mirror of
https://github.com/RetroDECK/Supermodel.git
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695 lines
31 KiB
C++
695 lines
31 KiB
C++
/**
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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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* Shaders3D.h
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*
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* Header file containing the 3D vertex and fragment shaders.
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*/
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#ifndef INCLUDED_SHADERS3D_H
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#define INCLUDED_SHADERS3D_H
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namespace Legacy3D {
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// Vertex shader
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static const char vertexShaderSource[] =
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{
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"/**\n"
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" ** Supermodel\n"
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" ** A Sega Model 3 Arcade Emulator.\n"
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" ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson \n"
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" **\n"
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" ** This file is part of Supermodel.\n"
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" **\n"
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" ** Supermodel is free software: you can redistribute it and/or modify it under\n"
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" ** the terms of the GNU General Public License as published by the Free \n"
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" ** Software Foundation, either version 3 of the License, or (at your option)\n"
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" ** any later version.\n"
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" **\n"
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" ** Supermodel is distributed in the hope that it will be useful, but WITHOUT\n"
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" ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or\n"
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" ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for\n"
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" ** more details.\n"
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" **\n"
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" ** You should have received a copy of the GNU General Public License along\n"
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" ** with Supermodel. If not, see <http://www.gnu.org/licenses/>.\n"
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" **/\n"
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" \n"
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"/*\n"
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" * Vertex.glsl\n"
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" *\n"
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" * Vertex shader for 3D rendering.\n"
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" */\n"
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" \n"
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"#version 120\n"
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"\n"
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"// Global uniforms\n"
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"uniform mat4 modelViewMatrix; // model -> view space matrix\n"
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"uniform mat4 projectionMatrix; // view space -> screen space matrix\n"
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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)\n"
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"uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (normalized device coordinates), .y=Y position, .z=half-width, .w=half-height)\n"
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"uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit\n"
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"uniform vec3 spotColor; // spotlight RGB color\n"
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"\n"
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"// Custom vertex attributes\n"
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"attribute vec4 subTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n"
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"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"
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"attribute float texFormat; // T1RGB5 contour texture (if > 0)\n"
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"attribute float texMap; // texture map number\n"
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"attribute float transLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque). if less than 1.0, replace alpha value\n"
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"attribute float lightEnable; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity\n"
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"attribute float specular; // specular coefficient (0.0 if disabled)\n"
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"attribute float shininess; // specular shininess\n"
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"attribute float fogIntensity; // fog intensity (1.0, full fog effect, 0.0, no fog) \n"
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"\n"
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"// Custom outputs to fragment shader\n"
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"varying vec4 fsSubTexture;\n"
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"varying vec4 fsTexParams;\n"
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"varying float fsTexFormat;\n"
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"varying float fsTexMap;\n"
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"varying float fsTransLevel;\n"
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"varying vec3 fsLightIntensity; // total light intensity for this vertex\n"
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"varying float fsSpecularTerm; // specular light term (additive)\n"
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"varying float fsFogFactor; // fog factor\n"
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"varying float fsViewZ;\n"
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"\n"
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"// Gets the 3x3 matrix out of a 4x4 (because mat3(mat4matrix) does not work on ATI!)\n"
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"mat3 GetLinearPart( mat4 m )\n"
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"{\n"
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" mat3 result;\n"
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" \n"
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" result[0][0] = m[0][0];\n"
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" result[0][1] = m[0][1];\n"
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" result[0][2] = m[0][2];\n"
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"\n"
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" result[1][0] = m[1][0];\n"
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" result[1][1] = m[1][1];\n"
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" result[1][2] = m[1][2];\n"
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" \n"
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" result[2][0] = m[2][0];\n"
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" result[2][1] = m[2][1];\n"
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" result[2][2] = m[2][2];\n"
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" \n"
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" return result;\n"
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"}\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" vec3 viewVertex; // vertex coordinates in view space\n"
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" vec3 viewNormal; // vertex normal in view space\n"
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" vec3 sunVector; // sun lighting vector (as reflecting away from vertex)\n"
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" float sunFactor; // sun light projection along vertex normal (0.0 to 1.0)\n"
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" vec3 halfway;\n"
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" float specFactor;\n"
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" \n"
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" // Transform vertex\n"
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" gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;\n"
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" viewVertex = vec3(modelViewMatrix * gl_Vertex); \n"
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" \n"
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" /*\n"
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" * Modulation\n"
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" *\n"
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" * Polygon color serves as material color (modulating the light intensity)\n"
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" * for textured polygons. The fragment shader will ignore (overwrite) the\n"
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" * the color passed to it if the fragment is textured. \n"
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" *\n"
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" * Untextured fragments must be set to the polygon color and the light\n"
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" * intensity is initialized to 1.0 here. Alpha must be set to 1.0 because\n"
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" * the fragment shader multiplies it by the polygon translucency setting. \n"
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" *\n"
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" * TO-DO: Does OpenGL set alpha to 1.0 by default if no alpha is specified\n"
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" * for the vertex? If so, we can remove that line from here.\n"
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" */\n"
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"\n"
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" gl_FrontColor = gl_Color; // untextured polygons will use this\n"
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" gl_FrontColor.a = 1.0; \n"
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" fsLightIntensity = vec3(1.0,1.0,1.0);\n"
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" if (texParams.x > 0.5) // textured\n"
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" fsLightIntensity *= gl_Color.rgb;\n"
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" \n"
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" /*\n"
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" * Sun Light\n"
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" *\n"
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" * Parallel light source and ambient lighting are only applied for non-\n"
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" * luminous polygons.\n"
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" */\n"
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" fsSpecularTerm = 0.0;\n"
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" if (lightEnable > 0.5) // not luminous\n"
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" {\n"
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" // Normal -> view space\n"
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" viewNormal = normalize(GetLinearPart(modelViewMatrix)*gl_Normal);\n"
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"\n"
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" // Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)\n"
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" sunVector = lighting[0]*vec3(1.0,-1.0,-1.0);\n"
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"\n"
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" // Compute diffuse factor for sunlight\n"
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" sunFactor = max(dot(sunVector,viewNormal),0.0);\n"
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"\n"
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" // Total light intensity: sum of all components\n"
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" fsLightIntensity *= min(1.0,(sunFactor*lighting[1].x+lighting[1].y));\n"
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"\n"
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" /*\n"
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" * Specular Lighting\n"
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" *\n"
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" * The specular term is treated similarly to the \"separate specular\n"
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" * color\" functionality of OpenGL: it is added as a highlight in the\n"
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" * fragment shader. This allows even black textures to be lit.\n"
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" *\n"
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" * TO-DO: Ambient intensity viewport parameter is known but what about\n"
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" * the intensity of the specular term? Always applied with full \n"
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" * intensity here but this is unlikely to be correct.\n"
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" */\n"
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" if (shininess >= 0.0)\n"
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" {\n"
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" // Standard specular lighting equation\n"
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" if (sunFactor > 0.0)\n"
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" {\n"
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" vec3 V = normalize(-viewVertex);\n"
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" vec3 H = normalize(sunVector+V); // halfway vector\n"
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" fsSpecularTerm = specular*pow(max(dot(viewNormal,H),0.0),shininess);\n"
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"\n"
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" // Phong formula\n"
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" // vec3 R = normalize(2.0*dot(sunVector,viewNormal)*viewNormal - sunVector);\n"
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" // vec3 V = normalize(-viewVertex);\n"
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" // fsSpecularTerm = lighting[1].x * specular * pow(max(dot(R,V),0.0),4.);\n"
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"\n"
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" //\n"
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" // This looks decent in Scud Race attract mode. It is directionally\n"
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" // correct (highlights appear in the right places under the same\n"
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" // conditions as the actual game). In game play, it no longer works.\n"
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" // This is loosely based on the Model 2 formula, which is:\n"
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" //\n"
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" // s = 2*dot(light, normal)*normal.z - light.z\n"
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" //\n"
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" // float dot1 = dot(sunVector, viewNormal);\n"
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" // float s = dot1*viewNormal.z;\n"
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" // fsSpecularTerm =specular * pow(max(s, 0.0), 2.);\n"
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" //\n"
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" }\n"
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"\n"
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" /*\n"
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" vec3 V = normalize(-viewVertex);\n"
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" vec3 H = normalize(sunVector+V); // halfway vector\n"
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" float s = max(10.0,64.0-shininess); // seems to look nice, but probably not correct\n"
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" fsSpecularTerm = pow(max(dot(viewNormal,H),0.0),s);\n"
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" if (sunFactor <= 0.0) fsSpecularTerm = 0.0;\n"
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" */\n"
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"\n"
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" // Faster approximation\n"
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" //float temp = max(dot(viewNormal,H),0.0);\n"
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" //float s = 64.0-shininess;\n"
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" //fsSpecularTerm = temp/(s-temp*s+temp);\n"
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"\n"
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" // Phong formula\n"
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" //vec3 R = normalize(2.0*dot(sunVector,viewNormal)*viewNormal - sunVector);\n"
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" //vec3 V = normalize(-viewVertex);\n"
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" //float s = max(2.0,64.0-shininess);\n"
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" //fsSpecularTerm = pow(max(dot(R,V),0.0),s);\n"
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" }\n"
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" }\n"
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" \n"
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" // Fog\n"
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" float z = length(viewVertex);\n"
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" fsFogFactor = fogIntensity*clamp(gl_Fog.start+z*gl_Fog.density, 0.0, 1.0);\n"
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"\n"
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" // Pass viewspace Z coordinate (for spotlight)\n"
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" fsViewZ = -viewVertex.z; // convert Z from GL->Real3D convention (want +Z to be further into screen)\n"
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"\n"
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" // Pass remaining parameters to fragment shader\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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" fsSubTexture = subTexture;\n"
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" fsTexParams = texParams;\n"
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" fsTransLevel = transLevel;\n"
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" fsTexFormat = texFormat;\n"
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" fsTexMap = texMap;\n"
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"}\n"
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};
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// Fragment shader (single texture sheet)
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static const char fragmentShaderSingleSheetSource[] =
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{
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"/**\n"
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" ** Supermodel\n"
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" ** A Sega Model 3 Arcade Emulator.\n"
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" ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson \n"
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" **\n"
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" ** This file is part of Supermodel.\n"
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" **\n"
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" ** Supermodel is free software: you can redistribute it and/or modify it under\n"
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" ** the terms of the GNU General Public License as published by the Free \n"
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" ** Software Foundation, either version 3 of the License, or (at your option)\n"
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" ** any later version.\n"
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" **\n"
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" ** Supermodel is distributed in the hope that it will be useful, but WITHOUT\n"
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" ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or\n"
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" ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for\n"
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" ** more details.\n"
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" **\n"
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" ** You should have received a copy of the GNU General Public License along\n"
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" ** with Supermodel. If not, see <http://www.gnu.org/licenses/>.\n"
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" **/\n"
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" \n"
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"/*\n"
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" * Fragment.glsl\n"
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" *\n"
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" * Fragment shader for 3D rendering.\n"
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" */\n"
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"\n"
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"#version 120\n"
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"\n"
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"// Global uniforms\n"
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"uniform sampler2D textureMap; // complete texture map, 2048x2048 texels\n"
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"uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)\n"
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"uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit\n"
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"uniform vec3 spotColor; // spotlight RGB color\n"
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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)\n"
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"uniform float mapSize; // texture map size (2048,4096,6144 etc)\n"
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"\n"
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"// Inputs from vertex shader \n"
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"varying vec4 fsSubTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)\n"
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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\n"
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"varying float fsTexFormat; // T1RGB5 contour texture (if > 0)\n"
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"varying float fsTexMap; // texture map number\n"
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"varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)\n"
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"varying vec3 fsLightIntensity; // lighting intensity \n"
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"varying float fsSpecularTerm; // specular highlight\n"
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"varying float fsFogFactor; // fog factor\n"
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"varying float fsViewZ; // Z distance to fragment from viewpoint at origin\n"
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"\n"
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"/*\n"
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" * WrapTexelCoords():\n"
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" *\n"
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" * Computes the normalized OpenGL S,T coordinates within the 2048x2048 texture\n"
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" * sheet, taking into account wrapping behavior.\n"
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" *\n"
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" * Computing normalized OpenGL texture coordinates (0 to 1) within the \n"
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" * Real3D texture sheet:\n"
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" *\n"
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" * If the texture is not mirrored, we simply have to clamp the\n"
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" * coordinates to fit within the texture dimensions, add the texture\n"
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" * X, Y position to select the appropriate one, and normalize by 2048\n"
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" * (the dimensions of the Real3D texture sheet).\n"
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" *\n"
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" * = [(u,v)%(w,h)+(x,y)]/(2048,2048)\n"
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" *\n"
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" * If mirroring is enabled, textures are mirrored every odd multiple of\n"
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" * the original texture. To detect whether we are in an odd multiple, \n"
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" * simply divide the coordinate by the texture dimension and check \n"
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" * whether the result is odd. Then, clamp the coordinates as before but\n"
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" * subtract from the last texel to mirror them:\n"
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" *\n"
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" * = [M*((w-1,h-1)-(u,v)%(w,h)) + (1-M)*(u,v)%(w,h) + (x,y)]/(2048,2048)\n"
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" * where M is 1.0 if the texture must be mirrored.\n"
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" *\n"
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" * As an optimization, this function computes TWO texture coordinates\n"
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" * simultaneously. The first is texCoord.xy, the second is in .zw. The other\n"
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" * parameters must have .xy = .zw.\n"
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" */\n"
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"vec4 WrapTexelCoords(vec4 texCoord, vec4 texOffset, vec4 texSize, vec4 mirrorEnable)\n"
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"{\n"
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" vec4 clampedCoord, mirror, glTexCoord;\n"
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" \n"
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" clampedCoord = mod(texCoord,texSize); // clamp coordinates to within texture size\n"
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" mirror = mirrorEnable * mod(floor(texCoord/texSize),2.0); // whether this texel needs to be mirrored\n"
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"\n"
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" glTexCoord = ( mirror*(texSize-clampedCoord) +\n"
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" (vec4(1.0,1.0,1.0,1.0)-mirror)*clampedCoord +\n"
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" texOffset\n"
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" ) / mapSize;\n"
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" return glTexCoord;\n"
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"}\n"
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"\n"
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"/*\n"
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" * main():\n"
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" *\n"
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" * Fragment shader entry point.\n"
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" */\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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" vec4 uv_top, uv_bot, c[4];\n"
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" vec2 r;\n"
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" vec4 fragColor;\n"
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" vec2 ellipse;\n"
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" vec3 lightIntensity;\n"
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" float insideSpot;\n"
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" int x;\n"
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" \n"
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" // Get polygon color for untextured polygons (textured polygons will overwrite)\n"
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" if (fsTexParams.x < 0.5)\n"
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" fragColor = gl_Color; \n"
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" else\n"
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" // Textured polygons: set fragment color to texel value\n"
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" { \n"
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" /*\n"
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" * Bilinear Filtering\n"
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" *\n"
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" * In order to get this working on ATI, the number of operations is\n"
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" * reduced by putting everything into vec4s. uv_top holds the UV \n"
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" * coordinates for the top two texels (.xy=left, .zw=right) and uv_bot\n"
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" * is for the lower two.\n"
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" */\n"
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"\n"
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" // Compute fractional blending factor, r, and lower left corner of texel 0\n"
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" uv_bot.xy = gl_TexCoord[0].st-vec2(0.5,0.5); // move into the lower left blending texel\n"
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" r = uv_bot.xy-floor(uv_bot.xy); // fractional part\n"
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" uv_bot.xy = floor(uv_bot.xy); // integral part\n"
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" \n"
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" // Compute texel coordinates\n"
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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)\n"
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" uv_bot.zw = uv_bot.xy + vec2(1.0,0.0); // compute coordinates of the other three neighbors\n"
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" uv_top = uv_bot + vec4(0.0,1.0,0.0,1.0);\n"
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"\n"
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" // Compute the properly wrapped texel coordinates\n"
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" uv_top = WrapTexelCoords(uv_top,vec4(fsSubTexture.xy,fsSubTexture.xy),vec4(fsSubTexture.zw,fsSubTexture.zw), vec4(fsTexParams.zw,fsTexParams.zw));\n"
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" 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 > 0.5) // 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 < 0.5) // contour (T1RGB5) texture\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<spotRange.y))\n"
|
|
" lightIntensity = fsLightIntensity+(1.0-insideSpot)*spotColor;\n"
|
|
" else\n"
|
|
" lightIntensity = fsLightIntensity;\n"
|
|
" fragColor.rgb *= lightIntensity;\n"
|
|
" fragColor.rgb += vec3(fsSpecularTerm,fsSpecularTerm,fsSpecularTerm);\n"
|
|
" \n"
|
|
" // Translucency (modulates existing alpha channel for RGBA4 texels)\n"
|
|
" fragColor.a *= fsTransLevel;\n"
|
|
"\n"
|
|
" // Apply fog\n"
|
|
" fragColor.rgb = mix(fragColor.rgb, gl_Fog.color.rgb, fsFogFactor);\n"
|
|
"\n"
|
|
" // Store final color\n"
|
|
" gl_FragColor = fragColor;\n"
|
|
"}\n"
|
|
};
|
|
|
|
|
|
// Fragment shader (8 texture sheets)
|
|
static const char fragmentShaderMultiSheetSource[] =
|
|
{
|
|
"/**\n"
|
|
" ** Supermodel\n"
|
|
" ** A Sega Model 3 Arcade Emulator.\n"
|
|
" ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson \n"
|
|
" **\n"
|
|
" ** This file is part of Supermodel.\n"
|
|
" **\n"
|
|
" ** Supermodel is free software: you can redistribute it and/or modify it under\n"
|
|
" ** the terms of the GNU General Public License as published by the Free \n"
|
|
" ** Software Foundation, either version 3 of the License, or (at your option)\n"
|
|
" ** any later version.\n"
|
|
" **\n"
|
|
" ** Supermodel is distributed in the hope that it will be useful, but WITHOUT\n"
|
|
" ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or\n"
|
|
" ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for\n"
|
|
" ** more details.\n"
|
|
" **\n"
|
|
" ** You should have received a copy of the GNU General Public License along\n"
|
|
" ** with Supermodel. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
" **/\n"
|
|
" \n"
|
|
"/*\n"
|
|
" * Fragment_MultiSheet.glsl\n"
|
|
" *\n"
|
|
" * Fragment shader for 3D rendering. Uses 8 texture sheets to decode the \n"
|
|
" * different possible formats.\n"
|
|
" */\n"
|
|
"\n"
|
|
"#version 120\n"
|
|
"\n"
|
|
"// Global uniforms\n"
|
|
"uniform sampler2D textureMap0; // complete texture map (fmt 0), 2048x2048 texels\n"
|
|
"uniform sampler2D textureMap1; // complete texture map (fmt 1), 2048x2048 texels\n"
|
|
"uniform sampler2D textureMap2; // complete texture map (fmt 2), 2048x2048 texels\n"
|
|
"uniform sampler2D textureMap3; // complete texture map (fmt 3), 2048x2048 texels\n"
|
|
"uniform sampler2D textureMap4; // complete texture map (fmt 4), 2048x2048 texels\n"
|
|
"uniform sampler2D textureMap5; // complete texture map (fmt 5), 2048x2048 texels\n"
|
|
"uniform sampler2D textureMap6; // complete texture map (fmt 6), 2048x2048 texels\n"
|
|
"uniform sampler2D textureMap7; // complete texture map (fmt 7), 2048x2048 texels\n"
|
|
"uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen 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"
|
|
"uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)\n"
|
|
"uniform float mapSize; // texture map size (2048,4096,6144 etc)\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; // T1RGB5 contour texture (if > 0)\n"
|
|
"varying float fsTexMap; // texture map number\n"
|
|
"varying float fsTransLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque)\n"
|
|
"varying vec3 fsLightIntensity; // lighting intensity \n"
|
|
"varying float fsSpecularTerm; // specular highlight\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"
|
|
" ) / mapSize;\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"
|
|
" int x;\n"
|
|
" \n"
|
|
" // Get polygon color for untextured polygons (textured polygons will overwrite)\n"
|
|
" if (fsTexParams.x < 0.5)\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 from the given texture map\n"
|
|
" if (fsTexMap < 0.5f) {\n"
|
|
" c[0]=texture2D(textureMap0, uv_bot.xy); // bottom-left (base texel)\n"
|
|
" c[1]=texture2D(textureMap0, uv_bot.zw); // bottom-right\n"
|
|
" c[2]=texture2D(textureMap0, uv_top.xy); // top-left\n"
|
|
" c[3]=texture2D(textureMap0, uv_top.zw); // top-right\n"
|
|
" } else if (fsTexMap < 1.5f) {\n"
|
|
" c[0]=texture2D(textureMap1, uv_bot.xy); // bottom-left (base texel)\n"
|
|
" c[1]=texture2D(textureMap1, uv_bot.zw); // bottom-right\n"
|
|
" c[2]=texture2D(textureMap1, uv_top.xy); // top-left\n"
|
|
" c[3]=texture2D(textureMap1, uv_top.zw); // top-right\n"
|
|
" } else if (fsTexMap < 2.5f) {\n"
|
|
" c[0]=texture2D(textureMap2, uv_bot.xy); // bottom-left (base texel)\n"
|
|
" c[1]=texture2D(textureMap2, uv_bot.zw); // bottom-right\n"
|
|
" c[2]=texture2D(textureMap2, uv_top.xy); // top-left\n"
|
|
" c[3]=texture2D(textureMap2, uv_top.zw); // top-right\n"
|
|
" } else if (fsTexMap < 3.5f) {\n"
|
|
" c[0]=texture2D(textureMap3, uv_bot.xy); // bottom-left (base texel)\n"
|
|
" c[1]=texture2D(textureMap3, uv_bot.zw); // bottom-right\n"
|
|
" c[2]=texture2D(textureMap3, uv_top.xy); // top-left\n"
|
|
" c[3]=texture2D(textureMap3, uv_top.zw); // top-right\n"
|
|
" } else if (fsTexMap < 4.5f) {\n"
|
|
" c[0]=texture2D(textureMap4, uv_bot.xy); // bottom-left (base texel)\n"
|
|
" c[1]=texture2D(textureMap4, uv_bot.zw); // bottom-right\n"
|
|
" c[2]=texture2D(textureMap4, uv_top.xy); // top-left\n"
|
|
" c[3]=texture2D(textureMap4, uv_top.zw); // top-right\n"
|
|
" } else if (fsTexMap < 5.5f) {\n"
|
|
" c[0]=texture2D(textureMap5, uv_bot.xy); // bottom-left (base texel)\n"
|
|
" c[1]=texture2D(textureMap5, uv_bot.zw); // bottom-right\n"
|
|
" c[2]=texture2D(textureMap5, uv_top.xy); // top-left\n"
|
|
" c[3]=texture2D(textureMap5, uv_top.zw); // top-right\n"
|
|
" } else if (fsTexMap < 6.5f) {\n"
|
|
" c[0]=texture2D(textureMap6, uv_bot.xy); // bottom-left (base texel)\n"
|
|
" c[1]=texture2D(textureMap6, uv_bot.zw); // bottom-right\n"
|
|
" c[2]=texture2D(textureMap6, uv_top.xy); // top-left\n"
|
|
" c[3]=texture2D(textureMap6, uv_top.zw); // top-right\n"
|
|
" } else {\n"
|
|
" c[0]=texture2D(textureMap7, uv_bot.xy); // bottom-left (base texel)\n"
|
|
" c[1]=texture2D(textureMap7, uv_bot.zw); // bottom-right\n"
|
|
" c[2]=texture2D(textureMap7, uv_top.xy); // top-left\n"
|
|
" c[3]=texture2D(textureMap7, uv_top.zw); // top-right\n"
|
|
" } \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 > 0.5) // 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 < 0.5) // 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<spotRange.y))\n"
|
|
" lightIntensity = fsLightIntensity+(1.0-insideSpot)*spotColor;\n"
|
|
" else\n"
|
|
" lightIntensity = fsLightIntensity;\n"
|
|
" fragColor.rgb *= lightIntensity;\n"
|
|
" fragColor.rgb += vec3(fsSpecularTerm,fsSpecularTerm,fsSpecularTerm);\n"
|
|
" \n"
|
|
" // Translucency (modulates existing alpha channel for RGBA4 texels)\n"
|
|
" fragColor.a *= fsTransLevel;\n"
|
|
"\n"
|
|
" // Apply fog\n"
|
|
" fragColor.rgb = mix(fragColor.rgb, gl_Fog.color.rgb, fsFogFactor);\n"
|
|
"\n"
|
|
" // Store final color\n"
|
|
" gl_FragColor = fragColor;\n"
|
|
"}\n"
|
|
};
|
|
|
|
} // Legacy3D
|
|
|
|
#endif // INCLUDED_SHADERS3D_H
|