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https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 13:55:38 +00:00
Added new uniform bool polyAlpha to shaders
Added original matrix functions back into Mat4 class though they are currently unused
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@ -149,7 +149,40 @@ void Mat4::Rotate(float angle, float x, float y, float z)
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::Frustum(float left, float right, float bottom, float top, float nearVal)
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void Mat4::Frustum(float left, float right, float bottom, float top, float nearVal, float farVal)
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{
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float x = 2.0F / (right - left);
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float y = 2.0F / (top - bottom);
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float a = (right + left) / (right - left);
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float b = (top + bottom) / (top - bottom);
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float c = -(farVal + nearVal) / (farVal - nearVal);
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float d = -(2.0F * farVal * nearVal) / (farVal - nearVal);
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float m[16];
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m[0] = x;
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m[1] = 0.f;
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m[2] = 0.f;
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m[3] = 0.f;
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m[4] = 0.f;
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m[5] = y;
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m[6] = 0.f;
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m[7] = 0.f;
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m[8] = a;
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m[9] = b;
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m[10] = c;
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m[11] = -1.f;
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m[12] = 0.f;
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m[13] = 0.f;
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m[14] = d;
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m[15] = 0.f;
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::FrustumRZ(float left, float right, float bottom, float top, float nearVal)
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{
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float x = 2.0F / (right - left);
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float y = 2.0F / (top - bottom);
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@ -180,19 +213,19 @@ void Mat4::Frustum(float left, float right, float bottom, float top, float nearV
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::Perspective(float fovy, float aspect, float zNear)
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void Mat4::Perspective(float fovy, float aspect, float zNear, float zFar)
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{
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float ymax = tanf(fovy * (float)(M_PI / 360.0));
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float xmax = ymax * aspect;
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Frustum(-xmax, xmax, -ymax, ymax, zNear);
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Frustum(-xmax, xmax, -ymax, ymax, zNear, zFar);
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}
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void Mat4::Ortho(float left, float right, float bottom, float top, float nearVal, float farVal)
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{
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float tx = -(right + left) / (right - left);
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float ty = -(top + bottom) / (top - bottom);
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float tz = (farVal + nearVal - 1.f) / (farVal - nearVal);
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float tz = -(farVal + nearVal) / (farVal - nearVal);
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float m[16];
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m[0] = 2.f/(right-left);
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@ -207,7 +240,7 @@ void Mat4::Ortho(float left, float right, float bottom, float top, float nearVal
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m[8] = 0.f;
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m[9] = 0.f;
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m[10] = 1.f/(farVal-nearVal);
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m[10] = -2.f/(farVal-nearVal);
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m[11] = 0.f;
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m[12] = tx;
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@ -15,8 +15,9 @@ public:
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void Translate (float x, float y, float z);
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void Rotate (float angle, float x, float y, float z);
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void Scale (float x, float y, float z);
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void Frustum (float left, float right, float bottom, float top, float nearVal);
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void Perspective (float fovy, float aspect, float zNear);
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void Frustum (float left, float right, float bottom, float top, float nearVal, float farVal);
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void FrustumRZ (float left, float right, float bottom, float top, float nearVal);
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void Perspective (float fovy, float aspect, float zNear, float zFar);
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void Ortho (float left, float right, float bottom, float top, float nearVal, float farVal);
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void MultMatrix (const float *m);
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void LoadMatrix (const float *m);
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@ -1543,7 +1543,7 @@ void CNew3D::CalcViewport(Viewport* vp)
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vp->width = m_totalXRes;
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vp->height = (int)((float)vp->vpHeight*m_yRatio);
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vp->projectionMatrix.Frustum(l*correction, r*correction, b, t, NEAR_PLANE);
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vp->projectionMatrix.FrustumRZ(l*correction, r*correction, b, t, NEAR_PLANE);
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}
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else {
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@ -1552,7 +1552,7 @@ void CNew3D::CalcViewport(Viewport* vp)
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vp->width = (int)((float)vp->vpWidth*m_xRatio);
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vp->height = (int)((float)vp->vpHeight*m_yRatio);
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vp->projectionMatrix.Frustum(l, r, b, t, NEAR_PLANE);
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vp->projectionMatrix.FrustumRZ(l, r, b, t, NEAR_PLANE);
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}
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}
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@ -112,6 +112,7 @@ bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
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m_locTextureInverted = glGetUniformLocation(m_shaderProgram, "textureInverted");
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m_locTexWrapMode = glGetUniformLocation(m_shaderProgram, "textureWrapMode");
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m_locColourLayer = glGetUniformLocation(m_shaderProgram, "colourLayer");
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m_locPolyAlpha = glGetUniformLocation(m_shaderProgram, "polyAlpha");
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m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
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m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
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@ -292,6 +293,11 @@ void R3DShader::SetMeshUniforms(const Mesh* m)
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m_translatorMap = m->translatorMap;
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}
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if (m_dirtyMesh || m->polyAlpha != m_polyAlpha) {
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glUniform1i(m_locPolyAlpha, m->polyAlpha);
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m_polyAlpha = m->polyAlpha;
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}
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if (m_dirtyMesh || m->wrapModeU != m_texWrapMode[0] || m->wrapModeV != m_texWrapMode[1]) {
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m_texWrapMode[0] = m->wrapModeU;
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m_texWrapMode[1] = m->wrapModeV;
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@ -55,6 +55,7 @@ private:
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GLint m_locTexWrapMode;
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GLint m_locTranslatorMap;
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GLint m_locColourLayer;
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GLint m_locPolyAlpha;
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// cached mesh values
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bool m_textured1;
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@ -68,6 +69,7 @@ private:
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bool m_specularEnabled;
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bool m_fixedShading;
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bool m_translatorMap;
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bool m_polyAlpha;
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bool m_layered;
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bool m_noLosReturn;
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@ -211,6 +211,7 @@ uniform float fogAmbient;
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uniform bool fixedShading;
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uniform int hardwareStep;
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uniform int colourLayer;
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uniform bool polyAlpha;
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// matrices (shared with vertex shader)
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uniform mat4 projMat;
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@ -434,7 +435,7 @@ void main()
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// Optional clamping, value is allowed to be negative
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// We suspect that translucent polygons are always clamped (e.g. lasers in Daytona 2)
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if(sunClamp || fsColor.a < 0.99) {
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if(sunClamp || polyAlpha) {
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sunFactor = max(sunFactor,0.0);
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}
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@ -102,6 +102,7 @@ uniform float fogAmbient;
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uniform bool fixedShading;
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uniform int hardwareStep;
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uniform int colourLayer;
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uniform bool polyAlpha;
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// matrices (shared with vertex shader)
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uniform mat4 projMat;
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@ -210,7 +211,7 @@ void main()
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// Optional clamping, value is allowed to be negative
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// We suspect that translucent polygons are always clamped (e.g. lasers in Daytona 2)
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if(sunClamp || fsColor.a < 0.99) {
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if(sunClamp || polyAlpha) {
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sunFactor = max(sunFactor,0.0);
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}
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