slang-shaders/crt/shaders/crt-royale/src/bind-shader-params.h

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#ifndef BIND_SHADER_PARAMS_H
#define BIND_SHADER_PARAMS_H
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
#include "../user-settings.h"
#include "derived-settings-and-constants.h"
// Override some parameters for gamma-management.h and tex2Dantialias.h:
#define OVERRIDE_DEVICE_GAMMA
const float gba_gamma = 3.5; // Irrelevant but necessary to define.
#define ANTIALIAS_OVERRIDE_BASICS
#define ANTIALIAS_OVERRIDE_PARAMETERS
// Disable runtime shader params if the user doesn't explicitly want them.
// Static constants will be defined in place of uniforms of the same name.
#ifndef RUNTIME_SHADER_PARAMS_ENABLE
#undef PARAMETER_UNIFORM
#endif
// Bind option names to shader parameter uniforms or static constants.
#ifdef PARAMETER_UNIFORM
/* uniform float crt_gamma;
uniform float lcd_gamma;
uniform float levels_contrast;
uniform float halation_weight;
uniform float diffusion_weight;
uniform float bloom_underestimate_levels;
uniform float bloom_excess;
uniform float beam_min_sigma;
uniform float beam_max_sigma;
uniform float beam_spot_power;
uniform float beam_min_shape;
uniform float beam_max_shape;
uniform float beam_shape_power;
uniform float beam_horiz_sigma;
#ifdef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
uniform float beam_horiz_filter;
uniform float beam_horiz_linear_rgb_weight;
#else
const float beam_horiz_filter = clamp(beam_horiz_filter_static, 0.0, 2.0);
const float beam_horiz_linear_rgb_weight = clamp(beam_horiz_linear_rgb_weight_static, 0.0, 1.0);
#endif
uniform float convergence_offset_x_r;
uniform float convergence_offset_x_g;
uniform float convergence_offset_x_b;
uniform float convergence_offset_y_r;
uniform float convergence_offset_y_g;
uniform float convergence_offset_y_b;
#ifdef RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
uniform float mask_type;
#else
const float mask_type = clamp(mask_type_static, 0.0, 2.0);
#endif
uniform float mask_sample_mode_desired;
uniform float mask_specify_num_triads;
uniform float mask_triad_size_desired;
uniform float mask_num_triads_desired;
uniform float aa_subpixel_r_offset_x_runtime;
uniform float aa_subpixel_r_offset_y_runtime;
#ifdef RUNTIME_ANTIALIAS_WEIGHTS
uniform float aa_cubic_c;
uniform float aa_gauss_sigma;
#else
const float aa_cubic_c = aa_cubic_c_static; // Clamp to [0, 4]?
const float aa_gauss_sigma = max(FIX_ZERO(0.0), aa_gauss_sigma_static); // Clamp to [FIXZERO(0), 1]?
#endif
uniform float geom_mode_runtime;
uniform float geom_radius;
uniform float geom_view_dist;
uniform float geom_tilt_angle_x;
uniform float geom_tilt_angle_y;
uniform float geom_aspect_ratio_x;
uniform float geom_aspect_ratio_y;
uniform float geom_overscan_x;
uniform float geom_overscan_y;
uniform float border_size;
uniform float border_darkness;
uniform float border_compress;
uniform float interlace_bff;
uniform float interlace_1080i; */
#else
// Use constants from user-settings.h, and limit ranges appropriately:
const float crt_gamma = max(0.0, crt_gamma_static);
const float lcd_gamma = max(0.0, lcd_gamma_static);
const float levels_contrast = clamp(levels_contrast_static, 0.0, 4.0);
const float halation_weight = clamp(halation_weight_static, 0.0, 1.0);
const float diffusion_weight = clamp(diffusion_weight_static, 0.0, 1.0);
const float bloom_underestimate_levels = max(FIX_ZERO(0.0), bloom_underestimate_levels_static);
const float bloom_excess = clamp(bloom_excess_static, 0.0, 1.0);
const float beam_min_sigma = max(FIX_ZERO(0.0), beam_min_sigma_static);
const float beam_max_sigma = max(beam_min_sigma, beam_max_sigma_static);
const float beam_spot_power = max(beam_spot_power_static, 0.0);
const float beam_min_shape = max(2.0, beam_min_shape_static);
const float beam_max_shape = max(beam_min_shape, beam_max_shape_static);
const float beam_shape_power = max(0.0, beam_shape_power_static);
const float beam_horiz_filter = clamp(beam_horiz_filter_static, 0.0, 2.0);
const float beam_horiz_sigma = max(FIX_ZERO(0.0), beam_horiz_sigma_static);
const float beam_horiz_linear_rgb_weight = clamp(beam_horiz_linear_rgb_weight_static, 0.0, 1.0);
// Unpack vector elements to match scalar uniforms:
const float convergence_offset_x_r = clamp(convergence_offsets_r_static.x, -4.0, 4.0);
const float convergence_offset_x_g = clamp(convergence_offsets_g_static.x, -4.0, 4.0);
const float convergence_offset_x_b = clamp(convergence_offsets_b_static.x, -4.0, 4.0);
const float convergence_offset_y_r = clamp(convergence_offsets_r_static.y, -4.0, 4.0);
const float convergence_offset_y_g = clamp(convergence_offsets_g_static.y, -4.0, 4.0);
const float convergence_offset_y_b = clamp(convergence_offsets_b_static.y, -4.0, 4.0);
const float mask_type = clamp(mask_type_static, 0.0, 2.0);
const float mask_sample_mode_desired = clamp(mask_sample_mode_static, 0.0, 2.0);
const float mask_specify_num_triads = clamp(mask_specify_num_triads_static, 0.0, 1.0);
// const float mask_triad_size_desired = clamp(mask_triad_size_desired_static, 1.0, 18.0);
const float mask_num_triads_desired = clamp(mask_num_triads_desired_static, 342.0, 1920.0);
const float aa_subpixel_r_offset_x_runtime = clamp(aa_subpixel_r_offset_static.x, -0.5, 0.5);
const float aa_subpixel_r_offset_y_runtime = clamp(aa_subpixel_r_offset_static.y, -0.5, 0.5);
const float aa_cubic_c = aa_cubic_c_static; // Clamp to [0, 4]?
const float aa_gauss_sigma = max(FIX_ZERO(0.0), aa_gauss_sigma_static); // Clamp to [FIXZERO(0), 1]?
const float geom_mode_runtime = clamp(geom_mode_static, 0.0, 3.0);
const float geom_radius = max(1.0/(2.0*pi), geom_radius_static); // Clamp to [1/(2*pi), 1024]?
const float geom_view_dist = max(0.5, geom_view_dist_static); // Clamp to [0.5, 1024]?
const float geom_tilt_angle_x = clamp(geom_tilt_angle_static.x, -pi, pi);
const float geom_tilt_angle_y = clamp(geom_tilt_angle_static.y, -pi, pi);
const float geom_aspect_ratio_x = geom_aspect_ratio_static; // Force >= 1?
const float geom_aspect_ratio_y = 1.0;
const float geom_overscan_x = max(FIX_ZERO(0.0), geom_overscan_static.x);
const float geom_overscan_y = max(FIX_ZERO(0.0), geom_overscan_static.y);
const float border_size = clamp(border_size_static, 0.0, 0.5); // 0.5 reaches to image center
const float border_darkness = max(0.0, border_darkness_static);
const float border_compress = max(1.0, border_compress_static); // < 1.0 darkens whole image
const float interlace_bff = float(interlace_bff_static);
const float interlace_1080i = float(interlace_1080i_static);
#endif
// Provide accessors for vector constants that pack scalar uniforms:
vec2 get_aspect_vector(const float geom_aspect_ratio)
{
// Get an aspect ratio vector. Enforce geom_max_aspect_ratio, and prevent
// the absolute scale from affecting the uv-mapping for curvature:
const float geom_clamped_aspect_ratio =
min(geom_aspect_ratio, geom_max_aspect_ratio);
const vec2 geom_aspect =
normalize(vec2(geom_clamped_aspect_ratio, 1.0));
return geom_aspect;
}
vec2 get_geom_overscan_vector()
{
return vec2(geom_overscan_x, geom_overscan_y);
}
vec2 get_geom_tilt_angle_vector()
{
return vec2(geom_tilt_angle_x, geom_tilt_angle_y);
}
vec3 get_convergence_offsets_x_vector()
{
return vec3(convergence_offset_x_r, convergence_offset_x_g,
convergence_offset_x_b);
}
vec3 get_convergence_offsets_y_vector()
{
return vec3(convergence_offset_y_r, convergence_offset_y_g,
convergence_offset_y_b);
}
vec2 get_convergence_offsets_r_vector()
{
return vec2(convergence_offset_x_r, convergence_offset_y_r);
}
vec2 get_convergence_offsets_g_vector()
{
return vec2(convergence_offset_x_g, convergence_offset_y_g);
}
vec2 get_convergence_offsets_b_vector()
{
return vec2(convergence_offset_x_b, convergence_offset_y_b);
}
vec2 get_aa_subpixel_r_offset()
{
#ifdef RUNTIME_ANTIALIAS_WEIGHTS
#ifdef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
// WARNING: THIS IS EXTREMELY EXPENSIVE.
return vec2(aa_subpixel_r_offset_x_runtime,
aa_subpixel_r_offset_y_runtime);
#else
return aa_subpixel_r_offset_static;
#endif
#else
return aa_subpixel_r_offset_static;
#endif
}
// Provide accessors settings which still need "cooking:"
float get_mask_amplify()
{
const float mask_grille_amplify = 1.0/mask_grille_avg_color;
const float mask_slot_amplify = 1.0/mask_slot_avg_color;
const float mask_shadow_amplify = 1.0/mask_shadow_avg_color;
return mask_type < 0.5 ? mask_grille_amplify :
mask_type < 1.5 ? mask_slot_amplify :
mask_shadow_amplify;
}
float get_mask_sample_mode()
{
#ifdef RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
return mask_sample_mode_desired;
#else
return clamp(mask_sample_mode_desired, 1.0, 2.0);
#endif
#else
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
return mask_sample_mode_static;
#else
return clamp(mask_sample_mode_static, 1.0, 2.0);
#endif
#endif
}
#endif // BIND_SHADER_PARAMS_H