/* Copyright (c) 2013-2015 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "ShaderSelector.h" #include "Display.h" #include "VFileDevice.h" #include #include #include #include #include #include extern "C" { #include "platform/video-backend.h" #if !defined(_WIN32) || defined(USE_EPOXY) #include "platform/opengl/gles2.h" #endif } using namespace QGBA; ShaderSelector::ShaderSelector(Display* display, QWidget* parent) : QDialog(parent) , m_display(display) { m_ui.setupUi(this); refreshShaders(); connect(m_ui.load, SIGNAL(clicked()), this, SLOT(selectShader())); connect(m_ui.unload, SIGNAL(clicked()), this, SLOT(clearShader())); } ShaderSelector::~ShaderSelector() { clear(); } void ShaderSelector::clear() { m_ui.shaderName->setText(tr("No shader active")); m_ui.description->clear(); m_ui.author->clear(); while (QWidget* page = m_ui.passes->widget(0)) { m_ui.passes->removeTab(0); delete page; } } void ShaderSelector::selectShader() { #ifdef QT_SHADER_DIR QFileDialog dialog(nullptr, tr("Load shader"), QT_SHADER_DIR, tr("%1 Shader (%.shader)").arg(projectName)); #else QString path = QCoreApplication::applicationDirPath(); #ifdef Q_OS_MAC path += QLatin1String("/../Resources"); #endif path += QLatin1String("/shaders"); QFileDialog dialog(nullptr, tr("Load shader"), path, tr("%1 Shader (%.shader)").arg(projectName)); #endif dialog.setFileMode(QFileDialog::Directory); dialog.exec(); QStringList names = dialog.selectedFiles(); if (names.count() == 1) { loadShader(names[0]); refreshShaders(); } } void ShaderSelector::loadShader(const QString& path) { VDir* shader = VFileDevice::openDir(path); if (!shader) { shader = VFileDevice::openArchive(path); } if (!shader) { return; } m_display->setShaders(shader); shader->close(shader); // TODO: Config } void ShaderSelector::clearShader() { m_display->clearShaders(); refreshShaders(); // TODO: Config } void ShaderSelector::refreshShaders() { clear(); m_shaders = m_display->shaders(); if (!m_shaders) { return; } if (m_shaders->name) { m_ui.shaderName->setText(m_shaders->name); } else { m_ui.shaderName->setText(tr("No shader loaded")); } if (m_shaders->description) { m_ui.description->setText(m_shaders->description); } else { m_ui.description->clear(); } if (m_shaders->author) { m_ui.author->setText(tr("by %1").arg(m_shaders->author)); } else { m_ui.author->clear(); } #if !defined(_WIN32) || defined(USE_EPOXY) m_ui.passes->addTab(makePage(static_cast(m_shaders->preprocessShader)), tr("Preprocessing")); GBAGLES2Shader* shaders = static_cast(m_shaders->passes); for (size_t p = 0; p < m_shaders->nPasses; ++p) { QWidget* page = makePage(&shaders[p]); if (page) { m_ui.passes->addTab(page, tr("Pass %1").arg(p + 1)); } } #endif } void ShaderSelector::addUniform(QGridLayout* settings, float* value, float min, float max, int y, int x) { QDoubleSpinBox* f = new QDoubleSpinBox; f->setDecimals(3); if (min < max) { f->setMinimum(min); f->setMaximum(max); } f->setValue(*value); f->setSingleStep(0.001); f->setAccelerated(true); settings->addWidget(f, y, x); connect(f, static_cast(&QDoubleSpinBox::valueChanged), [value](double v) { *value = v; // TODO: Config }); } void ShaderSelector::addUniform(QGridLayout* settings, int* value, int min, int max, int y, int x) { QSpinBox* i = new QSpinBox; if (min < max) { i->setMinimum(min); i->setMaximum(max); } i->setValue(*value); i->setSingleStep(1); i->setAccelerated(true); settings->addWidget(i, y, x); connect(i, static_cast(&QSpinBox::valueChanged), [value](int v) { *value = v; // TODO: Config }); } QWidget* ShaderSelector::makePage(GBAGLES2Shader* shader) { if (!shader->nUniforms) { return nullptr; } QWidget* page = new QWidget; QFormLayout* layout = new QFormLayout; page->setLayout(layout); for (size_t u = 0 ; u < shader->nUniforms; ++u) { QGridLayout* settings = new QGridLayout; GBAGLES2Uniform* uniform = &shader->uniforms[u]; switch (uniform->type) { case GL_FLOAT: addUniform(settings, &uniform->value.f, uniform->min.f, uniform->max.f, 0, 0); break; case GL_FLOAT_VEC2: addUniform(settings, &uniform->value.fvec2[0], uniform->min.fvec2[0], uniform->max.fvec2[0], 0, 0); addUniform(settings, &uniform->value.fvec2[1], uniform->min.fvec2[1], uniform->max.fvec2[1], 0, 1); break; case GL_FLOAT_VEC3: addUniform(settings, &uniform->value.fvec3[0], uniform->min.fvec3[0], uniform->max.fvec3[0], 0, 0); addUniform(settings, &uniform->value.fvec3[1], uniform->min.fvec3[1], uniform->max.fvec3[1], 0, 1); addUniform(settings, &uniform->value.fvec3[2], uniform->min.fvec3[2], uniform->max.fvec3[2], 0, 2); break; case GL_FLOAT_VEC4: addUniform(settings, &uniform->value.fvec4[0], uniform->min.fvec4[0], uniform->max.fvec4[0], 0, 0); addUniform(settings, &uniform->value.fvec4[1], uniform->min.fvec4[1], uniform->max.fvec4[1], 0, 1); addUniform(settings, &uniform->value.fvec4[2], uniform->min.fvec4[2], uniform->max.fvec4[2], 0, 2); addUniform(settings, &uniform->value.fvec4[3], uniform->min.fvec4[3], uniform->max.fvec4[3], 0, 3); break; case GL_INT: addUniform(settings, &uniform->value.i, uniform->min.i, uniform->max.i, 0, 0); break; case GL_INT_VEC2: addUniform(settings, &uniform->value.ivec2[0], uniform->min.ivec2[0], uniform->max.ivec2[0], 0, 0); addUniform(settings, &uniform->value.ivec2[1], uniform->min.ivec2[1], uniform->max.ivec2[1], 0, 1); break; case GL_INT_VEC3: addUniform(settings, &uniform->value.ivec3[0], uniform->min.ivec3[0], uniform->max.ivec3[0], 0, 0); addUniform(settings, &uniform->value.ivec3[1], uniform->min.ivec3[1], uniform->max.ivec3[1], 0, 1); addUniform(settings, &uniform->value.ivec3[2], uniform->min.ivec3[2], uniform->max.ivec3[2], 0, 2); break; case GL_INT_VEC4: addUniform(settings, &uniform->value.ivec4[0], uniform->min.ivec4[0], uniform->max.ivec4[0], 0, 0); addUniform(settings, &uniform->value.ivec4[1], uniform->min.ivec4[1], uniform->max.ivec4[1], 0, 1); addUniform(settings, &uniform->value.ivec4[2], uniform->min.ivec4[2], uniform->max.ivec4[2], 0, 2); addUniform(settings, &uniform->value.ivec4[3], uniform->min.ivec4[3], uniform->max.ivec4[3], 0, 3); break; } layout->addRow(shader->uniforms[u].readableName, settings); } return page; }