/** ** 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 . **/ /* * Shaders3D.h * * Header file containing the 3D vertex and fragment shaders. */ #ifndef INCLUDED_SHADERS3D_H #define INCLUDED_SHADERS3D_H // 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" "#version 120 \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" "\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" "\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" "\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" "\n" " result[0][0] = m[0][0]; \n" " result[0][1] = m[0][1]; \n" " result[0][2] = m[0][2]; \n" "\n" " result[1][0] = m[1][0]; \n" " result[1][1] = m[1][1]; \n" " result[1][2] = m[1][2]; \n" "\n" " result[2][0] = m[2][0]; \n" " result[2][1] = m[2][1]; \n" " result[2][2] = m[2][2]; \n" "\n" " return result; \n" "} \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" " fsLightIntensity = clamp(fsLightIntensity,0.0,1.0); \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" "}\n" }; // 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" "// 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" "\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" "\n" "/* \n" " * main(): \n" " * \n" " * Fragment shader entry point. \n" " */ \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