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Add bicubic scaling
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7 changed files with 87 additions and 2 deletions
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@ -81,7 +81,7 @@
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// is upscaled
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// 0: Nearest-Neighbor
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// 1: Bilinear
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// 2: (Reserved)
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// 2: Bicubic
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// 3: Lanczos3
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// (default: 0)
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//
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41
shader/bicubic.frag
Normal file
41
shader/bicubic.frag
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@ -0,0 +1,41 @@
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// From https://raw.githubusercontent.com/Sentmoraap/doing-sdl-right/f1a0183692abbd5d899fb432ab8dafe228a4929a/assets/bicubic.frag
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// Copyright 2020 Lilian Gimenez (Sentmoraap).
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// mkxp-z modifications Copyright 2022-2023 Splendide Imaginarius.
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// MIT license.
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uniform sampler2D texture;
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uniform vec2 sourceSize;
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uniform vec2 texSizeInv;
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varying vec2 v_texCoord;
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uniform vec2 bc;
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void main()
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{
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vec2 pixel = v_texCoord * sourceSize + 0.5;
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vec2 frac = fract(pixel);
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vec2 frac2 = frac * frac;
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vec2 frac3 = frac * frac2;
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vec2 onePixel = texSizeInv;
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pixel = floor(pixel) * texSizeInv - onePixel / 2.0;
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vec4 colours[4];
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// 16 reads, unoptimized but forks for every Mitchell-Netravali filter
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for(int i = -1; i <= 2; i++)
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{
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vec4 p0 = texture2D(texture, pixel + vec2( -onePixel.x, float(i) * onePixel.y)).rgba;
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vec4 p1 = texture2D(texture, pixel + vec2( 0, float(i) * onePixel.y)).rgba;
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vec4 p2 = texture2D(texture, pixel + vec2( onePixel.x, float(i) * onePixel.y)).rgba;
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vec4 p3 = texture2D(texture, pixel + vec2(2.0 * onePixel.x, float(i) * onePixel.y)).rgba;
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colours[i + 1] = ((-bc.x / 6.0 - bc . y) * p0 + (- 1.5 * bc.x - bc.y + 2.0) * p1
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+ (1.5 * bc.x + bc.y - 2.0) * p2 + (bc.x / 6.0 + bc.y) * p3) * frac3.x
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+ ((0.5 * bc.x + 2.0 * bc.y) * p0 + (2.0 * bc.x + bc.y - 3.0) * p1
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+ (-2.5 * bc.x - 2.0 * bc.y + 3.0) * p2 - bc.y * p3) * frac2.x
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+ ((-0.5 * bc.x - bc.y) * p0 + (0.5 * bc.x + bc.y) * p2) * frac.x
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+ p0 * bc.x / 6.0 + (-bc.x / 3.0 + 1.0) * p1 + p2 * bc.x / 6.0;
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}
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gl_FragColor = ((-bc.x / 6.0 - bc . y) * colours[0] + (- 1.5 * bc.x - bc.y + 2.0) * colours[1]
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+ (1.5 * bc.x + bc.y - 2.0) * colours[2] + (bc.x / 6.0 + bc.y) * colours[3]) * frac3.y
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+ ((0.5 * bc.x + 2.0 * bc.y) * colours[0] + (2.0 * bc.x + bc.y - 3.0) * colours[1]
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+ (-2.5 * bc.x - 2.0 * bc.y + 3.0) * colours[2] - bc.y * colours[3]) * frac2.y
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+ ((-0.5 * bc.x - bc.y) * colours[0] + (0.5 * bc.x + bc.y) * colours[2]) * frac.y
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+ colours[0] * bc.x / 6.0 + (-bc.x / 3.0 + 1.0) * colours[1] + colours[2] * bc.x / 6.0;
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}
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@ -15,6 +15,7 @@ embedded_shaders = [
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'simpleAlphaUni.frag',
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'tilemap.frag',
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'flashMap.frag',
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'bicubic.frag',
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'lanczos3.frag',
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'minimal.vert',
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'simple.vert',
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@ -154,6 +154,16 @@ static void _blitBegin(FBO::ID fbo, const Vec2i &size)
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switch (shState->config().smoothScaling)
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{
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case Bicubic:
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{
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BicubicShader &shader = shState->shaders().bicubic;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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shader.setTexSize(Vec2i(size.x, size.y));
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}
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break;
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case Lanczos3:
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{
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Lanczos3Shader &shader = shState->shaders().lanczos3;
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@ -234,6 +244,14 @@ void blitSource(TEXFBO &source)
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{
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switch (shState->config().smoothScaling)
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{
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case Bicubic:
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{
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BicubicShader &shader = shState->shaders().bicubic;
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shader.bind();
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shader.setTexSize(Vec2i(blitSrcWidthHires, blitSrcHeightHires));
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}
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break;
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case Lanczos3:
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{
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Lanczos3Shader &shader = shState->shaders().lanczos3;
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@ -46,6 +46,7 @@
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#include "simpleAlphaUni.frag.xxd"
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#include "tilemap.frag.xxd"
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#include "flashMap.frag.xxd"
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#include "bicubic.frag.xxd"
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#include "lanczos3.frag.xxd"
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#include "minimal.vert.xxd"
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#include "simple.vert.xxd"
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@ -767,6 +768,20 @@ void BltShader::setOpacity(float value)
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gl.Uniform1f(u_opacity, value);
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}
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BicubicShader::BicubicShader()
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{
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INIT_SHADER(simple, bicubic, BicubicShader);
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ShaderBase::init();
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GET_U(texOffsetX);
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GET_U(sourceSize);
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GET_U(bc);
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// TODO: Maybe expose this as a setting?
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gl.Uniform2f(u_bc, 0.0, 0.5);
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}
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Lanczos3Shader::Lanczos3Shader()
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{
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INIT_SHADER(simple, lanczos3, Lanczos3Shader);
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@ -341,6 +341,15 @@ protected:
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GLint u_sourceSize;
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};
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class BicubicShader : public Lanczos3Shader
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{
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public:
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BicubicShader();
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protected:
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GLint u_bc;
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};
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/* Global object containing all available shaders */
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struct ShaderSet
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{
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@ -362,6 +371,7 @@ struct ShaderSet
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SimpleMatrixShader simpleMatrix;
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BlurShader blur;
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TilemapVXShader tilemapVX;
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BicubicShader bicubic;
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Lanczos3Shader lanczos3;
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};
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@ -204,7 +204,7 @@ enum InterpolationMethod
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{
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NearestNeighbor = 0,
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Bilinear = 1,
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// Reserving 2 for Bicubic
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Bicubic = 2,
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Lanczos3 = 3,
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};
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