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/**
* * Supermodel
* * A Sega Model 3 Arcade Emulator .
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* * Copyright 2011 - 2012 Bart Trzynadlowski , Nik Henson
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* *
* * This file is part of Supermodel .
* *
* * Supermodel 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 3 of the License , or ( at your option )
* * any later version .
* *
* * Supermodel 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 Supermodel . If not , see < http : //www.gnu.org/licenses/>.
* */
/*
* Shaders2D . h
*
* Header file containing the 2 D vertex and fragment shaders .
*/
# ifndef INCLUDED_SHADERS2D_H
# define INCLUDED_SHADERS2D_H
// Vertex shader
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static const char s_vertexShaderSource [ ] = R " glsl(
# version 410 core
// outputs
out vec2 fsTexCoord ;
void main ( void )
{
const vec4 vertices [ ] = vec4 [ ] ( vec4 ( - 1.0 , - 1.0 , 0.0 , 1.0 ) ,
vec4 ( - 1.0 , 1.0 , 0.0 , 1.0 ) ,
vec4 ( 1.0 , - 1.0 , 0.0 , 1.0 ) ,
vec4 ( 1.0 , 1.0 , 0.0 , 1.0 ) ) ;
fsTexCoord = ( ( vertices [ gl_VertexID % 4 ] . xy + 1.0 ) / 2.0 ) ;
fsTexCoord . y = 1.0 - fsTexCoord . y ; // flip upside down
gl_Position = vertices [ gl_VertexID % 4 ] ;
}
) glsl " ;
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// Fragment shader
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static const char s_fragmentShaderSource [ ] = R " glsl(
# version 410 core
// inputs
uniform sampler2D tex1 ; // texture
in vec2 fsTexCoord ;
// outputs
out vec4 fragColor ;
void main ( )
{
fragColor = texture ( tex1 , fsTexCoord ) ;
}
) glsl " ;
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// Vertex shader
static const char s_vertexShaderTileGen [ ] = R " glsl(
# version 410 core
uniform float lineStart ; // defined as a % of the viewport height in the range 0-1. So 0 is top line, 0.5 is line 192 etc
uniform float lineEnd ;
void main ( void )
{
const float v1 = - 1.0 ;
const float v2 = 1.0 ;
vec4 vertices [ ] = vec4 [ ] ( vec4 ( - 1.0 , v1 , 0.0 , 1.0 ) ,
vec4 ( - 1.0 , v2 , 0.0 , 1.0 ) ,
vec4 ( 1.0 , v1 , 0.0 , 1.0 ) ,
vec4 ( 1.0 , v2 , 0.0 , 1.0 ) ) ;
float top = ( ( v2 - v1 ) * lineStart ) + v1 ;
float bottom = ( ( v2 - v1 ) * lineEnd ) + v1 ;
vertices [ 0 ] . y = top ;
vertices [ 2 ] . y = top ;
vertices [ 1 ] . y = bottom ;
vertices [ 3 ] . y = bottom ;
gl_Position = vertices [ gl_VertexID % 4 ] ;
}
) glsl " ;
// Fragment shader
static const char s_fragmentShaderTileGen [ ] = R " glsl(
# version 410 core
//layout(origin_upper_left) in vec4 gl_FragCoord;
// inputs
uniform usampler2D vram ; // texture 512x512
uniform usampler2D palette ; // texture 128x256 - actual dimensions dont matter too much but we have to stay in the limits of max tex width/height, so can't have 1 giant 1d array
uniform uint regs [ 32 ] ;
uniform int layerNumber ;
// outputs
out vec4 fragColor ;
ivec2 GetVRamCoords ( int offset )
{
return ivec2 ( offset % 512 , offset / 512 ) ;
}
ivec2 GetPaletteCoords ( int offset )
{
return ivec2 ( offset % 128 , offset / 128 ) ;
}
uint GetLineMask ( int layerNum , int yCoord )
{
uint shift = ( layerNum < 2 ) ? 16u : 0u ; // need to check this, we could be endian swapped so could be wrong
uint maskPolarity = ( ( layerNum & 1 ) > 0 ) ? 0xFFFFu : 0x0000u ;
int index = ( 0xF7000 / 4 ) + yCoord ;
ivec2 coords = GetVRamCoords ( index ) ;
uint mask = ( ( texelFetch ( vram , coords , 0 ) . r > > shift ) & 0xFFFFu ) ^ maskPolarity ;
return mask ;
}
bool GetPixelMask ( int layerNum , int xCoord , int yCoord )
{
uint lineMask = GetLineMask ( layerNum , yCoord ) ;
uint maskTest = 1 < < ( 15 - ( xCoord / 32 ) ) ;
return ( lineMask & maskTest ) ! = 0 ;
}
int GetLineScrollValue ( int layerNum , int yCoord )
{
int index = ( ( 0xF6000 + ( layerNum * 0x400 ) ) / 4 ) + ( yCoord / 2 ) ;
int shift = ( yCoord % 2 ) * 16 ; // double check this
ivec2 coords = GetVRamCoords ( index ) ;
return int ( ( texelFetch ( vram , coords , 0 ) . r > > shift ) & 0xFFFFu ) ;
}
int GetTileNumber ( int xCoord , int yCoord , int xScroll , int yScroll )
{
int xIndex = ( ( xCoord + xScroll ) / 8 ) & 0x3F ;
int yIndex = ( ( yCoord + yScroll ) / 8 ) & 0x3F ;
return ( yIndex * 64 ) + xIndex ;
}
int GetTileData ( int layerNum , int tileNumber )
{
int addressBase = ( 0xF8000 + ( layerNum * 0x2000 ) ) / 4 ;
int offset = tileNumber / 2 ; // two tiles per 32bit word
int shift = ( 1 - ( tileNumber % 2 ) ) * 16 ; // triple check this
ivec2 coords = GetVRamCoords ( addressBase + offset ) ;
uint data = ( texelFetch ( vram , coords , 0 ) . r > > shift ) & 0xFFFFu ;
return int ( data ) ;
}
int GetVFine ( int yCoord , int yScroll )
{
return ( yCoord + yScroll ) & 7 ;
}
int GetHFine ( int xCoord , int xScroll )
{
return ( xCoord + xScroll ) & 7 ;
}
// register data
bool LineScrollMode ( int layerNum ) { return ( regs [ 0x60 / 4 + layerNum ] & 0x8000 ) ! = 0 ; }
int GetHorizontalScroll ( int layerNum ) { return int ( regs [ 0x60 / 4 + layerNum ] & 0x3FFu ) ; }
int GetVerticalScroll ( int layerNum ) { return int ( ( regs [ 0x60 / 4 + layerNum ] > > 16 ) & 0x1FFu ) ; }
int LayerPriority ( ) { return int ( ( regs [ 0x20 / 4 ] > > 8 ) & 0xFu ) ; }
bool LayerIs4Bit ( int layerNum ) { return ( regs [ 0x20 / 4 ] & ( 1 < < ( 12 + layerNum ) ) ) ! = 0 ; }
bool LayerEnabled ( int layerNum ) { return ( regs [ 0x60 / 4 + layerNum ] & 0x80000000 ) ! = 0 ; }
bool LayerSelected ( int layerNum ) { return ( LayerPriority ( ) & ( 1 < < layerNum ) ) = = 0 ; }
float Int8ToFloat ( uint c )
{
if ( ( c & 0x80u ) > 0u ) { // this is a bit harder in GLSL. Top bit means negative number, we extend to make 32bit
return float ( int ( c | 0xFFFFFF00u ) ) / 128.0 ;
}
else {
return float ( c ) / 127.0 ;
}
}
vec4 AddColourOffset ( int layerNum , vec4 colour )
{
uint offsetReg = regs [ ( 0x40 / 4 ) + layerNum / 2 ] ;
vec4 c ;
c . b = Int8ToFloat ( ( offsetReg > > 16 ) & 0xFFu ) ;
c . g = Int8ToFloat ( ( offsetReg > > 8 ) & 0xFFu ) ;
c . r = Int8ToFloat ( ( offsetReg > > 0 ) & 0xFFu ) ;
c . a = 0.0 ;
colour + = c ;
return clamp ( colour , 0.0 , 1.0 ) ; // clamp is probably not needed since will get clamped on render target
}
vec4 Int16ColourToVec4 ( uint colour )
{
uint alpha = ( colour > > 15 ) ; // top bit is alpha. 1 means clear, 0 opaque
alpha = ~ alpha ; // invert
alpha = alpha & 0x1u ; // mask bit
vec4 c ;
c . r = float ( ( colour > > 0 ) & 0x1F ) / 31.0 ;
c . g = float ( ( colour > > 5 ) & 0x1F ) / 31.0 ;
c . b = float ( ( colour > > 10 ) & 0x1F ) / 31.0 ;
c . a = float ( alpha ) / 1.0 ;
c . rgb * = c . a ; // multiply by alpha value, this will push transparent to black, no branch needed
return c ;
}
vec4 GetColour ( int layerNum , int paletteOffset )
{
ivec2 coords = GetPaletteCoords ( paletteOffset ) ;
uint colour = texelFetch ( palette , coords , 0 ) . r ;
vec4 col = Int16ColourToVec4 ( colour ) ; // each colour is only 16bits, but occupies 32bits
return AddColourOffset ( layerNum , col ) ; // apply colour offsets from registers
}
vec4 Draw4Bit ( int layerNum , int tileData , int hFine , int vFine )
{
// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels (offset of tile pattern within VRAM)
int patternOffset = ( ( tileData & 0x3FFF ) < < 1 ) | ( ( tileData > > 15 ) & 1 ) ;
patternOffset * = 32 ;
patternOffset / = 4 ;
// Upper color bits; the lower 4 bits come from the tile pattern
int paletteIndex = tileData & 0x7FF0 ;
ivec2 coords = GetVRamCoords ( patternOffset + vFine ) ;
uint pattern = texelFetch ( vram , coords , 0 ) . r ;
pattern = ( pattern > > ( ( 7 - hFine ) * 4 ) ) & 0xFu ; // get the pattern for our horizontal value
return GetColour ( layerNum , paletteIndex | int ( pattern ) ) ;
}
vec4 Draw8Bit ( int layerNum , int tileData , int hFine , int vFine )
{
// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
int patternOffset = tileData & 0x3FFF ;
patternOffset * = 64 ;
patternOffset / = 4 ;
// Upper color bits
int paletteIndex = tileData & 0x7F00 ;
// each read is 4 pixels
int offset = hFine / 4 ;
ivec2 coords = GetVRamCoords ( patternOffset + ( vFine * 2 ) + offset ) ; // 8-bit pixels, each line is two words
uint pattern = texelFetch ( vram , coords , 0 ) . r ;
pattern = ( pattern > > ( ( 3 - ( hFine % 4 ) ) * 8 ) ) & 0xFFu ; // shift out the bits we want for this pixel
return GetColour ( layerNum , paletteIndex | int ( pattern ) ) ;
}
void main ( )
{
ivec2 pos = ivec2 ( gl_FragCoord . xy ) ;
int scrollX ;
if ( LineScrollMode ( layerNumber ) ) {
scrollX = GetLineScrollValue ( layerNumber , pos . y ) ;
}
else {
scrollX = GetHorizontalScroll ( layerNumber ) ;
}
int scrollY = GetVerticalScroll ( layerNumber ) ;
int tileNumber = GetTileNumber ( pos . x , pos . y , scrollX , scrollY ) ;
int hFine = GetHFine ( pos . x , scrollX ) ;
int vFine = GetVFine ( pos . y , scrollY ) ;
bool pixelMask = GetPixelMask ( layerNumber , pos . x , pos . y ) ;
if ( pixelMask = = true ) {
int tileData = GetTileData ( layerNumber , tileNumber ) ;
if ( LayerIs4Bit ( layerNumber ) ) {
fragColor = Draw4Bit ( layerNumber , tileData , hFine , vFine ) ;
}
else {
fragColor = Draw8Bit ( layerNumber , tileData , hFine , vFine ) ;
}
}
else {
fragColor = vec4 ( 0.0 ) ;
}
}
) glsl " ;
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# endif // INCLUDED_SHADERS2D_H