all repos — mgba @ e3b5711295b5ddb5ccc1bb8c0b29f37fe81636c0

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}
 43
 44ShaderSelector::~ShaderSelector() {
 45	clear();
 46}
 47
 48void ShaderSelector::clear() {
 49	m_ui.shaderName->setText(tr("No shader active"));
 50	m_ui.description->clear();
 51	m_ui.author->clear();
 52
 53	while (QWidget* page = m_ui.passes->widget(0)) {
 54		m_ui.passes->removeTab(0);
 55		delete page;
 56	}
 57}
 58
 59void ShaderSelector::selectShader() {
 60	QString path(GBAApp::dataDir());
 61	path += QLatin1String("/shaders");
 62	QFileDialog dialog(nullptr, tr("Load shader"), path, tr("%1 Shader (%.shader)").arg(projectName));
 63	dialog.setFileMode(QFileDialog::Directory);
 64	dialog.exec();
 65	QStringList names = dialog.selectedFiles();
 66	if (names.count() == 1) {
 67		loadShader(names[0]);
 68		refreshShaders();
 69	}
 70}
 71
 72void ShaderSelector::loadShader(const QString& path) {
 73	VDir* shader = VFileDevice::openDir(path);
 74	if (!shader) {
 75		shader = VFileDevice::openArchive(path);
 76	}
 77	if (!shader) {
 78		return;
 79	}
 80	m_display->setShaders(shader);
 81	shader->close(shader);
 82	m_shaderPath = path;
 83}
 84
 85void ShaderSelector::clearShader() {
 86	m_display->clearShaders();
 87	refreshShaders();
 88	m_shaderPath = "";
 89	m_config->setOption("shader", nullptr);
 90}
 91
 92void ShaderSelector::refreshShaders() {
 93	clear();
 94	m_shaders = m_display->shaders();
 95	if (!m_shaders) {
 96		return;
 97	}
 98	if (m_shaders->name) {
 99		m_ui.shaderName->setText(m_shaders->name);
100	} else {
101		m_ui.shaderName->setText(tr("No shader loaded"));
102	}
103	if (m_shaders->description) {
104		m_ui.description->setText(m_shaders->description);
105	} else {
106		m_ui.description->clear();
107	}
108	if (m_shaders->author) {
109		m_ui.author->setText(tr("by %1").arg(m_shaders->author));
110	} else {
111		m_ui.author->clear();
112	}
113
114	disconnect(this, &ShaderSelector::saved, 0, 0);
115	disconnect(this, &ShaderSelector::reset, 0, 0);
116	disconnect(this, &ShaderSelector::resetToDefault, 0, 0);
117
118#if !defined(_WIN32) || defined(USE_EPOXY)
119	if (m_shaders->preprocessShader) {
120		m_ui.passes->addTab(makePage(static_cast<mGLES2Shader*>(m_shaders->preprocessShader), "default", 0), tr("Preprocessing"));
121	}
122	mGLES2Shader* shaders = static_cast<mGLES2Shader*>(m_shaders->passes);
123	QFileInfo fi(m_shaderPath);
124	for (size_t p = 0; p < m_shaders->nPasses; ++p) {
125		QWidget* page = makePage(&shaders[p], fi.baseName(), p);
126		if (page) {
127			m_ui.passes->addTab(page, tr("Pass %1").arg(p + 1));
128		}
129	}
130#endif
131}
132
133void ShaderSelector::addUniform(QGridLayout* settings, const QString& section, const QString& name, float* value, float min, float max, int y, int x) {
134	QDoubleSpinBox* f = new QDoubleSpinBox;
135	f->setDecimals(3);
136	if (min < max) {
137		f->setMinimum(min);
138		f->setMaximum(max);
139	}
140	float def = *value;
141	bool ok = false;
142	float v = m_config->getQtOption(name, section).toFloat(&ok);
143	if (ok) {
144		*value = v;
145	}
146	f->setValue(*value);
147	f->setSingleStep(0.001);
148	f->setAccelerated(true);
149	settings->addWidget(f, y, x);
150	connect(f, static_cast<void (QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged), [value](double v) {
151		*value = v;
152	});
153	connect(this, &ShaderSelector::saved, [this, section, name, f]() {
154		m_config->setQtOption(name, f->value(), section);
155	});
156	connect(this, &ShaderSelector::reset, [this, section, name, f]() {
157		bool ok = false;
158		float v = m_config->getQtOption(name, section).toFloat(&ok);
159		if (ok) {
160			f->setValue(v);
161		}
162	});
163	connect(this, &ShaderSelector::resetToDefault, [def, section, name, f]() {
164		f->setValue(def);
165	});
166}
167
168void ShaderSelector::addUniform(QGridLayout* settings, const QString& section, const QString& name, int* value, int min, int max, int y, int x) {
169	QSpinBox* i = new QSpinBox;
170	if (min < max) {
171		i->setMinimum(min);
172		i->setMaximum(max);
173	}
174	int def = *value;
175	bool ok = false;
176	int v = m_config->getQtOption(name, section).toInt(&ok);
177	if (ok) {
178		*value = v;
179	}
180	i->setValue(*value);
181	i->setSingleStep(1);
182	i->setAccelerated(true);
183	settings->addWidget(i, y, x);
184	connect(i, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged), [value](int v) {
185		*value = v;
186	});
187	connect(this, &ShaderSelector::saved, [this, section, name, i]() {
188		m_config->setQtOption(name, i->value(), section);
189	});
190	connect(this, &ShaderSelector::reset, [this, section, name, i]() {
191		bool ok = false;
192		int v = m_config->getQtOption(name, section).toInt(&ok);
193		if (ok) {
194			i->setValue(v);
195		}
196	});
197	connect(this, &ShaderSelector::resetToDefault, [def, section, name, i]() {
198		i->setValue(def);
199	});
200}
201
202QWidget* ShaderSelector::makePage(mGLES2Shader* shader, const QString& name, int pass) {
203#if !defined(_WIN32) || defined(USE_EPOXY)
204	if (!shader->nUniforms) {
205		return nullptr;
206	}
207	QWidget* page = new QWidget;
208	QFormLayout* layout = new QFormLayout;
209	page->setLayout(layout);
210	for (size_t u = 0 ; u < shader->nUniforms; ++u) {
211		QGridLayout* settings = new QGridLayout;
212		mGLES2Uniform* uniform = &shader->uniforms[u];
213		QString section = QString("shader.%1.%2").arg(name).arg(pass);
214		QString name = QLatin1String(uniform->name);
215		switch (uniform->type) {
216		case GL_FLOAT:
217			addUniform(settings, section, name, &uniform->value.f, uniform->min.f, uniform->max.f, 0, 0);
218			break;
219		case GL_FLOAT_VEC2:
220			addUniform(settings, section, name + "[0]", &uniform->value.fvec2[0], uniform->min.fvec2[0], uniform->max.fvec2[0], 0, 0);
221			addUniform(settings, section, name + "[1]", &uniform->value.fvec2[1], uniform->min.fvec2[1], uniform->max.fvec2[1], 0, 1);
222			break;
223		case GL_FLOAT_VEC3:
224			addUniform(settings, section, name + "[0]", &uniform->value.fvec3[0], uniform->min.fvec3[0], uniform->max.fvec3[0], 0, 0);
225			addUniform(settings, section, name + "[1]", &uniform->value.fvec3[1], uniform->min.fvec3[1], uniform->max.fvec3[1], 0, 1);
226			addUniform(settings, section, name + "[2]", &uniform->value.fvec3[2], uniform->min.fvec3[2], uniform->max.fvec3[2], 0, 2);
227			break;
228		case GL_FLOAT_VEC4:
229			addUniform(settings, section, name + "[0]", &uniform->value.fvec4[0], uniform->min.fvec4[0], uniform->max.fvec4[0], 0, 0);
230			addUniform(settings, section, name + "[1]", &uniform->value.fvec4[1], uniform->min.fvec4[1], uniform->max.fvec4[1], 0, 1);
231			addUniform(settings, section, name + "[2]", &uniform->value.fvec4[2], uniform->min.fvec4[2], uniform->max.fvec4[2], 0, 2);
232			addUniform(settings, section, name + "[3]", &uniform->value.fvec4[3], uniform->min.fvec4[3], uniform->max.fvec4[3], 0, 3);
233			break;
234		case GL_INT:
235			addUniform(settings, section, name, &uniform->value.i, uniform->min.i, uniform->max.i, 0, 0);
236			break;
237		case GL_INT_VEC2:
238			addUniform(settings, section, name + "[0]", &uniform->value.ivec2[0], uniform->min.ivec2[0], uniform->max.ivec2[0], 0, 0);
239			addUniform(settings, section, name + "[1]", &uniform->value.ivec2[1], uniform->min.ivec2[1], uniform->max.ivec2[1], 0, 1);
240			break;
241		case GL_INT_VEC3:
242			addUniform(settings, section, name + "[0]", &uniform->value.ivec3[0], uniform->min.ivec3[0], uniform->max.ivec3[0], 0, 0);
243			addUniform(settings, section, name + "[1]", &uniform->value.ivec3[1], uniform->min.ivec3[1], uniform->max.ivec3[1], 0, 1);
244			addUniform(settings, section, name + "[2]", &uniform->value.ivec3[2], uniform->min.ivec3[2], uniform->max.ivec3[2], 0, 2);
245			break;
246		case GL_INT_VEC4:
247			addUniform(settings, section, name + "[0]", &uniform->value.ivec4[0], uniform->min.ivec4[0], uniform->max.ivec4[0], 0, 0);
248			addUniform(settings, section, name + "[1]", &uniform->value.ivec4[1], uniform->min.ivec4[1], uniform->max.ivec4[1], 0, 1);
249			addUniform(settings, section, name + "[2]", &uniform->value.ivec4[2], uniform->min.ivec4[2], uniform->max.ivec4[2], 0, 2);
250			addUniform(settings, section, name + "[3]", &uniform->value.ivec4[3], uniform->min.ivec4[3], uniform->max.ivec4[3], 0, 3);
251			break;
252		}
253		layout->addRow(shader->uniforms[u].readableName, settings);
254	}
255	return page;
256#else
257	return nullptr;
258#endif
259}
260
261void ShaderSelector::buttonPressed(QAbstractButton* button) {
262	switch (m_ui.buttonBox->standardButton(button)) {
263	case QDialogButtonBox::Reset:
264		emit reset();
265		break;
266	case QDialogButtonBox::Ok:
267		m_config->setOption("shader", m_shaderPath);
268		emit saved();
269		close();
270		break;
271 	case QDialogButtonBox::RestoreDefaults:
272		emit resetToDefault();
273		break;
274	default:
275		break;
276	}
277}