Supermodel/Src/Graphics/New3D/R3DShaderCommon.h

329 lines
9.4 KiB
C

#pragma once
// I altered this code a bit to make sure it always compiles with gl 4.1. Version 4.5 allows you to specify arrays differently.
// Ripped out most of the common code, people have been pushing changes to the shaders but we are ending up with diverging implementations
// between triangle / quad version which is less than ideal.
static const char* fragmentShaderR3DCommon = R"glsl(
#define LayerColour 0x0
#define LayerTrans0 0x1
#define LayerTrans1 0x2
vec4 ExtractColour(int type, uint value)
{
vec4 c = vec4(0.0);
if(type==0) { // T1RGB5
c.r = float((value >> 10) & 0x1Fu);
c.g = float((value >> 5 ) & 0x1Fu);
c.b = float((value ) & 0x1Fu);
c.rgb *= (1.0/31.0);
c.a = 1.0 - float((value >> 15) & 0x1u);
}
else if(type==1) { // Interleaved A4L4 (low byte)
c.rgb = vec3(float(value&0xFu));
c.a = float((value >> 4) & 0xFu);
c *= (1.0/15.0);
}
else if(type==2) {
c.a = float(value&0xFu);
c.rgb = vec3(float((value >> 4) & 0xFu));
c *= (1.0/15.0);
}
else if(type==3) {
c.rgb = vec3(float((value>>8)&0xFu));
c.a = float((value >> 12) & 0xFu);
c *= (1.0/15.0);
}
else if(type==4) {
c.a = float((value>>8)&0xFu);
c.rgb = vec3(float((value >> 12) & 0xFu));
c *= (1.0/15.0);
}
else if(type==5) {
c = vec4(float(value&0xFFu) / 255.0);
if(c.a==1.0) { c.a = 0.0; }
else { c.a = 1.0; }
}
else if(type==6) {
c = vec4(float((value>>8)&0xFFu) / 255.0);
if(c.a==1.0) { c.a = 0.0; }
else { c.a = 1.0; }
}
else if(type==7) { // RGBA4
c.r = float((value>>12)&0xFu);
c.g = float((value>> 8)&0xFu);
c.b = float((value>> 4)&0xFu);
c.a = float((value>> 0)&0xFu);
c *= (1.0/15.0);
}
else if(type==8) { // low byte, low nibble
c = vec4(float(value&0xFu) / 15.0);
if(c.a==1.0) { c.a = 0.0; }
else { c.a = 1.0; }
}
else if(type==9) { // low byte, high nibble
c = vec4(float((value>>4)&0xFu) / 15.0);
if(c.a==1.0) { c.a = 0.0; }
else { c.a = 1.0; }
}
else if(type==10) { // high byte, low nibble
c = vec4(float((value>>8)&0xFu) / 15.0);
if(c.a==1.0) { c.a = 0.0; }
else { c.a = 1.0; }
}
else if(type==11) { // high byte, high nibble
c = vec4(float((value>>12)&0xFu) / 15.0);
if(c.a==1.0) { c.a = 0.0; }
else { c.a = 1.0; }
}
return c;
}
// hardware testing would be useful because i don't know exactly what happens if you try to read outside the texture sheet
// wrap around is a good guess
ivec2 WrapTexCoords(ivec2 pos, ivec2 coordinate, int level)
{
ivec2 newCoord;
newCoord.x = coordinate.x & (2047 >> level);
newCoord.y = coordinate.y & (1023 >> level);
return newCoord;
}
ivec2 GetTextureSize(int level, ivec2 size)
{
int mipDivisor = 1 << level;
return size / mipDivisor;
}
ivec2 GetTexturePosition(int level, ivec2 pos)
{
int mipDivisor = 1 << level;
ivec2 retPos;
retPos.x = pos.x / mipDivisor;
retPos.y = pos.y / mipDivisor;
return retPos;
}
ivec2 GetMicroTexturePos(int id)
{
const int xCoords[8] = int[](0, 0, 128, 128, 0, 0, 128, 128);
const int yCoords[8] = int[](0, 128, 0, 128, 256, 384, 256, 384);
return ivec2(xCoords[id],yCoords[id]);
}
float LinearTexLocations(int wrapMode, float size, float u, out float u0, out float u1)
{
float texelSize = 1.0 / size;
float halfTexelSize = 0.5 / size;
if(wrapMode==0) { // repeat
u = u * size - 0.5;
u0 = (floor(u) + 0.5) / size; // + 0.5 offset added to push us into the centre of a pixel, without we'll get rounding errors
u0 = fract(u0);
u1 = u0 + texelSize;
u1 = fract(u1);
return fract(u); // return weight
}
else if(wrapMode==1) { // repeat + clamp
u = fract(u); // must force into 0-1 to start
u = u * size - 0.5;
u0 = (floor(u) + 0.5) / size; // + 0.5 offset added to push us into the centre of a pixel, without we'll get rounding errors
u1 = u0 + texelSize;
if(u0 < 0.0) u0 = 0.0;
if(u1 >= 1.0) u1 = 1.0 - halfTexelSize;
return fract(u); // return weight
}
else { // mirror + mirror clamp - both are the same since the edge pixels are repeated anyway
float odd = floor(mod(u, 2.0)); // odd values are mirrored
if(odd > 0.0) {
u = 1.0 - fract(u);
}
else {
u = fract(u);
}
u = u * size - 0.5;
u0 = (floor(u) + 0.5) / size; // + 0.5 offset added to push us into the centre of a pixel, without we'll get rounding errors
u1 = u0 + texelSize;
if(u0 < 0.0) u0 = 0.0;
if(u1 >= 1.0) u1 = 1.0 - halfTexelSize;
return fract(u); // return weight
}
}
vec4 texBiLinear(usampler2D texSampler, ivec2 wrapMode, vec2 texSize, ivec2 texPos, vec2 texCoord, int level)
{
float tx[2], ty[2];
float a = LinearTexLocations(wrapMode.s, texSize.x, texCoord.x, tx[0], tx[1]);
float b = LinearTexLocations(wrapMode.t, texSize.y, texCoord.y, ty[0], ty[1]);
vec4 p0q0 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[0],ty[0]) * texSize + texPos),level), level).r);
vec4 p1q0 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[1],ty[0]) * texSize + texPos),level), level).r);
vec4 p0q1 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[0],ty[1]) * texSize + texPos),level), level).r);
vec4 p1q1 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[1],ty[1]) * texSize + texPos),level), level).r);
if(alphaTest) {
if(p0q0.a > p1q0.a) { p1q0.rgb = p0q0.rgb; }
if(p0q0.a > p0q1.a) { p0q1.rgb = p0q0.rgb; }
if(p1q0.a > p0q0.a) { p0q0.rgb = p1q0.rgb; }
if(p1q0.a > p1q1.a) { p1q1.rgb = p1q0.rgb; }
if(p0q1.a > p0q0.a) { p0q0.rgb = p0q1.rgb; }
if(p0q1.a > p1q1.a) { p1q1.rgb = p0q1.rgb; }
if(p1q1.a > p0q1.a) { p0q1.rgb = p1q1.rgb; }
if(p1q1.a > p1q0.a) { p1q0.rgb = p1q1.rgb; }
}
// Interpolation in X direction.
vec4 pInterp_q0 = mix( p0q0, p1q0, a ); // Interpolates top row in X direction.
vec4 pInterp_q1 = mix( p0q1, p1q1, a ); // Interpolates bottom row in X direction.
return mix( pInterp_q0, pInterp_q1, b ); // Interpolate in Y direction.
}
vec4 GetTextureValue()
{
float lod = -log2(gl_FragCoord.w * gl_FragCoord.w * fsLODBase);
float numLevels = floor(log2(min(float(baseTexInfo.z), float(baseTexInfo.w)))) - 1.0; // r3d only generates down to 2:2 for square textures, otherwise its the min dimension
float fLevel = clamp(lod, 0.0, numLevels);
int iLevel = int(fLevel);
ivec2 tex1Pos = GetTexturePosition(iLevel, ivec2(baseTexInfo.xy));
ivec2 tex1Size = GetTextureSize(iLevel, ivec2(baseTexInfo.zw));
vec4 tex1Data = texBiLinear(textureBank[texturePage], textureWrapMode, vec2(tex1Size), tex1Pos, fsTexCoord, iLevel);
// init second texel with blank data to avoid any potentially undefined behavior
vec4 tex2Data = vec4(0.0);
float blendFactor = 0.0;
// if LOD < 0, no need to blend with next mipmap level; slight performance boost
if (lod > 0.0)
{
ivec2 tex2Pos = GetTexturePosition(iLevel+1, ivec2(baseTexInfo.xy));
ivec2 tex2Size = GetTextureSize(iLevel+1, ivec2(baseTexInfo.zw));
tex2Data = texBiLinear(textureBank[texturePage], textureWrapMode, vec2(tex2Size), tex2Pos, fsTexCoord, iLevel+1);
blendFactor = fract(fLevel);
}
else if (microTexture && lod < -microTextureMinLOD)
{
vec4 scaleIndex = vec4(2.0, 4.0, 16.0, 256.0); // unsure if minLOD=4 has 256x scale? No games appear to use it
vec2 scale = (vec2(baseTexInfo.zw) / 128.0) * scaleIndex[int(microTextureMinLOD)];
// microtextures are always 128x128 and only use LOD 0 mipmap
ivec2 tex2Pos = GetMicroTexturePos(microTextureID);
tex2Data = texBiLinear(textureBank[(texturePage+1)&1], ivec2(0), ivec2(128), tex2Pos, fsTexCoord * scale, 0);
blendFactor = -(lod + microTextureMinLOD) * 0.5;
blendFactor = clamp(blendFactor, 0.0, 0.5);
}
tex1Data = mix(tex1Data, tex2Data, blendFactor);
if(textureInverted) {
tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);
}
if (alphaTest) {
if (tex1Data.a < (32.0/255.0)) {
discard;
}
}
if(textureAlpha) {
if(discardAlpha) { // opaque 1st pass
if (tex1Data.a < 1.0) {
discard;
}
}
else { // transparent 2nd pass
if ((tex1Data.a * fsColor.a) >= 1.0) {
discard;
}
}
}
if (textureAlpha == false) {
tex1Data.a = 1.0;
}
return tex1Data;
}
void Step15Luminous(inout vec4 colour)
{
// luminous polys seem to behave very differently on step 1.5 hardware
// when fixed shading is enabled the colour is modulated by the vp ambient + fixed shade value
// when disabled it appears to be multiplied by 1.5, presumably to allow a higher range
if(hardwareStep==0x15) {
if(!lightEnabled) {
if(fixedShading) {
colour.rgb *= 1.0 + fsFixedShade + lighting[1].y;
}
else {
colour.rgb *= 1.5;
}
}
}
}
float CalcFog()
{
float z = -fsViewVertex.z;
float fog = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);
return fog;
}
float Sqr(float a)
{
return a*a;
}
float SqrLength(vec2 a)
{
return a.x*a.x + a.y*a.y;
}
void WriteOutputs(vec4 colour, int layer)
{
vec4 blank = vec4(0.0);
if(layer==LayerColour) {
out0 = colour;
out1 = blank;
out2 = blank;
}
else if(layer==LayerTrans0) {
out0 = blank;
out1 = colour;
out2 = blank;
}
else if(layer==LayerTrans1) {
out0 = blank;
out1 = blank;
out2 = colour;
}
}
)glsl";