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(BUILD_GL) || defined(BUILD_GLES2)
25
26#if !defined(_WIN32) || defined(USE_EPOXY)
27#include "platform/opengl/gles2.h"
28#endif
29
30using namespace QGBA;
31
32ShaderSelector::ShaderSelector(Display* display, ConfigController* config, QWidget* parent)
33 : QDialog(parent, Qt::WindowTitleHint | Qt::WindowSystemMenuHint | Qt::WindowCloseButtonHint)
34 , m_display(display)
35 , m_config(config)
36 , m_shaderPath(config->getOption("shader"))
37{
38 m_ui.setupUi(this);
39
40 refreshShaders();
41
42 connect(m_ui.load, &QAbstractButton::clicked, this, &ShaderSelector::selectShader);
43 connect(m_ui.unload, &QAbstractButton::clicked, this, &ShaderSelector::clearShader);
44 connect(m_ui.buttonBox, &QDialogButtonBox::clicked, this, &ShaderSelector::buttonPressed);
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);
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 m_config->setOption("shader", m_shaderPath);
87}
88
89void ShaderSelector::clearShader() {
90 m_display->clearShaders();
91 refreshShaders();
92 m_shaderPath = "";
93 m_config->setOption("shader", m_shaderPath);
94}
95
96void ShaderSelector::refreshShaders() {
97 clear();
98 m_shaders = m_display->shaders();
99 if (!m_shaders) {
100 return;
101 }
102 if (m_shaders->name) {
103 m_ui.shaderName->setText(m_shaders->name);
104 } else {
105 m_ui.shaderName->setText(tr("No shader loaded"));
106 }
107 if (m_shaders->description) {
108 m_ui.description->setText(m_shaders->description);
109 } else {
110 m_ui.description->clear();
111 }
112 if (m_shaders->author) {
113 m_ui.author->setText(tr("by %1").arg(m_shaders->author));
114 } else {
115 m_ui.author->clear();
116 }
117
118 disconnect(this, &ShaderSelector::saved, 0, 0);
119 disconnect(this, &ShaderSelector::reset, 0, 0);
120 disconnect(this, &ShaderSelector::resetToDefault, 0, 0);
121
122#if !defined(_WIN32) || defined(USE_EPOXY)
123 if (m_shaders->preprocessShader) {
124 m_ui.passes->addTab(makePage(static_cast<mGLES2Shader*>(m_shaders->preprocessShader), "default", 0), tr("Preprocessing"));
125 }
126 mGLES2Shader* shaders = static_cast<mGLES2Shader*>(m_shaders->passes);
127 QFileInfo fi(m_shaderPath);
128 for (size_t p = 0; p < m_shaders->nPasses; ++p) {
129 QWidget* page = makePage(&shaders[p], fi.baseName(), p);
130 if (page) {
131 m_ui.passes->addTab(page, tr("Pass %1").arg(p + 1));
132 }
133 }
134#endif
135}
136
137void ShaderSelector::addUniform(QGridLayout* settings, const QString& section, const QString& name, float* value, float min, float max, int y, int x) {
138 QDoubleSpinBox* f = new QDoubleSpinBox;
139 f->setDecimals(3);
140 if (min < max) {
141 f->setMinimum(min);
142 f->setMaximum(max);
143 }
144 float def = *value;
145 bool ok = false;
146 float v = m_config->getQtOption(name, section).toFloat(&ok);
147 if (ok) {
148 *value = v;
149 }
150 f->setValue(*value);
151 f->setSingleStep(0.001);
152 f->setAccelerated(true);
153 settings->addWidget(f, y, x);
154 connect(f, static_cast<void (QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged), [value](double v) {
155 *value = v;
156 });
157 connect(this, &ShaderSelector::saved, [this, section, name, f]() {
158 m_config->setQtOption(name, f->value(), section);
159 });
160 connect(this, &ShaderSelector::reset, [this, section, name, f]() {
161 bool ok = false;
162 float v = m_config->getQtOption(name, section).toFloat(&ok);
163 if (ok) {
164 f->setValue(v);
165 }
166 });
167 connect(this, &ShaderSelector::resetToDefault, [def, section, name, f]() {
168 f->setValue(def);
169 });
170}
171
172void ShaderSelector::addUniform(QGridLayout* settings, const QString& section, const QString& name, int* value, int min, int max, int y, int x) {
173 QSpinBox* i = new QSpinBox;
174 if (min < max) {
175 i->setMinimum(min);
176 i->setMaximum(max);
177 }
178 int def = *value;
179 bool ok = false;
180 int v = m_config->getQtOption(name, section).toInt(&ok);
181 if (ok) {
182 *value = v;
183 }
184 i->setValue(*value);
185 i->setSingleStep(1);
186 i->setAccelerated(true);
187 settings->addWidget(i, y, x);
188 connect(i, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged), [value](int v) {
189 *value = v;
190 });
191 connect(this, &ShaderSelector::saved, [this, section, name, i]() {
192 m_config->setQtOption(name, i->value(), section);
193 });
194 connect(this, &ShaderSelector::reset, [this, section, name, i]() {
195 bool ok = false;
196 int v = m_config->getQtOption(name, section).toInt(&ok);
197 if (ok) {
198 i->setValue(v);
199 }
200 });
201 connect(this, &ShaderSelector::resetToDefault, [def, section, name, i]() {
202 i->setValue(def);
203 });
204}
205
206QWidget* ShaderSelector::makePage(mGLES2Shader* shader, const QString& name, int pass) {
207#if !defined(_WIN32) || defined(USE_EPOXY)
208 if (!shader->nUniforms) {
209 return nullptr;
210 }
211 QWidget* page = new QWidget;
212 QFormLayout* layout = new QFormLayout;
213 page->setLayout(layout);
214 for (size_t u = 0 ; u < shader->nUniforms; ++u) {
215 QGridLayout* settings = new QGridLayout;
216 mGLES2Uniform* uniform = &shader->uniforms[u];
217 QString section = QString("shader.%1.%2").arg(name).arg(pass);
218 QString name = QLatin1String(uniform->name);
219 switch (uniform->type) {
220 case GL_FLOAT:
221 addUniform(settings, section, name, &uniform->value.f, uniform->min.f, uniform->max.f, 0, 0);
222 break;
223 case GL_FLOAT_VEC2:
224 addUniform(settings, section, name + "[0]", &uniform->value.fvec2[0], uniform->min.fvec2[0], uniform->max.fvec2[0], 0, 0);
225 addUniform(settings, section, name + "[1]", &uniform->value.fvec2[1], uniform->min.fvec2[1], uniform->max.fvec2[1], 0, 1);
226 break;
227 case GL_FLOAT_VEC3:
228 addUniform(settings, section, name + "[0]", &uniform->value.fvec3[0], uniform->min.fvec3[0], uniform->max.fvec3[0], 0, 0);
229 addUniform(settings, section, name + "[1]", &uniform->value.fvec3[1], uniform->min.fvec3[1], uniform->max.fvec3[1], 0, 1);
230 addUniform(settings, section, name + "[2]", &uniform->value.fvec3[2], uniform->min.fvec3[2], uniform->max.fvec3[2], 0, 2);
231 break;
232 case GL_FLOAT_VEC4:
233 addUniform(settings, section, name + "[0]", &uniform->value.fvec4[0], uniform->min.fvec4[0], uniform->max.fvec4[0], 0, 0);
234 addUniform(settings, section, name + "[1]", &uniform->value.fvec4[1], uniform->min.fvec4[1], uniform->max.fvec4[1], 0, 1);
235 addUniform(settings, section, name + "[2]", &uniform->value.fvec4[2], uniform->min.fvec4[2], uniform->max.fvec4[2], 0, 2);
236 addUniform(settings, section, name + "[3]", &uniform->value.fvec4[3], uniform->min.fvec4[3], uniform->max.fvec4[3], 0, 3);
237 break;
238 case GL_INT:
239 addUniform(settings, section, name, &uniform->value.i, uniform->min.i, uniform->max.i, 0, 0);
240 break;
241 case GL_INT_VEC2:
242 addUniform(settings, section, name + "[0]", &uniform->value.ivec2[0], uniform->min.ivec2[0], uniform->max.ivec2[0], 0, 0);
243 addUniform(settings, section, name + "[1]", &uniform->value.ivec2[1], uniform->min.ivec2[1], uniform->max.ivec2[1], 0, 1);
244 break;
245 case GL_INT_VEC3:
246 addUniform(settings, section, name + "[0]", &uniform->value.ivec3[0], uniform->min.ivec3[0], uniform->max.ivec3[0], 0, 0);
247 addUniform(settings, section, name + "[1]", &uniform->value.ivec3[1], uniform->min.ivec3[1], uniform->max.ivec3[1], 0, 1);
248 addUniform(settings, section, name + "[2]", &uniform->value.ivec3[2], uniform->min.ivec3[2], uniform->max.ivec3[2], 0, 2);
249 break;
250 case GL_INT_VEC4:
251 addUniform(settings, section, name + "[0]", &uniform->value.ivec4[0], uniform->min.ivec4[0], uniform->max.ivec4[0], 0, 0);
252 addUniform(settings, section, name + "[1]", &uniform->value.ivec4[1], uniform->min.ivec4[1], uniform->max.ivec4[1], 0, 1);
253 addUniform(settings, section, name + "[2]", &uniform->value.ivec4[2], uniform->min.ivec4[2], uniform->max.ivec4[2], 0, 2);
254 addUniform(settings, section, name + "[3]", &uniform->value.ivec4[3], uniform->min.ivec4[3], uniform->max.ivec4[3], 0, 3);
255 break;
256 }
257 layout->addRow(shader->uniforms[u].readableName, settings);
258 }
259 return page;
260#else
261 return nullptr;
262#endif
263}
264
265void ShaderSelector::buttonPressed(QAbstractButton* button) {
266 switch (m_ui.buttonBox->standardButton(button)) {
267 case QDialogButtonBox::Reset:
268 emit reset();
269 break;
270 case QDialogButtonBox::Ok:
271 emit saved();
272 close();
273 break;
274 case QDialogButtonBox::RestoreDefaults:
275 emit resetToDefault();
276 break;
277 default:
278 break;
279 }
280}
281
282#endif