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Remove double copy of shaders
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parent
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Shader source files go here. Completed versions of the shader files should be
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copied into Src/Graphics/Shaders3D.h and Src/Graphics/Shaders2D.h.
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Fragment.glsl
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*
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* Fragment shader for 3D rendering.
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*/
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#version 120
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// Global uniforms
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uniform sampler2D textureMap; // complete texture map, 2048x2048 texels
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uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
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uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
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uniform vec3 spotColor; // spotlight RGB color
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uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
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uniform float mapSize; // texture map size (2048,4096,6144 etc)
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// Inputs from vertex shader
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varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)
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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
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varying float fsTexFormat; // T1RGB5 contour texture (if > 0)
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varying float fsTexMap; // texture map number
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varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)
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varying vec3 fsLightIntensity; // lighting intensity
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varying float fsSpecularTerm; // specular highlight
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varying float fsFogFactor; // fog factor
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varying float fsViewZ; // Z distance to fragment from viewpoint at origin
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/*
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* WrapTexelCoords():
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*
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* Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture
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* sheet, taking into account wrapping behavior.
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*
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* Computing normalized OpenGL texture coordinates (0 to 1) within the
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* Real3D texture sheet:
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*
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* If the texture is not mirrored, we simply have to clamp the
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* coordinates to fit within the texture dimensions, add the texture
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* X, Y position to select the appropriate one, and normalize by 2048
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* (the dimensions of the Real3D texture sheet).
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*
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* = [(u,v)%(w,h)+(x,y)]/(2048,2048)
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*
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* If mirroring is enabled, textures are mirrored every odd multiple of
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* the original texture. To detect whether we are in an odd multiple,
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* simply divide the coordinate by the texture dimension and check
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* whether the result is odd. Then, clamp the coordinates as before but
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* subtract from the last texel to mirror them:
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*
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* = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)
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* where M is 1.0 if the texture must be mirrored.
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*
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* As an optimization, this function computes TWO texture coordinates
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* simultaneously. The first is texCoord.xy, the second is in .zw. The other
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* parameters must have .xy = .zw.
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*/
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vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable)
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{
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vec4 clampedCoord, mirror, glTexCoord;
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clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size
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mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored
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glTexCoord = ( mirror*(texSize-clampedCoord) +
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(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
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texOffset
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) / mapSize;
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return glTexCoord;
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}
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/*
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* main():
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*
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* Fragment shader entry point.
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*/
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void main(void)
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{
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vec4 uv_top, uv_bot, c[4];
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vec2 r;
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vec4 fragColor;
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vec2 ellipse;
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vec3 lightIntensity;
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float insideSpot;
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int x;
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// Get polygon color for untextured polygons (textured polygons will overwrite)
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if (fsTexParams.x < 0.5)
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fragColor = gl_Color;
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else
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// Textured polygons: set fragment color to texel value
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{
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/*
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* Bilinear Filtering
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*
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* In order to get this working on ATI, the number of operations is
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* reduced by putting everything into vec4s. uv_top holds the UV
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* coordinates for the top two texels (.xy=left, .zw=right) and uv_bot
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* is for the lower two.
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*/
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// Compute fractional blending factor, r, and lower left corner of texel 0
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uv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5); // move into the lower left blending texel
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r = uv_bot.xy-floor(uv_bot.xy); // fractional part
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uv_bot.xy = floor(uv_bot.xy); // integral part
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// Compute texel coordinates
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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)
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uv_bot.zw = uv_bot.xy + vec2(1.0,0.0); // compute coordinates of the other three neighbors
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uv_top = uv_bot + vec4(0.0,1.0,0.0,1.0);
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// Compute the properly wrapped texel coordinates
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uv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));
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uv_bot = WrapTexelCoords(uv_bot,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));
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// Fetch the texels
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c[0]=texture2D(textureMap,uv_bot.xy); // bottom-left (base texel)
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c[1]=texture2D(textureMap,uv_bot.zw); // bottom-right
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c[2]=texture2D(textureMap,uv_top.xy); // top-left
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c[3]=texture2D(textureMap,uv_top.zw); // top-right
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// Interpolate texels and blend result with material color to determine final (unlit) fragment color
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// 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);
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// Faster method:
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c[0] += (c[1]-c[0])*r.s; // 2 alu
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c[2] += (c[3]-c[2])*r.s; // 2 alu
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fragColor = c[0]+(c[2]-c[0])*r.t; //2 alu
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/*
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* T1RGB5:
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*
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* The transparency bit determines whether to discard pixels (if set).
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* What is unknown is how this bit behaves when interpolated. OpenGL
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* processes it as an alpha value, so it might concievably be blended
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* with neighbors. Here, an arbitrary threshold is chosen.
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*
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* To-do: blending could probably enabled and this would work even
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* better with a hard threshold.
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*
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* Countour processing also seems to be enabled for RGBA4 textures.
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* When the alpha value is 0.0 (or close), pixels are discarded
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* entirely.
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*/
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if (fsTexParams.y > 0.5) // contour processing enabled
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{
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if (fragColor.a < 0.01) // discard anything with alpha == 0
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discard;
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}
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// If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
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if (fsTexFormat < 0.5) // contour (T1RGB5) texture
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fragColor.a = 1.0;
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}
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// Compute spotlight and apply lighting
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ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;
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insideSpot = dot(ellipse,ellipse);
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if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ<spotRange.y))
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lightIntensity = fsLightIntensity+(1.0-insideSpot)*spotColor;
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else
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lightIntensity = fsLightIntensity;
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fragColor.rgb *= lightIntensity;
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fragColor.rgb += vec3(fsSpecularTerm,fsSpecularTerm,fsSpecularTerm);
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// Translucency (modulates existing alpha channel for RGBA4 texels)
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fragColor.a *= fsTransLevel;
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// Apply fog under the control of fog factor setting from polygon header
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fragColor.rgb = mix(gl_Fog.color.rgb, fragColor.rgb, fsFogFactor);
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// Store final color
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gl_FragColor = fragColor;
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}
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@ -1,42 +0,0 @@
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Fragment2D.glsl
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*
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* Fragment shader for 2D tilemap rendering.
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*/
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#version 120
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// Global uniforms
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uniform sampler2D textureMap; // 512x512 layer surface
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/*
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* main():
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*
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* Fragment shader entry point.
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*/
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void main(void)
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{
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gl_FragColor = texture2D(textureMap, gl_TexCoord[0].st);
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}
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@ -1,142 +0,0 @@
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Fragment_NoSpotlight.glsl
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*
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* Fragment shader for 3D rendering. Spotlight effect removed. Fixes fragment
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* shader link errors on older ATI Radeon GPUs.
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*
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* To load external fragment shaders, use the -frag-shader=<file> option when
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* starting Supermodel.
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*/
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#version 120
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// Global uniforms
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uniform sampler2D textureMap; // complete texture map, 2048x2048 texels
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uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
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uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
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uniform vec3 spotColor; // spotlight RGB color
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uniform float mapSize; // texture map size (2048,4096,6144 etc)
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// Inputs from vertex shader
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varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)
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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
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varying float fsTexFormat; // .x=T1RGB5 contour texture (if > 0)
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varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)
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varying vec3 fsLightIntensity; // lighting intensity
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varying float fsFogFactor; // fog factor
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varying float fsViewZ; // Z distance to fragment from viewpoint at origin
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/*
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* WrapTexelCoords():
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*
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* Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture
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* sheet, taking into account wrapping behavior.
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*
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* Computing normalized OpenGL texture coordinates (0 to 1) within the
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* Real3D texture sheet:
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*
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* If the texture is not mirrored, we simply have to clamp the
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* coordinates to fit within the texture dimensions, add the texture
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* X, Y position to select the appropriate one, and normalize by 2048
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* (the dimensions of the Real3D texture sheet).
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*
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* = [(u,v)%(w,h)+(x,y)]/(2048,2048)
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*
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* If mirroring is enabled, textures are mirrored every odd multiple of
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* the original texture. To detect whether we are in an odd multiple,
|
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* simply divide the coordinate by the texture dimension and check
|
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* whether the result is odd. Then, clamp the coordinates as before but
|
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* subtract from the last texel to mirror them:
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*
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* = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)
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* where M is 1.0 if the texture must be mirrored.
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*
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* As an optimization, this function computes TWO texture coordinates
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* simultaneously. The first is texCoord.xy, the second is in .zw. The other
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* parameters must have .xy = .zw.
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*/
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vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable)
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{
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vec4 clampedCoord, mirror, glTexCoord;
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clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size
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mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored
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glTexCoord = ( mirror*(texSize-clampedCoord) +
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(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
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texOffset
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) / mapSize;
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/*
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glTexCoord = ( mirror*(texSize-vec4(1.0,1.0,1.0,1.0)-clampedCoord) +
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(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
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texOffset
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) / mapSize;
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*/
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return glTexCoord;
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}
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/*
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* main():
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*
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* Fragment shader entry point.
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*/
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void main(void)
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{
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vec4 uv_top, uv_bot, c[4];
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vec2 r;
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vec4 fragColor;
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vec2 ellipse;
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vec3 lightIntensity;
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float insideSpot;
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// Get polygon color for untextured polygons (textured polygons will overwrite)
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if (fsTexParams.x < 0.5)
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fragColor = gl_Color;
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else
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// Textured polygons: set fragment color to texel value
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{
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fragColor = texture2D(textureMap,(fsSubTexture.xy+fsSubTexture.zw/2.0)/mapSize);
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//fragColor += texture2D(textureMap,(fsSubTexture.xy+fsSubTexture.zw)/mapSize);
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}
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// Compute spotlight and apply lighting
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ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;
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insideSpot = dot(ellipse,ellipse);
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if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ<spotRange.y))
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lightIntensity = fsLightIntensity+(1.0-insideSpot)*spotColor;
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else
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lightIntensity = fsLightIntensity;
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fragColor.rgb *= lightIntensity;
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// Translucency (modulates existing alpha channel for RGBA4 texels)
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fragColor.a *= fsTransLevel;
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// Apply fog under the control of fog factor setting from polygon header
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fragColor.rgb = mix(gl_Fog.color.rgb, fragColor.rgb, fsFogFactor );
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// Store final color
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gl_FragColor = fragColor;
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}
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@ -1,239 +0,0 @@
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
|
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** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
|
||||
**
|
||||
** 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/>.
|
||||
**/
|
||||
|
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/*
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* Fragment_MultiSheet.glsl
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*
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* Fragment shader for 3D rendering. Uses 8 texture sheets to decode the
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* different possible formats.
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*/
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#version 120
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// Global uniforms
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uniform sampler2D textureMap0; // complete texture map (fmt 0), 2048x2048 texels
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uniform sampler2D textureMap1; // complete texture map (fmt 1), 2048x2048 texels
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uniform sampler2D textureMap2; // complete texture map (fmt 2), 2048x2048 texels
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uniform sampler2D textureMap3; // complete texture map (fmt 3), 2048x2048 texels
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uniform sampler2D textureMap4; // complete texture map (fmt 4), 2048x2048 texels
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uniform sampler2D textureMap5; // complete texture map (fmt 5), 2048x2048 texels
|
||||
uniform sampler2D textureMap6; // complete texture map (fmt 6), 2048x2048 texels
|
||||
uniform sampler2D textureMap7; // complete texture map (fmt 7), 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)
|
||||
uniform float mapSize; // texture map size (2048,4096,6144 etc)
|
||||
|
||||
// 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; // T1RGB5 contour texture (if > 0)
|
||||
varying float fsTexMap; // texture map number
|
||||
varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)
|
||||
varying vec3 fsLightIntensity; // lighting intensity
|
||||
varying float fsSpecularTerm; // specular highlight
|
||||
varying float fsFogFactor; // fog factor
|
||||
varying float fsViewZ; // Z distance to fragment from viewpoint at origin
|
||||
|
||||
/*
|
||||
* WrapTexelCoords():
|
||||
*
|
||||
* Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture
|
||||
* sheet, taking into account wrapping behavior.
|
||||
*
|
||||
* Computing normalized OpenGL texture coordinates (0 to 1) within the
|
||||
* Real3D texture sheet:
|
||||
*
|
||||
* If the texture is not mirrored, we simply have to clamp the
|
||||
* coordinates to fit within the texture dimensions, add the texture
|
||||
* X, Y position to select the appropriate one, and normalize by 2048
|
||||
* (the dimensions of the Real3D texture sheet).
|
||||
*
|
||||
* = [(u,v)%(w,h)+(x,y)]/(2048,2048)
|
||||
*
|
||||
* If mirroring is enabled, textures are mirrored every odd multiple of
|
||||
* the original texture. To detect whether we are in an odd multiple,
|
||||
* simply divide the coordinate by the texture dimension and check
|
||||
* whether the result is odd. Then, clamp the coordinates as before but
|
||||
* subtract from the last texel to mirror them:
|
||||
*
|
||||
* = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)
|
||||
* where M is 1.0 if the texture must be mirrored.
|
||||
*
|
||||
* As an optimization, this function computes TWO texture coordinates
|
||||
* simultaneously. The first is texCoord.xy, the second is in .zw. The other
|
||||
* parameters must have .xy = .zw.
|
||||
*/
|
||||
vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable)
|
||||
{
|
||||
vec4 clampedCoord, mirror, glTexCoord;
|
||||
|
||||
clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size
|
||||
mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored
|
||||
|
||||
glTexCoord = ( mirror*(texSize-clampedCoord) +
|
||||
(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
|
||||
texOffset
|
||||
) / mapSize;
|
||||
return glTexCoord;
|
||||
}
|
||||
|
||||
/*
|
||||
* main():
|
||||
*
|
||||
* Fragment shader entry point.
|
||||
*/
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 uv_top, uv_bot, c[4];
|
||||
vec2 r;
|
||||
vec4 fragColor;
|
||||
vec2 ellipse;
|
||||
vec3 lightIntensity;
|
||||
float insideSpot;
|
||||
int x;
|
||||
|
||||
// Get polygon color for untextured polygons (textured polygons will overwrite)
|
||||
if (fsTexParams.x < 0.5)
|
||||
fragColor = gl_Color;
|
||||
else
|
||||
// Textured polygons: set fragment color to texel value
|
||||
{
|
||||
/*
|
||||
* Bilinear Filtering
|
||||
*
|
||||
* In order to get this working on ATI, the number of operations is
|
||||
* reduced by putting everything into vec4s. uv_top holds the UV
|
||||
* coordinates for the top two texels (.xy=left, .zw=right) and uv_bot
|
||||
* is for the lower two.
|
||||
*/
|
||||
|
||||
// Compute fractional blending factor, r, and lower left corner of texel 0
|
||||
uv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5); // move into the lower left blending texel
|
||||
r = uv_bot.xy-floor(uv_bot.xy); // fractional part
|
||||
uv_bot.xy = floor(uv_bot.xy); // integral part
|
||||
|
||||
// Compute texel coordinates
|
||||
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)
|
||||
uv_bot.zw = uv_bot.xy + vec2(1.0,0.0); // compute coordinates of the other three neighbors
|
||||
uv_top = uv_bot + vec4(0.0,1.0,0.0,1.0);
|
||||
|
||||
// Compute the properly wrapped texel coordinates
|
||||
uv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));
|
||||
uv_bot = WrapTexelCoords(uv_bot,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));
|
||||
|
||||
// Fetch the texels from the given texture map
|
||||
if (fsTexMap < 0.5f) {
|
||||
c[0]=texture2D(textureMap0, uv_bot.xy); // bottom-left (base texel)
|
||||
c[1]=texture2D(textureMap0, uv_bot.zw); // bottom-right
|
||||
c[2]=texture2D(textureMap0, uv_top.xy); // top-left
|
||||
c[3]=texture2D(textureMap0, uv_top.zw); // top-right
|
||||
} else if (fsTexMap < 1.5f) {
|
||||
c[0]=texture2D(textureMap1, uv_bot.xy); // bottom-left (base texel)
|
||||
c[1]=texture2D(textureMap1, uv_bot.zw); // bottom-right
|
||||
c[2]=texture2D(textureMap1, uv_top.xy); // top-left
|
||||
c[3]=texture2D(textureMap1, uv_top.zw); // top-right
|
||||
} else if (fsTexMap < 2.5f) {
|
||||
c[0]=texture2D(textureMap2, uv_bot.xy); // bottom-left (base texel)
|
||||
c[1]=texture2D(textureMap2, uv_bot.zw); // bottom-right
|
||||
c[2]=texture2D(textureMap2, uv_top.xy); // top-left
|
||||
c[3]=texture2D(textureMap2, uv_top.zw); // top-right
|
||||
} else if (fsTexMap < 3.5f) {
|
||||
c[0]=texture2D(textureMap3, uv_bot.xy); // bottom-left (base texel)
|
||||
c[1]=texture2D(textureMap3, uv_bot.zw); // bottom-right
|
||||
c[2]=texture2D(textureMap3, uv_top.xy); // top-left
|
||||
c[3]=texture2D(textureMap3, uv_top.zw); // top-right
|
||||
} else if (fsTexMap < 4.5f) {
|
||||
c[0]=texture2D(textureMap4, uv_bot.xy); // bottom-left (base texel)
|
||||
c[1]=texture2D(textureMap4, uv_bot.zw); // bottom-right
|
||||
c[2]=texture2D(textureMap4, uv_top.xy); // top-left
|
||||
c[3]=texture2D(textureMap4, uv_top.zw); // top-right
|
||||
} else if (fsTexMap < 5.5f) {
|
||||
c[0]=texture2D(textureMap5, uv_bot.xy); // bottom-left (base texel)
|
||||
c[1]=texture2D(textureMap5, uv_bot.zw); // bottom-right
|
||||
c[2]=texture2D(textureMap5, uv_top.xy); // top-left
|
||||
c[3]=texture2D(textureMap5, uv_top.zw); // top-right
|
||||
} else if (fsTexMap < 6.5f) {
|
||||
c[0]=texture2D(textureMap6, uv_bot.xy); // bottom-left (base texel)
|
||||
c[1]=texture2D(textureMap6, uv_bot.zw); // bottom-right
|
||||
c[2]=texture2D(textureMap6, uv_top.xy); // top-left
|
||||
c[3]=texture2D(textureMap6, uv_top.zw); // top-right
|
||||
} else {
|
||||
c[0]=texture2D(textureMap7, uv_bot.xy); // bottom-left (base texel)
|
||||
c[1]=texture2D(textureMap7, uv_bot.zw); // bottom-right
|
||||
c[2]=texture2D(textureMap7, uv_top.xy); // top-left
|
||||
c[3]=texture2D(textureMap7, uv_top.zw); // top-right
|
||||
}
|
||||
|
||||
// Interpolate texels and blend result with material color to determine final (unlit) fragment color
|
||||
// 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);
|
||||
// Faster method:
|
||||
c[0] += (c[1]-c[0])*r.s; // 2 alu
|
||||
c[2] += (c[3]-c[2])*r.s; // 2 alu
|
||||
fragColor = c[0]+(c[2]-c[0])*r.t; // 2 alu
|
||||
|
||||
/*
|
||||
* T1RGB5:
|
||||
*
|
||||
* The transparency bit determines whether to discard pixels (if set).
|
||||
* What is unknown is how this bit behaves when interpolated. OpenGL
|
||||
* processes it as an alpha value, so it might concievably be blended
|
||||
* with neighbors. Here, an arbitrary threshold is chosen.
|
||||
*
|
||||
* To-do: blending could probably enabled and this would work even
|
||||
* better with a hard threshold.
|
||||
*
|
||||
* Countour processing also seems to be enabled for RGBA4 textures.
|
||||
* When the alpha value is 0.0 (or close), pixels are discarded
|
||||
* entirely.
|
||||
*/
|
||||
if (fsTexParams.y > 0.5) // contour processing enabled
|
||||
{
|
||||
if (fragColor.a < 0.01) // discard anything with alpha == 0
|
||||
discard;
|
||||
}
|
||||
|
||||
// If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
|
||||
if (fsTexFormat < 0.5) // contour (T1RGB5) texture map
|
||||
fragColor.a = 1.0;
|
||||
}
|
||||
|
||||
// Compute spotlight and apply lighting
|
||||
ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;
|
||||
insideSpot = dot(ellipse,ellipse);
|
||||
if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ<spotRange.y))
|
||||
lightIntensity = fsLightIntensity+(1.0-insideSpot)*spotColor;
|
||||
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);
|
||||
|
||||
// Store final color
|
||||
gl_FragColor = fragColor;
|
||||
}
|
|
@ -1,202 +0,0 @@
|
|||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
** Copyright 2011 Bart Trzynadlowski, Nik Henson
|
||||
**
|
||||
** 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/>.
|
||||
**/
|
||||
|
||||
/*
|
||||
* Fragment_NoSpotlight.glsl
|
||||
*
|
||||
* Fragment shader for 3D rendering. Spotlight effect removed. Fixes fragment
|
||||
* shader link errors on older ATI Radeon GPUs.
|
||||
*
|
||||
* To load external fragment shaders, use the -frag-shader=<file> option when
|
||||
* starting Supermodel.
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
// Global uniforms
|
||||
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 float mapSize; // texture map size (2048,4096,6144 etc)
|
||||
|
||||
// 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 fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)
|
||||
varying vec3 fsLightIntensity; // lighting intensity
|
||||
varying float fsFogFactor; // fog factor
|
||||
varying float fsViewZ; // Z distance to fragment from viewpoint at origin
|
||||
|
||||
/*
|
||||
* WrapTexelCoords():
|
||||
*
|
||||
* Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture
|
||||
* sheet, taking into account wrapping behavior.
|
||||
*
|
||||
* Computing normalized OpenGL texture coordinates (0 to 1) within the
|
||||
* Real3D texture sheet:
|
||||
*
|
||||
* If the texture is not mirrored, we simply have to clamp the
|
||||
* coordinates to fit within the texture dimensions, add the texture
|
||||
* X, Y position to select the appropriate one, and normalize by 2048
|
||||
* (the dimensions of the Real3D texture sheet).
|
||||
*
|
||||
* = [(u,v)%(w,h)+(x,y)]/(2048,2048)
|
||||
*
|
||||
* If mirroring is enabled, textures are mirrored every odd multiple of
|
||||
* the original texture. To detect whether we are in an odd multiple,
|
||||
* simply divide the coordinate by the texture dimension and check
|
||||
* whether the result is odd. Then, clamp the coordinates as before but
|
||||
* subtract from the last texel to mirror them:
|
||||
*
|
||||
* = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)
|
||||
* where M is 1.0 if the texture must be mirrored.
|
||||
*
|
||||
* As an optimization, this function computes TWO texture coordinates
|
||||
* simultaneously. The first is texCoord.xy, the second is in .zw. The other
|
||||
* parameters must have .xy = .zw.
|
||||
*/
|
||||
vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable)
|
||||
{
|
||||
vec4 clampedCoord, mirror, glTexCoord;
|
||||
|
||||
clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size
|
||||
mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored
|
||||
|
||||
glTexCoord = ( mirror*(texSize-clampedCoord) +
|
||||
(vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +
|
||||
texOffset
|
||||
) / mapSize;
|
||||
/*
|
||||
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
|
||||
) / mapSize;
|
||||
*/
|
||||
return glTexCoord;
|
||||
}
|
||||
|
||||
/*
|
||||
* main():
|
||||
*
|
||||
* Fragment shader entry point.
|
||||
*/
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 uv_top, uv_bot, c[4];
|
||||
vec2 r;
|
||||
vec4 fragColor;
|
||||
vec2 ellipse;
|
||||
vec3 lightIntensity;
|
||||
float insideSpot;
|
||||
|
||||
// Get polygon color for untextured polygons (textured polygons will overwrite)
|
||||
if (fsTexParams.x < 0.5)
|
||||
fragColor = gl_Color;
|
||||
else
|
||||
// Textured polygons: set fragment color to texel value
|
||||
{
|
||||
/*
|
||||
* Bilinear Filtering
|
||||
*
|
||||
* In order to get this working on ATI, the number of operations is
|
||||
* reduced by putting everything into vec4s. uv_top holds the UV
|
||||
* coordinates for the top two texels (.xy=left, .zw=right) and uv_bot
|
||||
* is for the lower two.
|
||||
*/
|
||||
|
||||
// Compute fractional blending factor, r, and lower left corner of texel 0
|
||||
uv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5); // move into the lower left blending texel
|
||||
r = uv_bot.xy-floor(uv_bot.xy); // fractional part
|
||||
uv_bot.xy = floor(uv_bot.xy); // integral part
|
||||
|
||||
// Compute texel coordinates
|
||||
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)
|
||||
uv_bot.zw = uv_bot.xy + vec2(1.0,0.0); // compute coordinates of the other three neighbors
|
||||
uv_top = uv_bot + vec4(0.0,1.0,0.0,1.0);
|
||||
|
||||
// Compute the properly wrapped texel coordinates
|
||||
uv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));
|
||||
uv_bot = WrapTexelCoords(uv_bot,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));
|
||||
|
||||
// Fetch the texels
|
||||
c[0]=texture2D(textureMap,uv_bot.xy); // bottom-left (base texel)
|
||||
c[1]=texture2D(textureMap,uv_bot.zw); // bottom-right
|
||||
c[2]=texture2D(textureMap,uv_top.xy); // top-left
|
||||
c[3]=texture2D(textureMap,uv_top.zw); // top-right
|
||||
|
||||
// Interpolate texels and blend result with material color to determine final (unlit) fragment color
|
||||
// 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);
|
||||
// Faster method:
|
||||
c[0] += (c[1]-c[0])*r.s; // 2 alu
|
||||
c[2] += (c[3]-c[2])*r.s; // 2 alu
|
||||
fragColor = c[0]+(c[2]-c[0])*r.t; //2 alu
|
||||
|
||||
/*
|
||||
* T1RGB5:
|
||||
*
|
||||
* The transparency bit determines whether to discard pixels (if set).
|
||||
* What is unknown is how this bit behaves when interpolated. OpenGL
|
||||
* processes it as an alpha value, so it might concievably be blended
|
||||
* with neighbors. Here, an arbitrary threshold is chosen.
|
||||
*
|
||||
* To-do: blending could probably enabled and this would work even
|
||||
* better with a hard threshold.
|
||||
*
|
||||
* Countour processing also seems to be enabled for RGBA4 textures.
|
||||
* When the alpha value is 0.0 (or close), pixels are discarded
|
||||
* entirely.
|
||||
*/
|
||||
if (fsTexParams.y > 0.5) // contour processing enabled
|
||||
{
|
||||
if (fragColor.a < 0.01) // discard anything with alpha == 0
|
||||
discard;
|
||||
}
|
||||
|
||||
// If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
|
||||
if (fsTexFormat < 0.5) // contour (T1RGB5) texture map
|
||||
fragColor.a = 1.0;
|
||||
}
|
||||
|
||||
// Compute spotlight and apply lighting
|
||||
/***
|
||||
ellipse = (gl_FragCoord.xy-spotEllipse.xy)/spotEllipse.zw;
|
||||
insideSpot = dot(ellipse,ellipse);
|
||||
if ((insideSpot <= 1.0) && (fsViewZ>=spotRange.x) && (fsViewZ<spotRange.y))
|
||||
lightIntensity = fsLightIntensity+(1.0-insideSpot)*spotColor;
|
||||
else
|
||||
lightIntensity = fsLightIntensity;
|
||||
fragColor.rgb *= lightIntensity;
|
||||
***/
|
||||
fragColor.rgb *= fsLightIntensity;
|
||||
|
||||
// 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 );
|
||||
|
||||
// Store final color
|
||||
gl_FragColor = fragColor;
|
||||
}
|
|
@ -1,181 +0,0 @@
|
|||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
|
||||
**
|
||||
** 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/>.
|
||||
**/
|
||||
|
||||
/*
|
||||
* Vertex.glsl
|
||||
*
|
||||
* Vertex shader for 3D rendering.
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
// Global uniforms
|
||||
uniform mat4 modelViewMatrix; // model -> view space matrix
|
||||
uniform mat4 projectionMatrix; // view space -> screen space matrix
|
||||
uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
|
||||
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
|
||||
|
||||
// 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; // T1RGB5 contour texture (if > 0)
|
||||
attribute float texMap; // texture map number
|
||||
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
|
||||
varying vec4 fsSubTexture;
|
||||
varying vec4 fsTexParams;
|
||||
varying float fsTexFormat;
|
||||
varying float fsTexMap;
|
||||
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;
|
||||
|
||||
// Gets the 3x3 matrix out of a 4x4 (because mat3(mat4matrix) does not work on ATI!)
|
||||
mat3 GetLinearPart( mat4 m )
|
||||
{
|
||||
mat3 result;
|
||||
|
||||
result[0][0] = m[0][0];
|
||||
result[0][1] = m[0][1];
|
||||
result[0][2] = m[0][2];
|
||||
|
||||
result[1][0] = m[1][0];
|
||||
result[1][1] = m[1][1];
|
||||
result[1][2] = m[1][2];
|
||||
|
||||
result[2][0] = m[2][0];
|
||||
result[2][1] = m[2][1];
|
||||
result[2][2] = m[2][2];
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 viewVertex; // vertex coordinates in view space
|
||||
vec3 viewNormal; // vertex normal in view space
|
||||
vec3 sunVector; // sun lighting vector (as reflecting away from vertex)
|
||||
float sunFactor; // sun light projection along vertex normal (0.0 to 1.0)
|
||||
vec3 halfway;
|
||||
float specFactor;
|
||||
|
||||
// Transform vertex
|
||||
gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;
|
||||
viewVertex = vec3(modelViewMatrix * gl_Vertex);
|
||||
|
||||
/*
|
||||
* Modulation
|
||||
*
|
||||
* Polygon color serves as material color (modulating the light intensity)
|
||||
* for textured polygons. The fragment shader will ignore (overwrite) the
|
||||
* the color passed to it if the fragment is textured.
|
||||
*
|
||||
* Untextured fragments must be set to the polygon color and the light
|
||||
* intensity is initialized to 1.0 here. Alpha must be set to 1.0 because
|
||||
* the fragment shader multiplies it by the polygon translucency setting.
|
||||
*
|
||||
* TO-DO: Does OpenGL set alpha to 1.0 by default if no alpha is specified
|
||||
* for the vertex? If so, we can remove that line from here.
|
||||
*/
|
||||
|
||||
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 > 0.5) // textured
|
||||
fsLightIntensity *= gl_Color.rgb;
|
||||
|
||||
/*
|
||||
* Sun Light
|
||||
*
|
||||
* Parallel light source and ambient lighting are only applied for non-
|
||||
* luminous polygons.
|
||||
*/
|
||||
fsSpecularTerm = 0.0;
|
||||
if (lightEnable > 0.5) // not luminous
|
||||
{
|
||||
// Normal -> view space
|
||||
viewNormal = normalize(GetLinearPart(modelViewMatrix)*gl_Normal);
|
||||
|
||||
// Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)
|
||||
sunVector = lighting[0]*vec3(1.0,-1.0,-1.0);
|
||||
|
||||
// Compute diffuse factor for sunlight
|
||||
sunFactor = max(dot(sunVector,viewNormal),0.0);
|
||||
|
||||
// Total light intensity: sum of all components
|
||||
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(10.0,64.0-shininess); // seems to look nice, but probably not correct
|
||||
fsSpecularTerm = pow(max(dot(viewNormal,H),0.0),s);
|
||||
if (sunFactor <= 0.0) fsSpecularTerm = 0.0;
|
||||
|
||||
// Faster approximation
|
||||
//float temp = max(dot(viewNormal,H),0.0);
|
||||
//float s = 64.0-shininess;
|
||||
//fsSpecularTerm = temp/(s-temp*s+temp);
|
||||
|
||||
// Phong formula
|
||||
//vec3 R = normalize(2.0*dot(sunVector,viewNormal)*viewNormal - sunVector);
|
||||
//vec3 V = normalize(-viewVertex);
|
||||
//float s = max(2.0,64.0-shininess);
|
||||
//fsSpecularTerm = pow(max(dot(R,V),0.0),s);
|
||||
}
|
||||
}
|
||||
|
||||
// Fog
|
||||
float z = length(viewVertex);
|
||||
fsFogFactor = clamp(1.0-fogIntensity*(gl_Fog.start+z*gl_Fog.density), 0.0, 1.0);
|
||||
|
||||
// Pass viewspace Z coordinate (for spotlight)
|
||||
fsViewZ = -viewVertex.z; // convert Z from GL->Real3D convention (want +Z to be further into screen)
|
||||
|
||||
// Pass remaining parameters to fragment shader
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
fsSubTexture = subTexture;
|
||||
fsTexParams = texParams;
|
||||
fsTransLevel = transLevel;
|
||||
fsTexFormat = texFormat;
|
||||
fsTexMap = texMap;
|
||||
}
|
|
@ -1,34 +0,0 @@
|
|||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
|
||||
**
|
||||
** 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/>.
|
||||
**/
|
||||
|
||||
/*
|
||||
* Vertex2D.glsl
|
||||
*
|
||||
* Vertex shader for 2D tilemap rendering.
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
|
||||
}
|
Loading…
Reference in a new issue