/* 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 #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(); } 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::refreshShaders() { clear(); m_shaders = m_display->shaders(); if (!m_shaders) { return; } m_ui.shaderName->setText(m_shaders->name); m_ui.description->setText(m_shaders->description); m_ui.author->setText(tr("by %1").arg(m_shaders->author)); #if !defined(_WIN32) || defined(USE_EPOXY) GBAGLES2Shader* shaders = static_cast(m_shaders->passes); for (size_t p = 0; p < m_shaders->nPasses; ++p) { QWidget* page = new QWidget; QFormLayout* layout = new QFormLayout; page->setLayout(layout); for (size_t u = 0 ; u < shaders[p].nUniforms; ++u) { QGridLayout* settings = new QGridLayout; GBAGLES2Uniform* uniform = &shaders[p].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(shaders[p].uniforms[u].readableName, settings); } 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; }); } 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; }); }