コード例 #1
0
ファイル: win32.cpp プロジェクト: GeoffreyPlitt/snes9x-sdl
const char *S9xGetFilenameInc (const char *e, enum s9x_getdirtype dirtype)
{
    static char filename [PATH_MAX + 1];
    char dir [_MAX_DIR + 1];
    char drive [_MAX_DRIVE + 1];
    char fname [_MAX_FNAME + 1];
    char ext [_MAX_EXT + 1];
    unsigned int i=0;
    const char *d;

    _splitpath (Memory.ROMFilename, drive, dir, fname, ext);
    d=S9xGetDirectory(dirtype);
    do {
        _snprintf(filename, sizeof(filename), "%s\\%s%03d%s", d, fname, i, e);
        i++;
    } while(_taccess (_tFromChar(filename), 0) == 0 && i!=0);

    return (filename);
}
コード例 #2
0
ファイル: CGLCG.cpp プロジェクト: RedGuyyyy/snes9x
bool CGLCG::LoadShader(const TCHAR *shaderFile)
{
	CCGShader cgShader;
	TCHAR shaderPath[MAX_PATH];
	TCHAR tempPath[MAX_PATH];
	CGprofile vertexProfile, fragmentProfile;
	GLenum error;

	if(!fboFunctionsLoaded) {
		MessageBox(NULL, TEXT("Your OpenGL graphics driver does not support framebuffer objects.\nYou will not be able to use CG shaders in OpenGL mode."), TEXT("CG Error"),
			MB_OK|MB_ICONEXCLAMATION);
        return false;
    }

	vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
	fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);

	cgGLDisableProfile(vertexProfile);
	cgGLDisableProfile(fragmentProfile);

	ClearPasses();

	if (shaderFile == NULL || *shaderFile==TEXT('\0'))
		return true;

	lstrcpy(shaderPath, shaderFile);
    ReduceToPath(shaderPath);

	SetCurrentDirectory(shaderPath);
	if(!cgShader.LoadShader(_tToChar(shaderFile)))
		return false;

	cgGLSetOptimalOptions(vertexProfile);
	cgGLSetOptimalOptions(fragmentProfile);

	/* insert dummy pass that will contain the original texture
	*/
	shaderPasses.push_back(shaderPass());

	for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
			it!=cgShader.shaderPasses.end();it++) {
		shaderPass pass;

		pass.scaleParams = it->scaleParams;
		/* if this is the last pass (the only one that can have CG_SCALE_NONE)
		   and no filter has been set use the GUI setting
		*/
		if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
			pass.linearFilter = GUI.BilinearFilter;
		} else {
			pass.linearFilter = it->linearFilter;
		}

        pass.frameCounterMod = it->frameCounterMod;

        pass.floatFbo = it->floatFbo;

		// paths in the meta file can be relative
		_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
		char *fileContents = ReadShaderFileContents(tempPath);
		if(!fileContents)
			return false;

        // individual shader might include files, these should be relative to shader
        ReduceToPath(tempPath);
        SetCurrentDirectory(tempPath);

		pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
						vertexProfile, "main_vertex", NULL);

		checkForCgError("Compiling vertex program");

		pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
							fragmentProfile, "main_fragment", NULL);

		checkForCgError("Compiling fragment program");

        // set path back for next pass
        SetCurrentDirectory(shaderPath);

		delete [] fileContents;
		if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
			return false;
		}
		cgGLLoadProgram(pass.cgVertexProgram);
		cgGLLoadProgram(pass.cgFragmentProgram);

		/* generate framebuffer and texture for this pass and apply
		   default texture settings
		*/
		glGenFramebuffers(1,&pass.fbo);
		glGenTextures(1,&pass.tex);
		glBindTexture(GL_TEXTURE_2D,pass.tex);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

		shaderPasses.push_back(pass);
	}

	for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {		
		lookupTexture tex;
		strcpy(tex.id,it->id);

		/* generate texture for the lut and apply specified filter setting
		*/
		glGenTextures(1,&tex.tex);
		glBindTexture(GL_TEXTURE_2D,tex.tex);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);

		_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);

		// simple file extension png/tga decision
		int strLen = strlen(it->texturePath);
		if(strLen>4) {
			if(!strcasecmp(&it->texturePath[strLen-4],".png")) {
				int width, height;
				bool hasAlpha;
				GLubyte *texData;
				if(loadPngImage(tempPath,width,height,hasAlpha,&texData)) {
					glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
					glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,
						height, 0, hasAlpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, texData);
					free(texData);
				}
			} else if(!strcasecmp(&it->texturePath[strLen-4],".tga")) {
				STGA stga;
				if(loadTGA(tempPath,stga)) {
					glPixelStorei(GL_UNPACK_ROW_LENGTH, stga.width);
					glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, stga.width,
						stga.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, stga.data);
				}
			}
		}
		lookupTextures.push_back(tex);
	}

	/* enable texture unit 1 for the lookup textures
	*/
	glClientActiveTexture(GL_TEXTURE1);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glTexCoordPointer(2,GL_FLOAT,0,lut_coords);
	glClientActiveTexture(GL_TEXTURE0);

	/* generate textures and set default values for the pref-filled PREV deque.
	*/
	for(int i=0;i<prevPasses.size();i++) {
		glGenTextures(1,&prevPasses[i].tex);
		glBindTexture(GL_TEXTURE_2D,prevPasses[i].tex);
		glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,512,512,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
		glBindTexture(GL_TEXTURE_2D,0);
		prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = 0;
		memset(prevPasses[i].texCoords,0,sizeof(prevPasses[i].texCoords));
	}

	shaderLoaded = true;
	
	return true;
}
コード例 #3
0
ファイル: wconfig.cpp プロジェクト: ddugovic/RASuite
	void Get(ConfigFile& conf) {
		switch(type)
		{
			case CIT_BOOL:
			case CIT_BOOLONOFF:
				if(size	== 1) *(uint8 *)addr = (uint8) conf.GetBool(name, def!=0);
				if(size	== 2) *(uint16*)addr = (uint16)conf.GetBool(name, def!=0);
				if(size	== 4) *(uint32*)addr = (uint32)conf.GetBool(name, def!=0);
				if(size	== 8) *(uint64*)addr = (uint64)conf.GetBool(name, def!=0);
				break;
			case CIT_INT:
				if(size	== 1) *(uint8 *)addr = (uint8) conf.GetInt(name, reinterpret_cast<int32>(def));
				if(size	== 2) *(uint16*)addr = (uint16)conf.GetInt(name, reinterpret_cast<int32>(def));
				if(size	== 4) *(uint32*)addr = (uint32)conf.GetInt(name, reinterpret_cast<int32>(def));
				if(size	== 8) *(uint64*)addr = (uint64)conf.GetInt(name, reinterpret_cast<int32>(def));
				break;
			case CIT_UINT:
				if(size	== 1) *(uint8 *)addr = (uint8) conf.GetUInt(name, reinterpret_cast<uint32>(def));
				if(size	== 2) *(uint16*)addr = (uint16)conf.GetUInt(name, reinterpret_cast<uint32>(def));
				if(size	== 4) *(uint32*)addr = (uint32)conf.GetUInt(name, reinterpret_cast<uint32>(def));
				if(size	== 8) *(uint64*)addr = (uint64)conf.GetUInt(name, reinterpret_cast<uint32>(def));
				break;
			case CIT_STRING:
				lstrcpyn((TCHAR*)addr, _tFromChar(conf.GetString(name, reinterpret_cast<const char*>(def))), size-1);
				((TCHAR*)addr)[size-1] = TEXT('\0');
				break;
			case CIT_INVBOOL:
			case CIT_INVBOOLONOFF:
				if(size	== 1) *(uint8 *)addr = (uint8) !conf.GetBool(name, def!=0);
				if(size	== 2) *(uint16*)addr = (uint16)!conf.GetBool(name, def!=0);
				if(size	== 4) *(uint32*)addr = (uint32)!conf.GetBool(name, def!=0);
				if(size	== 8) *(uint64*)addr = (uint64)!conf.GetBool(name, def!=0);
				break;
			case CIT_VKEY:
				{
					uint16 keyNum = (uint16)conf.GetUInt(name, reinterpret_cast<uint32>(def));
					const char* keyStr = conf.GetString(name);
					if(keyStr)
					{
						for(int i=0;i<512;i++)
						{
							if(i<256) // keys
							{
								if(!strcasecmp(keyStr,keyToString[i]) ||
								(*keyToAlternateString[i] && !strcasecmp(keyStr,keyToAlternateString[i])))
								{
									keyNum = i;
									break;
								}
							}
							else // joystick:
							{
								char temp [128];
								extern void TranslateKey(WORD keyz,char *out);
								TranslateKey(0x8000|(i-256),temp);
								if(strlen(keyStr)>3 && !strcasecmp(keyStr+3,temp+3))
								{
									for(int j = 0 ; j < 16 ; j++)
									{
										if(keyStr[2]-'0' == j || keyStr[2]-'a' == j-10)
										{
											keyNum = 0x8000|(i-256)|(j<<8);
											i = 512;
											break;
										}
									}
								}
							}
						}
					}
					if(size	== 1) *(uint8 *)addr = (uint8) keyNum;
					if(size	== 2) *(uint16*)addr = (uint16)keyNum;
					if(size	== 4) *(uint32*)addr = (uint32)keyNum;
					if(size	== 8) *(uint64*)addr = (uint64)keyNum;
				}
				break;
			case CIT_VKEYMOD:
				{
					uint16 modNum = 0;
					const char* modStr = conf.GetString(name);
					if(modStr) {
						if(strstr(modStr, "ft") || strstr(modStr, "FT")) modNum |= CUSTKEY_SHIFT_MASK;
						if(strstr(modStr, "tr") || strstr(modStr, "TR")) modNum |= CUSTKEY_CTRL_MASK;
						if(strstr(modStr, "lt") || strstr(modStr, "LT")) modNum |= CUSTKEY_ALT_MASK;
					}
					if(!modNum && (!modStr || strcasecmp(modStr, "none")))
						modNum = conf.GetUInt(name, reinterpret_cast<uint32>(def));
					if(size	== 1) *(uint8 *)addr = (uint8) modNum;
					if(size	== 2) *(uint16*)addr = (uint16)modNum;
					if(size	== 4) *(uint32*)addr = (uint32)modNum;
					if(size	== 8) *(uint64*)addr = (uint64)modNum;
				}
				break;
		}

		// if it had a comment, override our own with it
		const char* newComment = conf.GetComment(name);
		if(newComment && *newComment)
			comment = newComment;
	}
コード例 #4
0
ファイル: win32.cpp プロジェクト: GeoffreyPlitt/snes9x-sdl
const TCHAR *S9xGetDirectoryT (enum s9x_getdirtype dirtype)
{
	if(!startDirectoryValid)
	{
		// directory of the executable's location:
		GetModuleFileName(NULL, startDirectory, PATH_MAX);
        for(int i=lstrlen(startDirectory); i>=0; i--){
            if(IS_SLASH(startDirectory[i])){
                startDirectory[i]=TEXT('\0');
                break;
            }
        }

		startDirectoryValid = true;
	}

	SetCurrentDirectory(startDirectory); // makes sure relative paths are relative to the application's location

	const TCHAR* rv = startDirectory;

    switch(dirtype){
	  default:
      case DEFAULT_DIR:
	  case HOME_DIR:
		  break;

	  case SCREENSHOT_DIR:
		  rv = GUI.ScreensDir;
		  break;

      case ROM_DIR:
		  rv = GUI.RomDir;
		  break;

      case SRAM_DIR:
		  rv = GUI.SRAMFileDir;
		  break;

	  case BIOS_DIR:
		  rv = GUI.BiosDir;
		  break;

      case SPC_DIR:
		  rv = GUI.SPCDir;
		  break;

	  case IPS_DIR:
	  case CHEAT_DIR:
		  rv = GUI.PatchDir;
		  break;

	  case SNAPSHOT_DIR:
		  rv = GUI.FreezeFileDir;
		  break;

	  case ROMFILENAME_DIR: {
			static TCHAR filename [PATH_MAX];
			lstrcpy(filename, _tFromChar(Memory.ROMFilename));
			if(!filename[0])
				rv = GUI.RomDir;
			for(int i=lstrlen(filename); i>=0; i--){
				if(IS_SLASH(filename[i])){
					filename[i]=TEXT('\0');
					break;
				}
			}
			rv = filename;
		}
		break;
    }

	_tmkdir(rv);

	return rv;
}
コード例 #5
0
ファイル: CD3DCG.cpp プロジェクト: LuigiBlood/snes9x-sx2
bool CD3DCG::LoadShader(const TCHAR *shaderFile)
{
	CCGShader cgShader;
	TCHAR shaderPath[MAX_PATH];
	TCHAR tempPath[MAX_PATH];
	HRESULT hr;
	GLenum error;

	ClearPasses();

	if (shaderFile == NULL || *shaderFile==TEXT('\0'))
		return true;

	lstrcpy(shaderPath,shaderFile);
	for(int i=lstrlen(shaderPath); i>=0; i--){
		if(IS_SLASH(shaderPath[i])){
			shaderPath[i]=TEXT('\0');
			break;
		}
	}

	SetCurrentDirectory(shaderPath);
	if(!cgShader.LoadShader(_tToChar(shaderFile)))
		return false;

	CGprofile vertexProfile = cgD3D9GetLatestVertexProfile();
	CGprofile pixelProfile = cgD3D9GetLatestPixelProfile();

	const char** vertexOptions = cgD3D9GetOptimalOptions(vertexProfile);
	const char** pixelOptions = cgD3D9GetOptimalOptions(pixelProfile);

	shaderPasses.push_back(shaderPass());

	for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
			it!=cgShader.shaderPasses.end();it++) {
		shaderPass pass;

		pass.scaleParams = it->scaleParams;
		/* if this is the last pass (the only one that can have CG_SCALE_NONE)
		   and no filter has been set use the GUI setting
		*/
		if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
			pass.linearFilter = GUI.BilinearFilter;
		} else {
			pass.linearFilter = it->linearFilter;
		}

		// paths in the meta file can be relative
		_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
		char *fileContents = ReadShaderFileContents(tempPath);
		if(!fileContents)
			return false;

		pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
						vertexProfile, "main_vertex", vertexOptions);

		checkForCgError("Compiling vertex program");

		pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
						pixelProfile, "main_fragment", pixelOptions);

		checkForCgError("Compiling fragment program");

		delete [] fileContents;
		if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
			return false;
		}
		if(pass.cgVertexProgram) {
			hr = cgD3D9LoadProgram(pass.cgVertexProgram,false,0);
		}
		checkForCgError("Loading vertex program");
		if(pass.cgFragmentProgram) {
			hr = cgD3D9LoadProgram(pass.cgFragmentProgram,false,0);
		}
		checkForCgError("Loading fragment program");

		/* generate vertex buffer
		*/
		
		hr = pDevice->CreateVertexBuffer(sizeof(VERTEX)*4,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&pass.vertexBuffer,NULL);
		if(FAILED(hr)) {
			pass.vertexBuffer = NULL;
			DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex buffer"), hr);
			return false;
		}

		/* set up vertex declarations for the pass,
		   this also creates the vertex declaration
		*/
		setupVertexDeclaration(pass);

		shaderPasses.push_back(pass);
	}

	for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {		
		lookupTexture tex;
		strcpy(tex.id,it->id);
		tex.linearFilter = it->linearfilter;

		_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);

		hr = D3DXCreateTextureFromFileEx(
               pDevice,
               tempPath,
               D3DX_DEFAULT_NONPOW2,
               D3DX_DEFAULT_NONPOW2,
               0,
               0,
               D3DFMT_FROM_FILE,
               D3DPOOL_MANAGED,
			   it->linearfilter?D3DX_FILTER_LINEAR:D3DX_FILTER_POINT,
               0,
               0,
               NULL,
               NULL,
               &tex.tex);
		if FAILED(hr){
			tex.tex = NULL;
		}
		lookupTextures.push_back(tex);
	}

	shaderLoaded = true;

	return true;
}