diff --git a/Makefiles/Makefile.SDL.Win32.GCC b/Makefiles/Makefile.SDL.Win32.GCC
index 3fae2de..3cf451c 100644
--- a/Makefiles/Makefile.SDL.Win32.GCC
+++ b/Makefiles/Makefile.SDL.Win32.GCC
@@ -22,8 +22,7 @@
#
# Makefile.SDL.Win32.GCC
#
-# GNU Makefile for SDL port using GCC (MinGW) on Windows. Copy this Makefile
-# to the base directory of the source distribution (one up from Src/ and here).
+# GNU Makefile for SDL port using GCC (MinGW) on Windows.
#
@@ -89,10 +88,12 @@ OUTFILE = $(BIN_DIR)\Supermodel.exe
###############################################################################
CC = gcc
+CXX = g++
LD = g++
-COMPILER_FLAGS = -I$(SDL_INCLUDEPATH) -ISrc/ -ISrc/OSD/ -ISrc/OSD/SDL/ -ISrc/OSD/Windows/ -c -Wall -O3 -DSUPERMODEL_WIN32 -DGLEW_STATIC
+COMPILER_FLAGS = -I$(SDL_INCLUDEPATH) -ISrc/ -ISrc/OSD/ -ISrc/OSD/SDL/ -ISrc/OSD/Windows/ -c -Wall -O3 -DSUPERMODEL_WIN32 -DGLEW_STATIC
CFLAGS = $(COMPILER_FLAGS)
CPPFLAGS = $(COMPILER_FLAGS)
+#LFLAGS = -s -o $(OUTFILE) $(OBJ) -L$(SDL_LIBPATH) -lmingw32 -lSDLmain -lSDL -lopengl32 -lglu32 -ldinput8 -ldxguid -lole32 -loleaut32 -lz -l:$(WINSDK_LIBPATH)/WbemUuid.lib
LFLAGS = -s -o $(OUTFILE) $(OBJ) -L$(SDL_LIBPATH) -lmingw32 -lSDLmain -lSDL -lopengl32 -lglu32 -ldinput8 -ldxguid -lole32 -loleaut32 -lz -l:$(WINSDK_LIBPATH)/WbemUuid.lib
#
@@ -188,40 +189,40 @@ $(OBJ_DIR)/m68kopnz.o: $(OBJ_DIR)/m68kopnz.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/
# Rules for Supermodel C++ code
#
$(OBJ_DIR)/%.o: Src/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Model3/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
-$(OBJ_DIR)/%.o: Src/Graphics/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+$(OBJ_DIR)/%.o: Src/Graphics/%.cpp Src/Graphics/Shaders2D.h Src/Graphics/Shaders3D.h
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Sound/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Debugger/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Debugger/CPU/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
-$(OBJ_DIR)/%.o: Src/CPU/PowerPC/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+$(OBJ_DIR)/%.o: Src/CPU/PowerPC/%.cpp Src/CPU/PowerPC/ppc.h Src/CPU/PowerPC/ppc603.c Src/CPU/PowerPC/ppc_ops.c Src/CPU/PowerPC/ppc_ops.h
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/CPU/68K/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/CPU/Z80/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Inputs/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/OSD/SDL/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/OSD/Windows/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Pkgs/%.c
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/$(*F).o
@@ -232,4 +233,4 @@ $(OBJ_DIR)/%.o: Src/Pkgs/%.c
# To eliminate name conflicts, object files have the prefix "amp_" attached.
#
$(OBJ_DIR)/amp_%.o: Src/Sound/MPEG/%.cpp
- $(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/amp_$(*F).o
\ No newline at end of file
+ $(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/amp_$(*F).o
\ No newline at end of file
diff --git a/Src/Graphics/Shaders/Fragment.glsl b/Src/Graphics/Shaders/Fragment.glsl
index 09b2e6c..022387a 100644
--- a/Src/Graphics/Shaders/Fragment.glsl
+++ b/Src/Graphics/Shaders/Fragment.glsl
@@ -32,14 +32,16 @@ uniform sampler2D textureMap; // complete texture map, 2048x2048 texels
uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
uniform vec3 spotColor; // spotlight RGB color
+uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
// Inputs from vertex shader
varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)
varying vec4 fsTexParams; // .x=texture enable (if 1, else 0), .y=use transparency (if > 0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode
-varying float fsTexFormat; // .x=T1RGB5 contour texture (if > 0)
+varying float fsTexFormat; // T1RGB5 contour texture (if > 0)
varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)
varying vec3 fsLightIntensity; // lighting intensity
-varying float fsFogFactor; // fog factor
+varying float fsSpecularTerm; // specular highlight
+varying float fsFogFactor; // fog factor
varying float fsViewZ; // Z distance to fragment from viewpoint at origin
/*
@@ -82,12 +84,6 @@ vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEna
(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
texOffset
) / 2048.0;
-/*
- glTexCoord = ( mirror*(texSize-vec4(1.0,1.0,1.0,1.0)-clampedCoord) +
- (vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
- texOffset
- ) / 2048.0;
-*/
return glTexCoord;
}
@@ -105,10 +101,11 @@ void main(void)
vec2 ellipse;
vec3 lightIntensity;
float insideSpot;
+ int x;
// Get polygon color for untextured polygons (textured polygons will overwrite)
- if (fsTexParams.x==0.0)
- fragColor = gl_Color;
+ if (fsTexParams.x < 0.5)
+ fragColor = gl_Color;
else
// Textured polygons: set fragment color to texel value
{
@@ -163,7 +160,7 @@ void main(void)
* When the alpha value is 0.0 (or close), pixels are discarded
* entirely.
*/
- if (fsTexParams.y > 0.0) // contour processing enabled
+ if (fsTexParams.y > 0.5) // contour processing enabled
{
if (fragColor.a < 0.01) // discard anything with alpha == 0
discard;
@@ -182,12 +179,13 @@ void main(void)
else
lightIntensity = fsLightIntensity;
fragColor.rgb *= lightIntensity;
-
+ fragColor.rgb += vec3(fsSpecularTerm,fsSpecularTerm,fsSpecularTerm);
+
// Translucency (modulates existing alpha channel for RGBA4 texels)
fragColor.a *= fsTransLevel;
// Apply fog under the control of fog factor setting from polygon header
- fragColor.rgb = mix(gl_Fog.color.rgb, fragColor.rgb, fsFogFactor );
+ fragColor.rgb = mix(gl_Fog.color.rgb, fragColor.rgb, fsFogFactor);
// Store final color
gl_FragColor = fragColor;
diff --git a/Src/Graphics/Shaders/Vertex.glsl b/Src/Graphics/Shaders/Vertex.glsl
index 27274ab..4ba8952 100644
--- a/Src/Graphics/Shaders/Vertex.glsl
+++ b/Src/Graphics/Shaders/Vertex.glsl
@@ -34,14 +34,14 @@ uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, light
uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (normalized device coordinates), .y=Y position, .z=half-width, .w=half-height)
uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
uniform vec3 spotColor; // spotlight RGB color
-//uniform vec2 texOffset; // offset (within 2048x2048 texture sheet) to apply to texture base coordinates
// Custom vertex attributes
attribute vec4 subTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)
attribute vec4 texParams; // .x=texture enable (if 1, else 0), .y=use transparency (if >=0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode
-attribute float texFormat; // .x=T1RGB5 contour texture (if > 0)
+attribute float texFormat; // T1RGB5 contour texture (if > 0)
attribute float transLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque). if less than 1.0, replace alpha value
attribute float lightEnable; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
+attribute float shininess; // specular shininess (if >= 0.0) or disable specular lighting (negative)
attribute float fogIntensity; // fog intensity (1.0, full fog effect, 0.0, no fog)
// Custom outputs to fragment shader
@@ -50,8 +50,9 @@ varying vec4 fsTexParams;
varying float fsTexFormat;
varying float fsTransLevel;
varying vec3 fsLightIntensity; // total light intensity for this vertex
+varying float fsSpecularTerm; // specular light term (additive)
varying float fsFogFactor; // fog factor
-varying float fsViewZ;
+varying float fsViewZ;
// Gets the 3x3 matrix out of a 4x4 (because mat3(mat4matrix) does not work on ATI!)
mat3 GetLinearPart( mat4 m )
@@ -104,7 +105,7 @@ void main(void)
gl_FrontColor = gl_Color; // untextured polygons will use this
gl_FrontColor.a = 1.0;
fsLightIntensity = vec3(1.0,1.0,1.0);
- if (texParams.x > 0.0) // textured
+ if (texParams.x > 0.5) // textured
fsLightIntensity *= gl_Color.rgb;
/*
@@ -113,7 +114,8 @@ void main(void)
* Parallel light source and ambient lighting are only applied for non-
* luminous polygons.
*/
- if (lightEnable > 0.5) // not luminous
+ fsSpecularTerm = 0.0;
+ if (lightEnable > 0.5) // not luminous
{
// Normal -> view space
viewNormal = normalize(GetLinearPart(modelViewMatrix)*gl_Normal);
@@ -125,7 +127,39 @@ void main(void)
sunFactor = max(dot(sunVector,viewNormal),0.0);
// Total light intensity: sum of all components
- fsLightIntensity *= (sunFactor*lighting[1].x+lighting[1].y);
+ fsLightIntensity *= (sunFactor*lighting[1].x+lighting[1].y);
+
+ /*
+ * Specular Lighting
+ *
+ * The specular term is treated similarly to the "separate specular
+ * color" functionality of OpenGL: it is added as a highlight in the
+ * fragment shader. This allows even black textures to be lit.
+ *
+ * TO-DO: Ambient intensity viewport parameter is known but what about
+ * the intensity of the specular term? Always applied with full
+ * intensity here but this is unlikely to be correct.
+ */
+ if (shininess >= 0.0)
+ {
+ // Standard specular lighting equation
+ vec3 V = normalize(-viewVertex);
+ vec3 H = normalize(sunVector+V); // halfway vector
+ float s = max(10,64-shininess); // seems to look nice, but probably not correct
+ fsSpecularTerm = pow(max(dot(viewNormal,H),0),s);
+ if (sunFactor <= 0) fsSpecularTerm = 0;
+
+ // Faster approximation
+ //float temp = max(dot(viewNormal,H),0);
+ //float s = 64-shininess;
+ //fsSpecularTerm = temp/(s-temp*s+temp);
+
+ // Phong formula
+ //vec3 R = normalize(2*dot(sunVector,viewNormal)*viewNormal - sunVector);
+ //vec3 V = normalize(-viewVertex);
+ //float s = max(2,64-shininess);
+ //fsSpecularTerm = pow(max(dot(R,V),0),s);
+ }
}
// Fog
@@ -138,7 +172,6 @@ void main(void)
// Pass remaining parameters to fragment shader
gl_TexCoord[0] = gl_MultiTexCoord0;
fsSubTexture = subTexture;
- //fsSubTexture.xy += texOffset; // apply texture offset
fsTexParams = texParams;
fsTransLevel = transLevel;
fsTexFormat = texFormat;
diff --git a/Src/Graphics/Shaders3D.h b/Src/Graphics/Shaders3D.h
index 391ef67..d83e02b 100644
--- a/Src/Graphics/Shaders3D.h
+++ b/Src/Graphics/Shaders3D.h
@@ -31,148 +31,183 @@
// Vertex shader
static const char vertexShaderSource[] =
{
-"/** \n"
-" ** Supermodel \n"
-" ** A Sega Model 3 Arcade Emulator. \n"
-" ** Copyright 2011 Bart Trzynadlowski \n"
-" ** \n"
-" ** This file is part of Supermodel. \n"
-" ** \n"
-" ** Supermodel is free software: you can redistribute it and/or modify it under \n"
-" ** the terms of the GNU General Public License as published by the Free \n"
-" ** Software Foundation, either version 3 of the License, or (at your option) \n"
-" ** any later version. \n"
-" ** \n"
-" ** Supermodel is distributed in the hope that it will be useful, but WITHOUT \n"
-" ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or \n"
-" ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for \n"
-" ** more details. \n"
-" ** \n"
-" ** You should have received a copy of the GNU General Public License along \n"
-" ** with Supermodel. If not, see . \n"
-" **/ \n"
-"\n"
-"/* \n"
-" * Vertex.glsl \n"
-" * \n"
-" * Vertex shader for 3D rendering. \n"
-" */ \n"
+"/**\n"
+" ** Supermodel\n"
+" ** A Sega Model 3 Arcade Emulator.\n"
+" ** Copyright 2011 Bart Trzynadlowski, Nik Henson \n"
+" **\n"
+" ** This file is part of Supermodel.\n"
+" **\n"
+" ** Supermodel is free software: you can redistribute it and/or modify it under\n"
+" ** the terms of the GNU General Public License as published by the Free \n"
+" ** Software Foundation, either version 3 of the License, or (at your option)\n"
+" ** any later version.\n"
+" **\n"
+" ** Supermodel is distributed in the hope that it will be useful, but WITHOUT\n"
+" ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or\n"
+" ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for\n"
+" ** more details.\n"
+" **\n"
+" ** You should have received a copy of the GNU General Public License along\n"
+" ** with Supermodel. If not, see .\n"
+" **/\n"
+" \n"
+"/*\n"
+" * Vertex.glsl\n"
+" *\n"
+" * Vertex shader for 3D rendering.\n"
+" */\n"
+" \n"
+"#version 120\n"
"\n"
-"#version 120 \n"
+"// Global uniforms\n"
+"uniform mat4\tmodelViewMatrix;\t// model -> view space matrix\n"
+"uniform mat4\tprojectionMatrix;\t// view space -> screen space matrix\n"
+"uniform vec3\tlighting[2];\t\t// lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)\n"
+"uniform vec4\tspotEllipse;\t\t// spotlight ellipse position: .x=X position (normalized device coordinates), .y=Y position, .z=half-width, .w=half-height)\n"
+"uniform vec2\tspotRange;\t\t\t// spotlight Z range: .x=start (viewspace coordinates), .y=limit\n"
+"uniform vec3\tspotColor;\t\t\t// spotlight RGB color\n"
"\n"
-"// Global uniforms \n"
-"uniform mat4 modelViewMatrix; // model -> view space matrix \n"
-"uniform mat4 projectionMatrix; // view space -> screen space matrix \n"
-"uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0) \n"
-"uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (normalized device coordinates), .y=Y position, .z=half-width, .w=half-height) \n"
-"uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit \n"
-"uniform vec3 spotColor; // spotlight RGB color \n"
+"// Custom vertex attributes\n"
+"attribute vec4\tsubTexture;\t\t// .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n"
+"attribute vec4\ttexParams;\t\t// .x=texture enable (if 1, else 0), .y=use transparency (if >=0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode\n"
+"attribute float\ttexFormat;\t\t// T1RGB5 contour texture (if > 0)\n"
+"attribute float\ttransLevel;\t\t// translucence level, 0.0 (transparent) to 1.0 (opaque). if less than 1.0, replace alpha value\n"
+"attribute float\tlightEnable;\t// lighting enabled (1.0) or luminous (0.0), drawn at full intensity\n"
+"attribute float\tshininess;\t\t// specular shininess (if >= 0.0) or disable specular lighting (negative)\n"
+"attribute float\tfogIntensity;\t// fog intensity (1.0, full fog effect, 0.0, no fog) \n"
"\n"
-"// Custom vertex attributes \n"
-"attribute vec4 subTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels) \n"
-"attribute vec4 texParams; // .x=texture enable (if 1, else 0), .y=use transparency (if >=0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode \n"
-"attribute float texFormat; // .x=T1RGB5 contour texture (if > 0) \n"
-"attribute float transLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque). if less than 1.0, replace alpha value \n"
-"attribute float lightEnable; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity \n"
-"attribute float fogIntensity; // fog intensity (1.0, full fog effect, 0.0, no fog) \n"
+"// Custom outputs to fragment shader\n"
+"varying vec4\tfsSubTexture;\n"
+"varying vec4\tfsTexParams;\n"
+"varying float\tfsTexFormat;\n"
+"varying float\tfsTransLevel;\n"
+"varying vec3\tfsLightIntensity;\t// total light intensity for this vertex\n"
+"varying float\tfsSpecularTerm;\t\t// specular light term (additive)\n"
+"varying float\tfsFogFactor;\t\t// fog factor\n"
+"varying float\tfsViewZ;\n"
"\n"
-"// Custom outputs to fragment shader \n"
-"varying vec4 fsSubTexture; \n"
-"varying vec4 fsTexParams; \n"
-"varying float fsTexFormat; \n"
-"varying float fsTransLevel; \n"
-"varying vec3 fsLightIntensity; // total light intensity for this vertex \n"
-"varying float fsFogFactor; // fog factor \n"
-"varying float fsViewZ; \n"
+"// Gets the 3x3 matrix out of a 4x4 (because mat3(mat4matrix) does not work on ATI!)\n"
+"mat3 GetLinearPart( mat4 m )\n"
+"{\n"
+"\tmat3 result;\n"
+"\t\n"
+"\tresult[0][0] = m[0][0]; \n"
+"\tresult[0][1] = m[0][1]; \n"
+"\tresult[0][2] = m[0][2]; \n"
"\n"
-"// Gets the 3x3 matrix out of a 4x4 (because mat3(mat4matrix) does not work on ATI!) \n"
-"mat3 GetLinearPart( mat4 m ) \n"
-"{ \n"
-" mat3 result; \n"
+"\tresult[1][0] = m[1][0]; \n"
+"\tresult[1][1] = m[1][1]; \n"
+"\tresult[1][2] = m[1][2]; \n"
+"\t\n"
+"\tresult[2][0] = m[2][0]; \n"
+"\tresult[2][1] = m[2][1]; \n"
+"\tresult[2][2] = m[2][2]; \n"
+"\t\n"
+"\treturn result;\n"
+"}\n"
"\n"
-" result[0][0] = m[0][0]; \n"
-" result[0][1] = m[0][1]; \n"
-" result[0][2] = m[0][2]; \n"
+"void main(void)\n"
+"{\n"
+"\tvec3\tviewVertex;\t\t// vertex coordinates in view space\n"
+"\tvec3\tviewNormal;\t\t// vertex normal in view space\n"
+"\tvec3\tsunVector;\t\t// sun lighting vector (as reflecting away from vertex)\n"
+"\tfloat\tsunFactor;\t\t// sun light projection along vertex normal (0.0 to 1.0)\n"
+"\tvec3\thalfway;\n"
+"\tfloat\tspecFactor;\n"
+"\t\n"
+"\t// Transform vertex\n"
+"\tgl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;\n"
+"\tviewVertex = vec3(modelViewMatrix * gl_Vertex);\t\n"
+"\t\n"
+"\t/*\n"
+"\t * Modulation\n"
+"\t *\n"
+" \t * Polygon color serves as material color (modulating the light intensity)\n"
+"\t * for textured polygons. The fragment shader will ignore (overwrite) the\n"
+"\t * the color passed to it if the fragment is textured. \n"
+"\t *\n"
+"\t * Untextured fragments must be set to the polygon color and the light\n"
+"\t * intensity is initialized to 1.0 here. Alpha must be set to 1.0 because\n"
+"\t * the fragment shader multiplies it by the polygon translucency setting. \n"
+"\t *\n"
+"\t * TO-DO: Does OpenGL set alpha to 1.0 by default if no alpha is specified\n"
+"\t * for the vertex? If so, we can remove that line from here.\n"
+"\t */\n"
"\n"
-" result[1][0] = m[1][0]; \n"
-" result[1][1] = m[1][1]; \n"
-" result[1][2] = m[1][2]; \n"
+"\tgl_FrontColor = gl_Color;\t// untextured polygons will use this\n"
+"\tgl_FrontColor.a = 1.0;\t\n"
+"\tfsLightIntensity = vec3(1.0,1.0,1.0);\n"
+"\tif (texParams.x > 0.5)\t\t// textured\n"
+"\t\tfsLightIntensity *= gl_Color.rgb;\n"
+"\t\t\n"
+"\t/*\n"
+" \t * Sun Light\n"
+"\t *\n"
+"\t * Parallel light source and ambient lighting are only applied for non-\n"
+"\t * luminous polygons.\n"
+" \t */\n"
+"\tfsSpecularTerm = 0.0;\n"
+" \tif (lightEnable > 0.5)\t// not luminous\n"
+"\t{\n"
+"\t\t// Normal -> view space\n"
+"\t\tviewNormal = normalize(GetLinearPart(modelViewMatrix)*gl_Normal);\n"
"\n"
-" result[2][0] = m[2][0]; \n"
-" result[2][1] = m[2][1]; \n"
-" result[2][2] = m[2][2]; \n"
+"\t\t// Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)\n"
+"\t\tsunVector = lighting[0]*vec3(1.0,-1.0,-1.0);\n"
+"\t\t\n"
+"\t\t// Compute diffuse factor for sunlight\n"
+"\t\tsunFactor = max(dot(sunVector,viewNormal),0.0);\n"
+"\t\t\n"
+"\t\t// Total light intensity: sum of all components\n"
+"\t\tfsLightIntensity *= (sunFactor*lighting[1].x+lighting[1].y);\n"
+"\t\t\n"
+"\t\t/*\n"
+"\t\t * Specular Lighting\n"
+"\t\t *\n"
+"\t\t * The specular term is treated similarly to the \"separate specular\n"
+"\t\t * color\" functionality of OpenGL: it is added as a highlight in the\n"
+"\t\t * fragment shader. This allows even black textures to be lit.\n"
+"\t\t *\n"
+"\t\t * TO-DO: Ambient intensity viewport parameter is known but what about\n"
+"\t\t * the intensity of the specular term? Always applied with full \n"
+"\t\t * intensity here but this is unlikely to be correct.\n"
+"\t\t */\n"
+" \t\tif (shininess >= 0.0)\n"
+" \t\t{\n"
+" \t\t\t// Standard specular lighting equation\n"
+" \t\t\tvec3 V = normalize(-viewVertex);\n"
+" \t\t\tvec3 H = normalize(sunVector+V);\t// halfway vector\n"
+" \t\t\tfloat s = max(10,64-shininess);\t\t// seems to look nice, but probably not correct\n"
+" \t\t\tfsSpecularTerm = pow(max(dot(viewNormal,H),0),s);\n"
+" \t\t\tif (sunFactor <= 0) fsSpecularTerm = 0;\n"
+" \t\t\t\n"
+" \t\t\t// Faster approximation \t\t\t\n"
+" \t\t\t//float temp = max(dot(viewNormal,H),0);\n"
+" \t\t\t//float s = 64-shininess;\n"
+" \t\t\t//fsSpecularTerm = temp/(s-temp*s+temp);\n"
+" \t\t\t\n"
+" \t\t\t// Phong formula\n"
+" \t\t\t//vec3 R = normalize(2*dot(sunVector,viewNormal)*viewNormal - sunVector);\n"
+" \t\t\t//vec3 V = normalize(-viewVertex);\n"
+" \t\t\t//float s = max(2,64-shininess);\n"
+" \t\t\t//fsSpecularTerm = pow(max(dot(R,V),0),s);\n"
+" \t\t}\n"
+"\t}\n"
+"\t\n"
+"\t// Fog\n"
+"\tfloat z = length(viewVertex);\n"
+"\tfsFogFactor = clamp(1.0-fogIntensity*(gl_Fog.start+z*gl_Fog.density), 0.0, 1.0);\n"
"\n"
-" return result; \n"
-"} \n"
+"\t// Pass viewspace Z coordinate (for spotlight)\n"
+"\tfsViewZ = -viewVertex.z;\t// convert Z from GL->Real3D convention (want +Z to be further into screen)\n"
"\n"
-"void main(void) \n"
-"{ \n"
-" vec3 viewVertex; // vertex coordinates in view space \n"
-" vec3 viewNormal; // vertex normal in view space \n"
-" vec3 sunVector; // sun lighting vector (as reflecting away from vertex) \n"
-" float sunFactor; // sun light projection along vertex normal (0.0 to 1.0) \n"
-" vec3 halfway; \n"
-" float specFactor; \n"
-" \n"
-" // Transform vertex \n"
-" gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex; \n"
-" viewVertex = vec3(modelViewMatrix * gl_Vertex); \n"
-" \n"
-" /* \n"
-" * Modulation \n"
-" * \n"
-" * Polygon color serves as material color (modulating the light intensity) \n"
-" * for textured polygons. The fragment shader will ignore (overwrite) the \n"
-" * the color passed to it if the fragment is textured. \n"
-" * \n"
-" * Untextured fragments must be set to the polygon color and the light \n"
-" * intensity is initialized to 1.0 here. Alpha must be set to 1.0 because \n"
-" * the fragment shader multiplies it by the polygon translucency setting. \n"
-" * \n"
-" * To-do: Does OpenGL set alpha to 1.0 by default if no alpha is specified \n"
-" * for the vertex? If so, we can remove that line from here. \n"
-" */ \n"
-" \n"
-" gl_FrontColor = gl_Color; // untextured polygons will use this \n"
-" gl_FrontColor.a = 1.0; \n"
-" fsLightIntensity = vec3(1.0,1.0,1.0); \n"
-" if (texParams.x > 0.0) // textured \n"
-" fsLightIntensity *= gl_Color.rgb; \n"
-" \n"
-" /* \n"
-" * Sun Light \n"
-" * \n"
-" * Parallel light source and ambient lighting are only applied for non- \n"
-" * luminous polygons. \n"
-" */ \n"
-" if (lightEnable > 0.5) // not luminous \n"
-" { \n"
-" // Normal -> view space \n"
-" viewNormal = normalize(GetLinearPart(modelViewMatrix)*gl_Normal); \n"
-" \n"
-" // Real3D -> OpenGL view space convention (TO-DO: do this outside of shader) \n"
-" sunVector = lighting[0]*vec3(1.0,-1.0,-1.0); \n"
-" \n"
-" // Compute diffuse factor for sunlight \n"
-" sunFactor = max(dot(sunVector,viewNormal),0.0); \n"
-" \n"
-" // Total light intensity: sum of all components \n"
-" fsLightIntensity *= (sunFactor*lighting[1].x+lighting[1].y); \n"
-" } \n"
-" \n"
-" // Fog \n"
-" float z = length(viewVertex); \n"
-" fsFogFactor = clamp(1.0-fogIntensity*(gl_Fog.start+z*gl_Fog.density), 0.0, 1.0); \n"
-" \n"
-" // Pass viewspace Z coordinate (for spotlight) \n"
-" fsViewZ = -viewVertex.z; // convert Z from GL->Real3D convention (want +Z to be further into screen) \n"
-" \n"
-" // Pass remaining parameters to fragment shader \n"
-" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
-" fsSubTexture = subTexture; \n"
-" fsTexParams = texParams; \n"
-" fsTransLevel = transLevel; \n"
-" fsTexFormat = texFormat; \n"
+"\t// Pass remaining parameters to fragment shader\n"
+"\tgl_TexCoord[0] = gl_MultiTexCoord0;\n"
+"\tfsSubTexture = subTexture;\n"
+"\tfsTexParams = texParams;\n"
+"\tfsTransLevel = transLevel;\n"
+"\tfsTexFormat = texFormat;\n"
"}\n"
};
@@ -180,194 +215,198 @@ static const char vertexShaderSource[] =
// Fragment shader
static const char fragmentShaderSource[] =
{
-"/** \n"
-" ** Supermodel \n"
-" ** A Sega Model 3 Arcade Emulator. \n"
-" ** Copyright 2011 Bart Trzynadlowski \n"
-" ** \n"
-" ** This file is part of Supermodel. \n"
-" ** \n"
-" ** Supermodel is free software: you can redistribute it and/or modify it under \n"
-" ** the terms of the GNU General Public License as published by the Free \n"
-" ** Software Foundation, either version 3 of the License, or (at your option) \n"
-" ** any later version. \n"
-" ** \n"
-" ** Supermodel is distributed in the hope that it will be useful, but WITHOUT \n"
-" ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or \n"
-" ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for \n"
-" ** more details. \n"
-" ** \n"
-" ** You should have received a copy of the GNU General Public License along \n"
-" ** with Supermodel. If not, see . \n"
-" **/ \n"
-" \n"
-"/* \n"
-" * Fragment.glsl \n"
-" * \n"
-" * Fragment shader for 3D rendering. \n"
-" */ \n"
-" \n"
-"#version 120 \n"
-" \n"
-"// Global uniforms \n"
-"uniform sampler2D textureMap; // complete texture map, 2048x2048 texels \n"
-"uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (normalized device coordinates), .y=Y position, .z=half-width, .w=half-height) \n"
-"uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit \n"
-"uniform vec3 spotColor; // spotlight RGB color \n"
+"/**\n"
+" ** Supermodel\n"
+" ** A Sega Model 3 Arcade Emulator.\n"
+" ** Copyright 2011 Bart Trzynadlowski, Nik Henson \n"
+" **\n"
+" ** This file is part of Supermodel.\n"
+" **\n"
+" ** Supermodel is free software: you can redistribute it and/or modify it under\n"
+" ** the terms of the GNU General Public License as published by the Free \n"
+" ** Software Foundation, either version 3 of the License, or (at your option)\n"
+" ** any later version.\n"
+" **\n"
+" ** Supermodel is distributed in the hope that it will be useful, but WITHOUT\n"
+" ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or\n"
+" ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for\n"
+" ** more details.\n"
+" **\n"
+" ** You should have received a copy of the GNU General Public License along\n"
+" ** with Supermodel. If not, see .\n"
+" **/\n"
+" \n"
+"/*\n"
+" * Fragment.glsl\n"
+" *\n"
+" * Fragment shader for 3D rendering.\n"
+" */\n"
"\n"
-"// Inputs from vertex shader \n"
-"varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels) \n"
-"varying vec4 fsTexParams; // .x=texture enable (if 1, else 0), .y=use transparency (if > 0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode \n"
-"varying float fsTexFormat; // .x=T1RGB5 contour texture (if > 0) \n"
-"varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque) \n"
-"varying vec3 fsLightIntensity; // lighting intensity \n"
-"varying float fsFogFactor; // fog factor \n"
-"varying float fsViewZ; // Z distance to fragment from viewpoint at origin \n"
+"#version 120\n"
"\n"
-"/* \n"
-" * WrapTexelCoords(): \n"
-" * \n"
-" * Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture \n"
-" * sheet, taking into account wrapping behavior. \n"
-" * \n"
-" * Computing normalized OpenGL texture coordinates (0 to 1) within the \n"
-" * Real3D texture sheet: \n"
-" * \n"
-" * If the texture is not mirrored, we simply have to clamp the \n"
-" * coordinates to fit within the texture dimensions, add the texture \n"
-" * X, Y position to select the appropriate one, and normalize by 2048 \n"
-" * (the dimensions of the Real3D texture sheet). \n"
-" * \n"
-" * = [(u,v)%(w,h)+(x,y)]/(2048,2048) \n"
-" * \n"
-" * If mirroring is enabled, textures are mirrored every odd multiple of \n"
-" * the original texture. To detect whether we are in an odd multiple, \n"
-" * simply divide the coordinate by the texture dimension and check \n"
-" * whether the result is odd. Then, clamp the coordinates as before but \n"
-" * subtract from the last texel to mirror them: \n"
-" * \n"
-" * = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048) \n"
-" * where M is 1.0 if the texture must be mirrored. \n"
-" * \n"
-" * As an optimization, this function computes TWO texture coordinates \n"
-" * simultaneously. The first is texCoord.xy, the second is in .zw. The other \n"
-" * parameters must have .xy = .zw. \n"
-" */ \n"
-"vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable) \n"
-"{ \n"
-" vec4 clampedCoord, mirror, glTexCoord; \n"
-" \n"
-" clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size \n"
-" mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored \n"
-" \n"
-" glTexCoord = ( mirror*(texSize-clampedCoord) + \n"
-" (vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord + \n"
-" texOffset \n"
-" ) / 2048.0; \n"
-" return glTexCoord; \n"
-"} \n"
+"// Global uniforms\n"
+"uniform sampler2D\ttextureMap;\t\t// complete texture map, 2048x2048 texels\n"
+"uniform vec4\tspotEllipse;\t\t// spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)\n"
+"uniform vec2\tspotRange;\t\t\t// spotlight Z range: .x=start (viewspace coordinates), .y=limit\n"
+"uniform vec3\tspotColor;\t\t\t// spotlight RGB color\n"
+"uniform vec3\tlighting[2];\t\t// lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)\n"
"\n"
-"/* \n"
-" * main(): \n"
-" * \n"
-" * Fragment shader entry point. \n"
-" */ \n"
+"// Inputs from vertex shader \n"
+"varying vec4\t\tfsSubTexture;\t// .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n"
+"varying vec4\t\tfsTexParams;\t// .x=texture enable (if 1, else 0), .y=use transparency (if > 0), .z=U wrap mode (1=mirror, 0=repeat), .w=V wrap mode\n"
+"varying float\t\tfsTexFormat;\t// T1RGB5 contour texture (if > 0)\n"
+"varying float\t\tfsTransLevel;\t// translucence level, 0.0 (transparent) to 1.0 (opaque)\n"
+"varying vec3\t\tfsLightIntensity;\t// lighting intensity \n"
+"varying float\t\tfsSpecularTerm;\t// specular highlight\n"
+"varying float\t\tfsFogFactor;\t// fog factor\n"
+"varying float\t\tfsViewZ;\t\t// Z distance to fragment from viewpoint at origin\n"
"\n"
-"void main(void) \n"
-"{ \n"
-" vec4 uv_top, uv_bot, c[4]; \n"
-" vec2 r; \n"
-" vec4 fragColor; \n"
-" vec2 ellipse; \n"
-" vec3 lightIntensity; \n"
-" float insideSpot; \n"
-" \n"
-" // Get polygon color for untextured polygons (textured polygons will overwrite) \n"
-" if (fsTexParams.x==0.0) \n"
-" fragColor = gl_Color; \n"
-" else \n"
-" // Textured polygons: set fragment color to texel value \n"
-" { \n"
-" /* \n"
-" * Bilinear Filtering \n"
-" * \n"
-" * In order to get this working on ATI, the number of operations is \n"
-" * reduced by putting everything into vec4s. uv_top holds the UV \n"
-" * coordinates for the top two texels (.xy=left, .zw=right) and uv_bot \n"
-" * is for the lower two. \n"
-" */ \n"
-" \n"
-" // Compute fractional blending factor, r, and lower left corner of texel 0 \n"
-" uv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5); // move into the lower left blending texel \n"
-" r = uv_bot.xy-floor(uv_bot.xy); // fractional part \n"
-" uv_bot.xy = floor(uv_bot.xy); // integral part \n"
-" \n"
-" // Compute texel coordinates \n"
-" uv_bot.xy += vec2(0.5,0.5); // offset to center of pixel (should not be needed but it fixes a lot of glitches, esp. on Nvidia) \n"
-" uv_bot.zw = uv_bot.xy + vec2(1.0,0.0); // compute coordinates of the other three neighbors \n"
-" uv_top = uv_bot + vec4(0.0,1.0,0.0,1.0); \n"
-" \n"
-" // Compute the properly wrapped texel coordinates \n"
-" uv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw)); \n"
-" uv_bot = WrapTexelCoords(uv_bot,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw)); \n"
-" \n"
-" // Fetch the texels \n"
-" c[0]=texture2D(textureMap,uv_bot.xy); // bottom-left (base texel) \n"
-" c[1]=texture2D(textureMap,uv_bot.zw); // bottom-right \n"
-" c[2]=texture2D(textureMap,uv_top.xy); // top-left \n"
-" c[3]=texture2D(textureMap,uv_top.zw); // top-right \n"
-" \n"
-" // Interpolate texels and blend result with material color to determine final (unlit) fragment color \n"
-" // fragColor = (c[0]*(1.0-r.s)*(1.0-r.t) + c[1]*r.s*(1.0-r.t) + c[2]*(1.0-r.s)*r.t + c[3]*r.s*r.t); \n"
-" // Faster method: \n"
-" c[0] += (c[1]-c[0])*r.s; // 2 alu \n"
-" c[2] += (c[3]-c[2])*r.s; // 2 alu \n"
-" fragColor = c[0]+(c[2]-c[0])*r.t; // 2 alu \n"
-" \n"
-" /* \n"
-" * T1RGB5: \n"
-" * \n"
-" * The transparency bit determines whether to discard pixels (if set). \n"
-" * What is unknown is how this bit behaves when interpolated. OpenGL \n"
-" * processes it as an alpha value, so it might concievably be blended \n"
-" * with neighbors. Here, an arbitrary threshold is chosen. \n"
-" * \n"
-" * To-do: blending could probably enabled and this would work even \n"
-" * better with a hard threshold. \n"
-" * \n"
-" * Countour processing also seems to be enabled for RGBA4 textures. \n"
-" * When the alpha value is 0.0 (or close), pixels are discarded \n"
-" * entirely. \n"
-" */ \n"
-" if (fsTexParams.y > 0.0) // contour processing enabled \n"
-" { \n"
-" if (fragColor.a < 0.01) // discard anything with alpha == 0 \n"
-" discard; \n"
-" } \n"
-" \n"
-" // If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency \n"
-" if (fsTexFormat > 0.0) // contour (T1RGB5) texture map \n"
-" fragColor.a = 1.0; \n"
-" } \n"
-" \n"
-" // Compute spotlight and apply lighting \n"
-" ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw; \n"
-" insideSpot = dot(ellipse,ellipse); \n"
-" if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ 0.5)\t// contour processing enabled\n"
+"\t\t{\n"
+"\t\t\tif (fragColor.a < 0.01)\t// discard anything with alpha == 0\n"
+"\t\t\t\tdiscard;\n"
+"\t\t}\n"
+"\t\t\n"
+"\t\t// If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency\n"
+"\t\tif (fsTexFormat > 0.0)\t\t// contour (T1RGB5) texture map\n"
+"\t\t\tfragColor.a = 1.0;\n"
+"\t}\n"
+"\n"
+"\t// Compute spotlight and apply lighting\n"
+"\tellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;\n"
+"\tinsideSpot = dot(ellipse,ellipse);\n"
+"\tif ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ