update gameboy with parameters and push constants

This commit is contained in:
hunterk 2016-08-02 12:55:54 -05:00
parent e3767d39bc
commit ae4d9317c9
5 changed files with 97 additions and 65 deletions

View file

@ -1,12 +1,18 @@
#version 450 #version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 OriginalHistorySize1;
float baseline_alpha;
float response_time;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 OriginalHistorySize1;
} global; } global;
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@ -15,11 +21,11 @@ layout(std140, set = 0, binding = 0) uniform UBO
// The alpha value of dots in their "off" state // The alpha value of dots in their "off" state
// Does not affect the border region of the screen - [0, 1] // Does not affect the border region of the screen - [0, 1]
#define baseline_alpha 0.10 #pragma parameter baseline_alpha "Baseline Alpha" 0.10 0.0 1.0 0.01
// Simulate response time // Simulate response time
// Higher values result in longer color transition periods - [0, 1] // Higher values result in longer color transition periods - [0, 1]
#define response_time 0.333 #pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
/////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////
// // // //
@ -60,23 +66,23 @@ layout(location = 4) out vec2 HistCoord;
// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) // Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
#define video_scale floor(global.OutputSize.y * global.SourceSize.w) #define video_scale floor(registers.OutputSize.y * registers.SourceSize.w)
// Size of the scaled video // Size of the scaled video
#define scaled_video_out (global.SourceSize.xy * vec2(video_scale)) #define scaled_video_out (registers.SourceSize.xy * vec2(video_scale))
//it's... half a pixel //it's... half a pixel
#define half_pixel (vec2(0.5) * global.OutputSize.zw) #define half_pixel (vec2(0.5) * registers.OutputSize.zw)
void main() void main()
{ {
// Remaps position to integer scaled output // Remaps position to integer scaled output
gl_Position = global.MVP * Position / vec4( vec2(global.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
vTexCoord = TexCoord + half_pixel; vTexCoord = TexCoord + half_pixel;
HistCoord = floor(global.OriginalHistorySize1.xy * vTexCoord); HistCoord = floor(registers.OriginalHistorySize1.xy * vTexCoord);
HistCoord = (HistCoord + 0.5) * global.OriginalHistorySize1.zw; HistCoord = (HistCoord + 0.5) * registers.OriginalHistorySize1.zw;
dot_size = global.SourceSize.zw; dot_size = registers.SourceSize.zw;
one_texel = 1.0 / (global.SourceSize.xy * video_scale); one_texel = 1.0 / (registers.SourceSize.xy * video_scale);
} }
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@ -104,7 +110,7 @@ layout(set = 0, binding = 10) uniform sampler2D COLOR_PALETTE;
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
#define foreground_color texture(COLOR_PALETTE, vec2(0.75, 0.5)).rgb //hardcoded to look up the foreground color from the right half of the palette image #define foreground_color texture(COLOR_PALETTE, vec2(0.75, 0.5)).rgb //hardcoded to look up the foreground color from the right half of the palette image
//#define rgb_to_alpha(rgb) ( ((rgb.r + rgb.g + rgb.b) / 3.0) + (is_on_dot * vec2(baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha //#define rgb_to_alpha(rgb) ( ((rgb.r + rgb.g + rgb.b) / 3.0) + (is_on_dot * vec2(registers.baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha
// Frame sampling definitions // Frame sampling definitions
@ -127,16 +133,16 @@ void main()
// Sample color from the current and previous frames, apply response time modifier // Sample color from the current and previous frames, apply response time modifier
// Response time effect implmented through an exponential dropoff algorithm // Response time effect implmented through an exponential dropoff algorithm
vec3 input_rgb = curr_rgb; vec3 input_rgb = curr_rgb;
input_rgb += (prev0_rgb - input_rgb) * response_time; input_rgb += (prev0_rgb - input_rgb) * registers.response_time;
input_rgb += (prev1_rgb - input_rgb) * pow(response_time, 2.0); input_rgb += (prev1_rgb - input_rgb) * pow(registers.response_time, 2.0);
input_rgb += (prev2_rgb - input_rgb) * pow(response_time, 3.0); input_rgb += (prev2_rgb - input_rgb) * pow(registers.response_time, 3.0);
input_rgb += (prev3_rgb - input_rgb) * pow(response_time, 4.0); input_rgb += (prev3_rgb - input_rgb) * pow(registers.response_time, 4.0);
input_rgb += (prev4_rgb - input_rgb) * pow(response_time, 5.0); input_rgb += (prev4_rgb - input_rgb) * pow(registers.response_time, 5.0);
input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0); input_rgb += (prev5_rgb - input_rgb) * pow(registers.response_time, 6.0);
input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0); input_rgb += (prev6_rgb - input_rgb) * pow(registers.response_time, 7.0);
float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) * 0.333333333 float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) * 0.333333333
+ (is_on_dot * baseline_alpha); + (is_on_dot * registers.baseline_alpha);
// Apply foreground color and assign alpha value // Apply foreground color and assign alpha value
// Apply the foreground color to all texels - // Apply the foreground color to all texels -

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@ -1,11 +1,17 @@
#version 450 #version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float blending_mode;
float adjacent_texel_alpha_blending;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global; } global;
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@ -15,10 +21,10 @@ layout(std140, set = 0, binding = 0) uniform UBO
// 0 - only the space between dots is blending // 0 - only the space between dots is blending
// 1 - all texels are blended // 1 - all texels are blended
/* TODO/FIXME - When set to zero, frame will be a solid green color */ /* TODO/FIXME - When set to zero, frame will be a solid green color */
#define blending_mode 1 #pragma parameter blending_mode "Blending Mode" 1.0 0.0 1.0 1.0
// The amount of alpha swapped between neighboring texels // The amount of alpha swapped between neighboring texels
#define adjacent_texel_alpha_blending 0.1755 #pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.1755 0.0 1.0 0.05
/////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////
// // // //
@ -62,13 +68,13 @@ void main()
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
texel = global.SourceSize.zw; texel = registers.SourceSize.zw;
blur_coords_down = vTexCoord + vec2(0.0, texel.y); blur_coords_down = vTexCoord + vec2(0.0, texel.y);
blur_coords_up = vTexCoord + vec2(0.0, -texel.y); blur_coords_up = vTexCoord + vec2(0.0, -texel.y);
blur_coords_right = vTexCoord + vec2(texel.x, 0.0); blur_coords_right = vTexCoord + vec2(texel.x, 0.0);
blur_coords_left = vTexCoord + vec2(-texel.x, 0.0); blur_coords_left = vTexCoord + vec2(-texel.x, 0.0);
blur_coords_lower_bound = vec2(0.0); blur_coords_lower_bound = vec2(0.0);
blur_coords_upper_bound = texel * (global.OutputSize.xy - vec2(2.0)); blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
} }
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@ -91,7 +97,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
// Fragment definitions // // Fragment definitions //
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
//#define blending_modifier(color) clamp((color.a == 0) + blending_mode, 0.0, 1.0) //#define blending_modifier(color) clamp((color.a == 0) + registers.blending_mode, 0.0, 1.0)
void main() void main()
{ {
@ -121,9 +127,9 @@ void main()
(out_color.a - adjacent_texel_2.a) + (out_color.a - adjacent_texel_2.a) +
(out_color.a - adjacent_texel_3.a) + (out_color.a - adjacent_texel_3.a) +
(out_color.a - adjacent_texel_4.a) (out_color.a - adjacent_texel_4.a)
) * adjacent_texel_alpha_blending; ) * registers.adjacent_texel_alpha_blending;
out_color.a *= clamp((0.0) + blending_mode, 0.0, 1.0); out_color.a *= clamp((0.0) + registers.blending_mode, 0.0, 1.0);
FragColor = out_color; FragColor = out_color;
} }

View file

@ -1,11 +1,15 @@
#version 450 #version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global; } global;
/////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////
@ -42,9 +46,9 @@ void main()
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
texel = global.SourceSize.zw; texel = registers.SourceSize.zw;
lower_bound = vec2(0.0); lower_bound = vec2(0.0);
upper_bound = vec2(texel * (global.OutputSize.xy - 1.0)); upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0));
} }
#pragma stage fragment #pragma stage fragment

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@ -1,11 +1,15 @@
#version 450 #version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global; } global;
/////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////
@ -42,9 +46,9 @@ void main()
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
texel = global.SourceSize.zw; texel = registers.SourceSize.zw;
lower_bound = vec2(0.0); lower_bound = vec2(0.0);
upper_bound = vec2(texel * (global.OutputSize.xy - 1.0)); upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0));
} }
#pragma stage fragment #pragma stage fragment

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@ -1,52 +1,64 @@
#version 450 #version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 PassOutputSize1;
float contrast;
float screen_light;
float pixel_opacity;
float bg_smoothing;
float shadow_opacity;
float shadow_offset_x;
float shadow_offset_y;
float screen_offset_x;
float screen_offset_y;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 PassOutputSize1;
} global; } global;
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Config // // Config //
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Useful to fine-tune the colors. // Useful to fine-tune the colors.
// Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95] // Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95]
#define contrast 0.95 #pragma parameter contrast "Contrast" 0.95 0.0 1.0 0.05
// Controls the ambient light of the screen. // Controls the ambient light of the screen.
// Lower values darken the screen - [0, 2] [DEFAULT: 1.00] // Lower values darken the screen - [0, 2] [DEFAULT: 1.00]
#define screen_light 1.00 #pragma parameter screen_light "Ambient Screen Light" 1.0 0.0 2.0 0.05
// Controls the opacity of the dot-matrix pixels. // Controls the opacity of the dot-matrix pixels.
// Lower values make pixels more transparent - [0, 1] [DEFAULT: 1.00] // Lower values make pixels more transparent - [0, 1] [DEFAULT: 1.00]
#define pixel_opacity 1.00 #pragma parameter pixel_opacity "Pixel Opacity" 1.0 0.01 1.0 0.01
// Higher values suppress changes in background color directly beneath // Higher values suppress changes in background color directly beneath
// the foreground to improve image clarity - [0, 1] [DEFAULT: 0.75] // the foreground to improve image clarity - [0, 1] [DEFAULT: 0.75]
#define bg_smoothing 0.75 #pragma parameter bg_smoothing "Background Smooth" 0.75 0.0 1.0 0.05
// How strongly shadows affect the background // How strongly shadows affect the background
// Higher values darken the shadows - [0, 1] [DEFAULT: 0.55] // Higher values darken the shadows - [0, 1] [DEFAULT: 0.55]
#define shadow_opacity 0.55 #pragma parameter shadow_opacity "Shadow Opacity" 0.55 0.01 1.0 0.01
// How far the shadow should be shifted to the // How far the shadow should be shifted to the
// right in pixels - [-infinity, infinity] [DEFAULT: 1.0] // right in pixels - [-infinity, infinity] [DEFAULT: 1.0]
#define shadow_offset_x 1.0 #pragma parameter shadow_offset_x "Shadow Offset Horiz" 1.0 -5.0 5.0 0.5
// How far the shadow should be shifted // How far the shadow should be shifted
// down in pixels - [-infinity, infinity] [DEFAULT: 1.5] // down in pixels - [-infinity, infinity] [DEFAULT: 1.5]
#define shadow_offset_y 1.5 #pragma parameter shadow_offset_y "Shadow Offset Vert" 1.0 -5.0 5.0 0.5
// Screen offset - [-infinity, infinity] [DEFAULT: 0] // Screen offset - [-infinity, infinity] [DEFAULT: 0]
#define screen_offset_x 0 #pragma parameter screen_offset_x "Screen Offset Horiz" 0.0 -5.0 5.0 0.5
// Screen offset - [-infinity, infinity] [DEFAULT: 0] // Screen offset - [-infinity, infinity] [DEFAULT: 0]
#define screen_offset_y 0 #pragma parameter screen_offset_y "Screen Offset Vert" 0.0 -5.0 5.0 0.5
/////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////
// // // //
@ -80,7 +92,7 @@ void main()
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
texel = global.SourceSize.zw; texel = registers.SourceSize.zw;
} }
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@ -99,13 +111,13 @@ layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE;
#define bg_color texture(COLOR_PALETTE, vec2(0.25, 0.5)) #define bg_color texture(COLOR_PALETTE, vec2(0.25, 0.5))
// Sample the background color from the palette // Sample the background color from the palette
#define shadow_alpha (contrast * shadow_opacity) #define shadow_alpha (registers.contrast * registers.shadow_opacity)
// Offset for the shadow // Offset for the shadow
#define shadow_offset vec2(shadow_offset_x * texel.x, shadow_offset_y * texel.y) #define shadow_offset vec2(registers.shadow_offset_x * texel.x, registers.shadow_offset_y * texel.y)
// Offset for the entire screen // Offset for the entire screen
#define screen_offset vec2(screen_offset_x * texel.x, screen_offset_y * texel.y) #define screen_offset vec2(registers.screen_offset_x * texel.x, registers.screen_offset_y * texel.y)
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Fragment shader // // Fragment shader //
@ -113,8 +125,8 @@ layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE;
void main() void main()
{ {
vec2 tex = floor(global.PassOutputSize1.xy * vTexCoord); vec2 tex = floor(registers.PassOutputSize1.xy * vTexCoord);
tex = (tex + 0.5) * global.PassOutputSize1.zw; tex = (tex + 0.5) * registers.PassOutputSize1.zw;
// Sample all the relevant textures // Sample all the relevant textures
vec4 foreground = texture(PassOutput1, tex - screen_offset); vec4 foreground = texture(PassOutput1, tex - screen_offset);
@ -129,7 +141,7 @@ void main()
if ( foreground.a > 0.0 ) if ( foreground.a > 0.0 )
bg_test = 1.0; bg_test = 1.0;
background -= (background - 0.5) * bg_smoothing * bg_test; background -= (background - 0.5) * registers.bg_smoothing * bg_test;
// Allows for highlights, // Allows for highlights,
// background = bg_color when the background color is 0.5 gray // background = bg_color when the background color is 0.5 gray
@ -146,7 +158,7 @@ void main()
vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1 - shadows.a * shadow_alpha)); vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1 - shadows.a * shadow_alpha));
// Foreground is alpha blended with the shadowed background // Foreground is alpha blended with the shadowed background
out_color = (foreground * foreground.a * contrast) + (out_color * (screen_light - foreground.a * contrast * pixel_opacity)); out_color = (foreground * foreground.a * registers.contrast) + (out_color * (registers.screen_light - foreground.a * registers.contrast * registers.pixel_opacity));
FragColor = out_color; FragColor = out_color;
} }