bloom_rescale, - options->bloom_level6_weight * bloom_rescale, - options->bloom_level7_weight * bloom_rescale + options->bloom_level4_weight, + options->bloom_level5_weight, + options->bloom_level6_weight, + options->bloom_level7_weight }; float weight89A[3] = { - options->bloom_level8_weight * bloom_rescale, - options->bloom_level9_weight * bloom_rescale, - options->bloom_level10_weight * bloom_rescale + options->bloom_level8_weight, + options->bloom_level9_weight, + options->bloom_level10_weight }; curr_effect->set_vector("Level0123Weight", 4, weight0123); curr_effect->set_vector("Level4567Weight", 4, weight4567); @@ -1500,7 +1552,9 @@ int shaders::bloom_pass(render_target *rt, int source_index, poly_info *poly, in curr_effect->set_vector("Level89Size", 4, bloom_dims[8]); curr_effect->set_vector("LevelASize", 2, bloom_dims[10]); - curr_effect->set_vector("OverdriveWeight", 3, options->bloom_overdrive); + curr_effect->set_int("BloomType", options->bloom_type); + curr_effect->set_float("BloomScale", bloom_rescale); + curr_effect->set_vector("BloomOverdrive", 3, options->bloom_overdrive); curr_effect->set_texture("DiffuseA", rt->prescale_texture[next_index]); @@ -2222,8 +2276,25 @@ static INT32 slider_set(float *option, float scale, const char *fmt, std::string return floor(*option / scale + 0.5f); } +static INT32 slider_shadow_mask_type(running_machine &machine, void *arg, std::string *str, INT32 newval) +{ + hlsl_options *options = (hlsl_options*)arg; + if (newval != SLIDER_NOCHANGE) + { + options->shadow_mask_type = newval; + } + if (str != NULL) + { + strprintf(*str, "%s", options->shadow_mask_type == 0 ? "Screen" : "Source"); + } + options->params_dirty = true; + + return options->shadow_mask_type; +} + static INT32 slider_shadow_mask_alpha(running_machine &machine, void *arg, std::string *str, INT32 newval) { + ((hlsl_options*)arg)->params_dirty = true; return slider_set(&(((hlsl_options*)arg)->shadow_mask_alpha), 0.01f, "%2.2f", str, newval); } @@ -2595,6 +2666,22 @@ static INT32 slider_vector_length_max(running_machine &machine, void *arg, std:: return slider_set(&(((hlsl_options*)arg)->vector_length_ratio), 1.0f, "%4f", str, newval); } +static INT32 slider_bloom_type(running_machine &machine, void *arg, std::string *str, INT32 newval) +{ + hlsl_options *options = (hlsl_options*)arg; + if (newval != SLIDER_NOCHANGE) + { + options->bloom_type = newval; + } + if (str != NULL) + { + strprintf(*str, "%s", options->bloom_type == 0 ? "Addition" : "Darken"); + } + options->params_dirty = true; + + return options->bloom_type; +} + static INT32 slider_bloom_scale(running_machine &machine, void *arg, std::string *str, INT32 newval) { ((hlsl_options*)arg)->params_dirty = true; @@ -2691,6 +2778,7 @@ shaders::slider_desc shaders::s_sliders[] = { { "Vector Length Attenuation", 0, 50, 100, 1, 2, slider_vector_attenuation }, { "Vector Attenuation Length Limit", 1, 500, 1000, 1, 2, slider_vector_length_max }, + { "Shadow Mask Type", 0, 0, 1, 1, 7, slider_shadow_mask_type }, { "Shadow Mask Darkness", 0, 0, 100, 1, 7, slider_shadow_mask_alpha }, { "Shadow Mask X Count", 1, 1, 1024, 1, 7, slider_shadow_mask_x_count }, { "Shadow Mask Y Count", 1, 1, 1024, 1, 7, slider_shadow_mask_y_count }, @@ -2748,6 +2836,7 @@ shaders::slider_desc shaders::s_sliders[] = { "Red Phosphor Life", 0, 0, 100, 1, 7, slider_red_phosphor_life }, { "Green Phosphor Life", 0, 0, 100, 1, 7, slider_green_phosphor_life }, { "Blue Phosphor Life", 0, 0, 100, 1, 7, slider_blue_phosphor_life }, + { "Bloom Type", 0, 0, 1, 1, 7, slider_bloom_type }, { "Bloom Scale", 0, 0, 2000, 5, 7, slider_bloom_scale }, { "Bloom Red Overdrive", 0, 0, 2000, 5, 7, slider_bloom_red_overdrive }, { "Bloom Green Overdrive", 0, 0, 2000, 5, 7, slider_bloom_green_overdrive }, |