mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 05:45:38 +00:00
New textureNP implementation
This new implementation uses the previously unused viewport parameter "cota"
This commit is contained in:
parent
3d8557dc44
commit
493c5aae98
|
@ -200,6 +200,7 @@ struct Viewport
|
||||||
float angle_right;
|
float angle_right;
|
||||||
float angle_top;
|
float angle_top;
|
||||||
float angle_bottom;
|
float angle_bottom;
|
||||||
|
float cota;
|
||||||
|
|
||||||
Mat4 projectionMatrix; // projection matrix, we will calc this later when we have scene near/far vals
|
Mat4 projectionMatrix; // projection matrix, we will calc this later when we have scene near/far vals
|
||||||
|
|
||||||
|
|
|
@ -1061,6 +1061,8 @@ void CNew3D::RenderViewport(UINT32 addr)
|
||||||
vp->angle_bottom = -(1.0f - io) / cw;
|
vp->angle_bottom = -(1.0f - io) / cw;
|
||||||
vp->angle_top = -(0.0f - io) / cw;
|
vp->angle_top = -(0.0f - io) / cw;
|
||||||
|
|
||||||
|
vp->cota = Util::Uint32AsFloat(vpnode[0x3]);
|
||||||
|
|
||||||
CalcViewport(vp);
|
CalcViewport(vp);
|
||||||
|
|
||||||
// Lighting (note that sun vector points toward sun -- away from vertex)
|
// Lighting (note that sun vector points toward sun -- away from vertex)
|
||||||
|
|
|
@ -149,6 +149,8 @@ bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
|
||||||
m_locHardwareStep = glGetUniformLocation(m_shaderProgram, "hardwareStep");
|
m_locHardwareStep = glGetUniformLocation(m_shaderProgram, "hardwareStep");
|
||||||
m_locDiscardAlpha = glGetUniformLocation(m_shaderProgram, "discardAlpha");
|
m_locDiscardAlpha = glGetUniformLocation(m_shaderProgram, "discardAlpha");
|
||||||
|
|
||||||
|
m_locCota = glGetUniformLocation(m_shaderProgram, "cota");
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -362,6 +364,8 @@ void R3DShader::SetViewportUniforms(const Viewport *vp)
|
||||||
glUniformMatrix4fv(m_locProjMat, 1, GL_FALSE, vp->projectionMatrix);
|
glUniformMatrix4fv(m_locProjMat, 1, GL_FALSE, vp->projectionMatrix);
|
||||||
|
|
||||||
glUniform1i(m_locHardwareStep, vp->hardwareStep);
|
glUniform1i(m_locHardwareStep, vp->hardwareStep);
|
||||||
|
|
||||||
|
glUniform1f(m_locCota, vp->cota);
|
||||||
}
|
}
|
||||||
|
|
||||||
void R3DShader::SetModelStates(const Model* model)
|
void R3DShader::SetModelStates(const Model* model)
|
||||||
|
|
|
@ -100,6 +100,7 @@ private:
|
||||||
GLint m_locFogAttenuation;
|
GLint m_locFogAttenuation;
|
||||||
GLint m_locFogAmbient;
|
GLint m_locFogAmbient;
|
||||||
GLint m_locProjMat;
|
GLint m_locProjMat;
|
||||||
|
GLint m_locCota;
|
||||||
|
|
||||||
// lighting / other
|
// lighting / other
|
||||||
GLint m_locLighting;
|
GLint m_locLighting;
|
||||||
|
|
|
@ -119,15 +119,6 @@ ivec2 GetMicroTexturePos(int id)
|
||||||
return ivec2(xCoords[id],yCoords[id]);
|
return ivec2(xCoords[id],yCoords[id]);
|
||||||
}
|
}
|
||||||
|
|
||||||
float mip_map_level(in vec3 coordinate)
|
|
||||||
{
|
|
||||||
// Real3D uses vertex coordinates rather than texel coordinates to calculate mipmap levels
|
|
||||||
vec3 dx_vtc = dFdx(coordinate);
|
|
||||||
vec3 dy_vtc = dFdy(coordinate);
|
|
||||||
float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc));
|
|
||||||
return log2(delta_max_sqr / (fsTextureNP * fsTextureNP)) * 0.5; // result not clamped
|
|
||||||
}
|
|
||||||
|
|
||||||
float LinearTexLocations(int wrapMode, float size, float u, out float u0, out float u1)
|
float LinearTexLocations(int wrapMode, float size, float u, out float u0, out float u1)
|
||||||
{
|
{
|
||||||
float texelSize = 1.0 / size;
|
float texelSize = 1.0 / size;
|
||||||
|
@ -209,7 +200,7 @@ vec4 texBiLinear(usampler2D texSampler, ivec2 wrapMode, vec2 texSize, ivec2 texP
|
||||||
|
|
||||||
vec4 GetTextureValue()
|
vec4 GetTextureValue()
|
||||||
{
|
{
|
||||||
float lod = mip_map_level(fsViewVertex);
|
float lod = -log2(gl_FragCoord.w * gl_FragCoord.w * fsLODBase);
|
||||||
float numLevels = floor(log2(min(float(baseTexInfo.z), float(baseTexInfo.w)))) - 1.0; // r3d only generates down to 2:2 for square textures, otherwise its the min dimension
|
float numLevels = floor(log2(min(float(baseTexInfo.z), float(baseTexInfo.w)))) - 1.0; // r3d only generates down to 2:2 for square textures, otherwise its the min dimension
|
||||||
float fLevel = clamp(lod, 0.0, numLevels);
|
float fLevel = clamp(lod, 0.0, numLevels);
|
||||||
|
|
||||||
|
@ -242,7 +233,7 @@ vec4 GetTextureValue()
|
||||||
ivec2 tex2Pos = GetMicroTexturePos(microTextureID);
|
ivec2 tex2Pos = GetMicroTexturePos(microTextureID);
|
||||||
tex2Data = texBiLinear(textureBank[(texturePage+1)&1], ivec2(0), ivec2(128), tex2Pos, fsTexCoord * scale, 0);
|
tex2Data = texBiLinear(textureBank[(texturePage+1)&1], ivec2(0), ivec2(128), tex2Pos, fsTexCoord * scale, 0);
|
||||||
|
|
||||||
blendFactor = -(lod + microTextureMinLOD) * 0.25;
|
blendFactor = -(lod + microTextureMinLOD) * 0.5;
|
||||||
blendFactor = clamp(blendFactor, 0.0, 0.5);
|
blendFactor = clamp(blendFactor, 0.0, 0.5);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -8,6 +8,7 @@ static const char *vertexShaderR3DQuads = R"glsl(
|
||||||
// uniforms
|
// uniforms
|
||||||
uniform float modelScale;
|
uniform float modelScale;
|
||||||
uniform float nodeAlpha;
|
uniform float nodeAlpha;
|
||||||
|
uniform float cota;
|
||||||
uniform mat4 modelMat;
|
uniform mat4 modelMat;
|
||||||
uniform mat4 projMat;
|
uniform mat4 projMat;
|
||||||
uniform bool translatorMap;
|
uniform bool translatorMap;
|
||||||
|
@ -30,8 +31,8 @@ out VS_OUT
|
||||||
vec2 texCoord;
|
vec2 texCoord;
|
||||||
vec4 color;
|
vec4 color;
|
||||||
float fixedShade;
|
float fixedShade;
|
||||||
float textureNP;
|
|
||||||
float discardPoly; // can't have varying bool (glsl spec)
|
float discardPoly; // can't have varying bool (glsl spec)
|
||||||
|
float LODBase;
|
||||||
} vs_out;
|
} vs_out;
|
||||||
|
|
||||||
vec4 GetColour(vec4 colour)
|
vec4 GetColour(vec4 colour)
|
||||||
|
@ -64,7 +65,7 @@ void main(void)
|
||||||
vs_out.color = GetColour(inColour);
|
vs_out.color = GetColour(inColour);
|
||||||
vs_out.texCoord = inTexCoord;
|
vs_out.texCoord = inTexCoord;
|
||||||
vs_out.fixedShade = inFixedShade;
|
vs_out.fixedShade = inFixedShade;
|
||||||
vs_out.textureNP = inTextureNP * modelScale;
|
vs_out.LODBase = -vs_out.discardPoly * cota * inTextureNP;
|
||||||
gl_Position = projMat * modelMat * inVertex;
|
gl_Position = projMat * modelMat * inVertex;
|
||||||
}
|
}
|
||||||
)glsl";
|
)glsl";
|
||||||
|
@ -83,8 +84,8 @@ in VS_OUT
|
||||||
vec2 texCoord;
|
vec2 texCoord;
|
||||||
vec4 color;
|
vec4 color;
|
||||||
float fixedShade;
|
float fixedShade;
|
||||||
float textureNP;
|
|
||||||
float discardPoly; // can't have varying bool (glsl spec)
|
float discardPoly; // can't have varying bool (glsl spec)
|
||||||
|
float LODBase;
|
||||||
} gs_in[4];
|
} gs_in[4];
|
||||||
|
|
||||||
out GS_OUT
|
out GS_OUT
|
||||||
|
@ -99,7 +100,7 @@ out GS_OUT
|
||||||
flat vec2 texCoord[4];
|
flat vec2 texCoord[4];
|
||||||
flat vec4 color;
|
flat vec4 color;
|
||||||
flat float fixedShade[4];
|
flat float fixedShade[4];
|
||||||
flat float textureNP;
|
flat float LODBase;
|
||||||
} gs_out;
|
} gs_out;
|
||||||
|
|
||||||
//a*b - c*d, computed in a stable fashion (Kahan)
|
//a*b - c*d, computed in a stable fashion (Kahan)
|
||||||
|
@ -133,7 +134,7 @@ void main(void)
|
||||||
|
|
||||||
// flat attributes
|
// flat attributes
|
||||||
gs_out.color = gs_in[0].color;
|
gs_out.color = gs_in[0].color;
|
||||||
gs_out.textureNP = gs_in[0].textureNP;
|
gs_out.LODBase = gs_in[0].LODBase;
|
||||||
|
|
||||||
// precompute crossproducts for all vertex combinations to be looked up in loop below for area computation
|
// precompute crossproducts for all vertex combinations to be looked up in loop below for area computation
|
||||||
precise float cross[4][4];
|
precise float cross[4][4];
|
||||||
|
@ -238,7 +239,7 @@ in GS_OUT
|
||||||
flat vec2 texCoord[4];
|
flat vec2 texCoord[4];
|
||||||
flat vec4 color;
|
flat vec4 color;
|
||||||
flat float fixedShade[4];
|
flat float fixedShade[4];
|
||||||
flat float textureNP;
|
flat float LODBase;
|
||||||
} fs_in;
|
} fs_in;
|
||||||
|
|
||||||
//our calculated vertex attributes from the above
|
//our calculated vertex attributes from the above
|
||||||
|
@ -247,7 +248,7 @@ vec3 fsViewNormal;
|
||||||
vec2 fsTexCoord;
|
vec2 fsTexCoord;
|
||||||
float fsFixedShade;
|
float fsFixedShade;
|
||||||
vec4 fsColor;
|
vec4 fsColor;
|
||||||
float fsTextureNP;
|
float fsLODBase;
|
||||||
|
|
||||||
//outputs
|
//outputs
|
||||||
layout(location = 0) out vec4 out0; // opaque
|
layout(location = 0) out vec4 out0; // opaque
|
||||||
|
@ -332,7 +333,7 @@ void QuadraticInterpolation()
|
||||||
fsTexCoord = vec2(0.0);
|
fsTexCoord = vec2(0.0);
|
||||||
fsFixedShade = 0.0;
|
fsFixedShade = 0.0;
|
||||||
fsColor = fs_in.color;
|
fsColor = fs_in.color;
|
||||||
fsTextureNP = fs_in.textureNP;
|
fsLODBase = fs_in.LODBase;
|
||||||
|
|
||||||
for (int i=0; i<4; i++) {
|
for (int i=0; i<4; i++) {
|
||||||
fsViewVertex += lambda[i] * fs_in.viewVertex[i];
|
fsViewVertex += lambda[i] * fs_in.viewVertex[i];
|
||||||
|
|
|
@ -8,6 +8,7 @@ static const char *vertexShaderR3D = R"glsl(
|
||||||
// uniforms
|
// uniforms
|
||||||
uniform float modelScale;
|
uniform float modelScale;
|
||||||
uniform float nodeAlpha;
|
uniform float nodeAlpha;
|
||||||
|
uniform float cota;
|
||||||
uniform mat4 modelMat;
|
uniform mat4 modelMat;
|
||||||
uniform mat4 projMat;
|
uniform mat4 projMat;
|
||||||
uniform bool translatorMap;
|
uniform bool translatorMap;
|
||||||
|
@ -28,7 +29,7 @@ out vec2 fsTexCoord;
|
||||||
out vec4 fsColor;
|
out vec4 fsColor;
|
||||||
out float fsDiscard; // can't have varying bool (glsl spec)
|
out float fsDiscard; // can't have varying bool (glsl spec)
|
||||||
out float fsFixedShade;
|
out float fsFixedShade;
|
||||||
out float fsTextureNP;
|
out float fsLODBase;
|
||||||
|
|
||||||
vec4 GetColour(vec4 colour)
|
vec4 GetColour(vec4 colour)
|
||||||
{
|
{
|
||||||
|
@ -60,7 +61,7 @@ void main(void)
|
||||||
fsColor = GetColour(inColour);
|
fsColor = GetColour(inColour);
|
||||||
fsTexCoord = inTexCoord;
|
fsTexCoord = inTexCoord;
|
||||||
fsFixedShade = inFixedShade;
|
fsFixedShade = inFixedShade;
|
||||||
fsTextureNP = inTextureNP * modelScale;
|
fsLODBase = -fsDiscard * cota * inTextureNP;
|
||||||
gl_Position = projMat * modelMat * inVertex;
|
gl_Position = projMat * modelMat * inVertex;
|
||||||
}
|
}
|
||||||
)glsl";
|
)glsl";
|
||||||
|
@ -119,7 +120,7 @@ in vec4 fsColor;
|
||||||
in vec2 fsTexCoord;
|
in vec2 fsTexCoord;
|
||||||
in float fsDiscard;
|
in float fsDiscard;
|
||||||
in float fsFixedShade;
|
in float fsFixedShade;
|
||||||
in float fsTextureNP;
|
in float fsLODBase;
|
||||||
|
|
||||||
//outputs
|
//outputs
|
||||||
layout(location = 0) out vec4 out0; // opaque
|
layout(location = 0) out vec4 out0; // opaque
|
||||||
|
|
Loading…
Reference in a new issue