all repos — mgba @ 70204e410c18785a27a39af538642cd3f54e2528

mGBA Game Boy Advance Emulator

src/platform/qt/ShaderSelector.cpp (view raw)

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "ShaderSelector.h"
  7
  8#include "ConfigController.h"
  9#include "GBAApp.h"
 10#include "Display.h"
 11#include "VFileDevice.h"
 12
 13#include <QCheckBox>
 14#include <QDoubleSpinBox>
 15#include <QFileDialog>
 16#include <QFormLayout>
 17#include <QGridLayout>
 18#include <QSpinBox>
 19
 20#include <mgba/core/version.h>
 21#include <mgba-util/vfs.h>
 22#include "platform/video-backend.h"
 23
 24#if !defined(_WIN32) || defined(USE_EPOXY)
 25#include "platform/opengl/gles2.h"
 26#endif
 27
 28using namespace QGBA;
 29
 30ShaderSelector::ShaderSelector(Display* display, ConfigController* config, QWidget* parent)
 31	: QDialog(parent, Qt::WindowTitleHint | Qt::WindowSystemMenuHint | Qt::WindowCloseButtonHint)
 32	, m_display(display)
 33	, m_config(config)
 34{
 35	m_ui.setupUi(this);
 36
 37	refreshShaders();
 38
 39	connect(m_ui.load, &QAbstractButton::clicked, this, &ShaderSelector::selectShader);
 40	connect(m_ui.unload, &QAbstractButton::clicked, this, &ShaderSelector::clearShader);
 41	connect(m_ui.buttonBox, &QDialogButtonBox::clicked, this, &ShaderSelector::buttonPressed);
 42	connect(this, &ShaderSelector::saved, [this]() {
 43		m_config->setOption("shader", m_shaderPath);
 44	});
 45}
 46
 47ShaderSelector::~ShaderSelector() {
 48	clear();
 49}
 50
 51void ShaderSelector::clear() {
 52	m_ui.shaderName->setText(tr("No shader active"));
 53	m_ui.description->clear();
 54	m_ui.author->clear();
 55
 56	while (QWidget* page = m_ui.passes->widget(0)) {
 57		m_ui.passes->removeTab(0);
 58		delete page;
 59	}
 60}
 61
 62void ShaderSelector::selectShader() {
 63	QString path(GBAApp::dataDir());
 64	path += QLatin1String("/shaders");
 65	QFileDialog dialog(nullptr, tr("Load shader"), path, tr("%1 Shader (%.shader)").arg(projectName));
 66	dialog.setFileMode(QFileDialog::Directory);
 67	dialog.exec();
 68	QStringList names = dialog.selectedFiles();
 69	if (names.count() == 1) {
 70		loadShader(names[0]);
 71		refreshShaders();
 72	}
 73}
 74
 75void ShaderSelector::loadShader(const QString& path) {
 76	VDir* shader = VFileDevice::openDir(path);
 77	if (!shader) {
 78		shader = VFileDevice::openArchive(path);
 79	}
 80	if (!shader) {
 81		return;
 82	}
 83	m_display->setShaders(shader);
 84	shader->close(shader);
 85	m_shaderPath = path;
 86}
 87
 88void ShaderSelector::clearShader() {
 89	m_display->clearShaders();
 90	refreshShaders();
 91	m_shaderPath = "";
 92}
 93
 94void ShaderSelector::refreshShaders() {
 95	clear();
 96	m_shaders = m_display->shaders();
 97	if (!m_shaders) {
 98		return;
 99	}
100	if (m_shaders->name) {
101		m_ui.shaderName->setText(m_shaders->name);
102	} else {
103		m_ui.shaderName->setText(tr("No shader loaded"));
104	}
105	if (m_shaders->description) {
106		m_ui.description->setText(m_shaders->description);
107	} else {
108		m_ui.description->clear();
109	}
110	if (m_shaders->author) {
111		m_ui.author->setText(tr("by %1").arg(m_shaders->author));
112	} else {
113		m_ui.author->clear();
114	}
115
116	disconnect(this, &ShaderSelector::saved, 0, 0);
117	disconnect(this, &ShaderSelector::reset, 0, 0);
118	disconnect(this, &ShaderSelector::resetToDefault, 0, 0);
119
120	connect(this, &ShaderSelector::saved, [this]() {
121		m_config->setOption("shader", m_shaderPath);
122	});
123
124#if !defined(_WIN32) || defined(USE_EPOXY)
125	if (m_shaders->preprocessShader) {
126		m_ui.passes->addTab(makePage(static_cast<mGLES2Shader*>(m_shaders->preprocessShader), "default", 0), tr("Preprocessing"));
127	}
128	mGLES2Shader* shaders = static_cast<mGLES2Shader*>(m_shaders->passes);
129	QFileInfo fi(m_shaderPath);
130	for (size_t p = 0; p < m_shaders->nPasses; ++p) {
131		QWidget* page = makePage(&shaders[p], fi.baseName(), p);
132		if (page) {
133			m_ui.passes->addTab(page, tr("Pass %1").arg(p + 1));
134		}
135	}
136#endif
137}
138
139void ShaderSelector::addUniform(QGridLayout* settings, const QString& section, const QString& name, float* value, float min, float max, int y, int x) {
140	QDoubleSpinBox* f = new QDoubleSpinBox;
141	f->setDecimals(3);
142	if (min < max) {
143		f->setMinimum(min);
144		f->setMaximum(max);
145	}
146	float def = *value;
147	bool ok = false;
148	float v = m_config->getQtOption(name, section).toFloat(&ok);
149	if (ok) {
150		*value = v;
151	}
152	f->setValue(*value);
153	f->setSingleStep(0.001);
154	f->setAccelerated(true);
155	settings->addWidget(f, y, x);
156	connect(f, static_cast<void (QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged), [value](double v) {
157		*value = v;
158	});
159	connect(this, &ShaderSelector::saved, [this, section, name, f]() {
160		m_config->setQtOption(name, f->value(), section);
161	});
162	connect(this, &ShaderSelector::reset, [this, section, name, f]() {
163		bool ok = false;
164		float v = m_config->getQtOption(name, section).toFloat(&ok);
165		if (ok) {
166			f->setValue(v);
167		}
168	});
169	connect(this, &ShaderSelector::resetToDefault, [def, section, name, f]() {
170		f->setValue(def);
171	});
172}
173
174void ShaderSelector::addUniform(QGridLayout* settings, const QString& section, const QString& name, int* value, int min, int max, int y, int x) {
175	QSpinBox* i = new QSpinBox;
176	if (min < max) {
177		i->setMinimum(min);
178		i->setMaximum(max);
179	}
180	int def = *value;
181	bool ok = false;
182	int v = m_config->getQtOption(name, section).toInt(&ok);
183	if (ok) {
184		*value = v;
185	}
186	i->setValue(*value);
187	i->setSingleStep(1);
188	i->setAccelerated(true);
189	settings->addWidget(i, y, x);
190	connect(i, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged), [value](int v) {
191		*value = v;
192	});
193	connect(this, &ShaderSelector::saved, [this, section, name, i]() {
194		m_config->setQtOption(name, i->value(), section);
195	});
196	connect(this, &ShaderSelector::reset, [this, section, name, i]() {
197		bool ok = false;
198		int v = m_config->getQtOption(name, section).toInt(&ok);
199		if (ok) {
200			i->setValue(v);
201		}
202	});
203	connect(this, &ShaderSelector::resetToDefault, [def, section, name, i]() {
204		i->setValue(def);
205	});
206}
207
208QWidget* ShaderSelector::makePage(mGLES2Shader* shader, const QString& name, int pass) {
209#if !defined(_WIN32) || defined(USE_EPOXY)
210	if (!shader->nUniforms) {
211		return nullptr;
212	}
213	QWidget* page = new QWidget;
214	QFormLayout* layout = new QFormLayout;
215	page->setLayout(layout);
216	for (size_t u = 0 ; u < shader->nUniforms; ++u) {
217		QGridLayout* settings = new QGridLayout;
218		mGLES2Uniform* uniform = &shader->uniforms[u];
219		QString section = QString("shader.%1.%2").arg(name).arg(pass);
220		QString name = QLatin1String(uniform->name);
221		switch (uniform->type) {
222		case GL_FLOAT:
223			addUniform(settings, section, name, &uniform->value.f, uniform->min.f, uniform->max.f, 0, 0);
224			break;
225		case GL_FLOAT_VEC2:
226			addUniform(settings, section, name + "[0]", &uniform->value.fvec2[0], uniform->min.fvec2[0], uniform->max.fvec2[0], 0, 0);
227			addUniform(settings, section, name + "[1]", &uniform->value.fvec2[1], uniform->min.fvec2[1], uniform->max.fvec2[1], 0, 1);
228			break;
229		case GL_FLOAT_VEC3:
230			addUniform(settings, section, name + "[0]", &uniform->value.fvec3[0], uniform->min.fvec3[0], uniform->max.fvec3[0], 0, 0);
231			addUniform(settings, section, name + "[1]", &uniform->value.fvec3[1], uniform->min.fvec3[1], uniform->max.fvec3[1], 0, 1);
232			addUniform(settings, section, name + "[2]", &uniform->value.fvec3[2], uniform->min.fvec3[2], uniform->max.fvec3[2], 0, 2);
233			break;
234		case GL_FLOAT_VEC4:
235			addUniform(settings, section, name + "[0]", &uniform->value.fvec4[0], uniform->min.fvec4[0], uniform->max.fvec4[0], 0, 0);
236			addUniform(settings, section, name + "[1]", &uniform->value.fvec4[1], uniform->min.fvec4[1], uniform->max.fvec4[1], 0, 1);
237			addUniform(settings, section, name + "[2]", &uniform->value.fvec4[2], uniform->min.fvec4[2], uniform->max.fvec4[2], 0, 2);
238			addUniform(settings, section, name + "[3]", &uniform->value.fvec4[3], uniform->min.fvec4[3], uniform->max.fvec4[3], 0, 3);
239			break;
240		case GL_INT:
241			addUniform(settings, section, name, &uniform->value.i, uniform->min.i, uniform->max.i, 0, 0);
242			break;
243		case GL_INT_VEC2:
244			addUniform(settings, section, name + "[0]", &uniform->value.ivec2[0], uniform->min.ivec2[0], uniform->max.ivec2[0], 0, 0);
245			addUniform(settings, section, name + "[1]", &uniform->value.ivec2[1], uniform->min.ivec2[1], uniform->max.ivec2[1], 0, 1);
246			break;
247		case GL_INT_VEC3:
248			addUniform(settings, section, name + "[0]", &uniform->value.ivec3[0], uniform->min.ivec3[0], uniform->max.ivec3[0], 0, 0);
249			addUniform(settings, section, name + "[1]", &uniform->value.ivec3[1], uniform->min.ivec3[1], uniform->max.ivec3[1], 0, 1);
250			addUniform(settings, section, name + "[2]", &uniform->value.ivec3[2], uniform->min.ivec3[2], uniform->max.ivec3[2], 0, 2);
251			break;
252		case GL_INT_VEC4:
253			addUniform(settings, section, name + "[0]", &uniform->value.ivec4[0], uniform->min.ivec4[0], uniform->max.ivec4[0], 0, 0);
254			addUniform(settings, section, name + "[1]", &uniform->value.ivec4[1], uniform->min.ivec4[1], uniform->max.ivec4[1], 0, 1);
255			addUniform(settings, section, name + "[2]", &uniform->value.ivec4[2], uniform->min.ivec4[2], uniform->max.ivec4[2], 0, 2);
256			addUniform(settings, section, name + "[3]", &uniform->value.ivec4[3], uniform->min.ivec4[3], uniform->max.ivec4[3], 0, 3);
257			break;
258		}
259		layout->addRow(shader->uniforms[u].readableName, settings);
260	}
261	return page;
262#else
263	return nullptr;
264#endif
265}
266
267void ShaderSelector::buttonPressed(QAbstractButton* button) {
268	switch (m_ui.buttonBox->standardButton(button)) {
269	case QDialogButtonBox::Reset:
270		emit reset();
271		break;
272	case QDialogButtonBox::Ok:
273		emit saved();
274		close();
275		break;
276 	case QDialogButtonBox::RestoreDefaults:
277		emit resetToDefault();
278		break;
279	default:
280		break;
281	}
282}