mirror of
https://github.com/RetroDECK/Supermodel.git
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183dca563d
- Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
182 lines
6.6 KiB
GLSL
182 lines
6.6 KiB
GLSL
/**
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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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* Vertex.glsl
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*
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* Vertex 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 mat4 modelViewMatrix; // model -> view space matrix
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uniform mat4 projectionMatrix; // view space -> screen space matrix
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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 vec4 spotEllipse; // spotlight ellipse position: .x=X position (normalized device 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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// Custom vertex attributes
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attribute vec4 subTexture; // .x=texture X, .y=texture Y, .z=texture width, .w=texture height (all in texels)
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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
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attribute float texFormat; // T1RGB5 contour texture (if > 0)
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attribute float texMap; // texture map number
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attribute float transLevel; // translucence level, 0.0 (transparent) to 1.0 (opaque). if less than 1.0, replace alpha value
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attribute float lightEnable; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
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attribute float shininess; // specular shininess (if >= 0.0) or disable specular lighting (negative)
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attribute float fogIntensity; // fog intensity (1.0, full fog effect, 0.0, no fog)
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// Custom outputs to fragment shader
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varying vec4 fsSubTexture;
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varying vec4 fsTexParams;
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varying float fsTexFormat;
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varying float fsTexMap;
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varying float fsTransLevel;
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varying vec3 fsLightIntensity; // total light intensity for this vertex
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varying float fsSpecularTerm; // specular light term (additive)
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varying float fsFogFactor; // fog factor
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varying float fsViewZ;
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// Gets the 3x3 matrix out of a 4x4 (because mat3(mat4matrix) does not work on ATI!)
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mat3 GetLinearPart( mat4 m )
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{
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mat3 result;
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result[0][0] = m[0][0];
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result[0][1] = m[0][1];
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result[0][2] = m[0][2];
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result[1][0] = m[1][0];
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result[1][1] = m[1][1];
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result[1][2] = m[1][2];
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result[2][0] = m[2][0];
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result[2][1] = m[2][1];
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result[2][2] = m[2][2];
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return result;
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}
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void main(void)
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{
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vec3 viewVertex; // vertex coordinates in view space
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vec3 viewNormal; // vertex normal in view space
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vec3 sunVector; // sun lighting vector (as reflecting away from vertex)
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float sunFactor; // sun light projection along vertex normal (0.0 to 1.0)
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vec3 halfway;
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float specFactor;
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// Transform vertex
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gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;
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viewVertex = vec3(modelViewMatrix * gl_Vertex);
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/*
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* Modulation
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*
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* Polygon color serves as material color (modulating the light intensity)
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* for textured polygons. The fragment shader will ignore (overwrite) the
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* the color passed to it if the fragment is textured.
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*
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* Untextured fragments must be set to the polygon color and the light
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* intensity is initialized to 1.0 here. Alpha must be set to 1.0 because
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* the fragment shader multiplies it by the polygon translucency setting.
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*
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* TO-DO: Does OpenGL set alpha to 1.0 by default if no alpha is specified
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* for the vertex? If so, we can remove that line from here.
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*/
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gl_FrontColor = gl_Color; // untextured polygons will use this
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gl_FrontColor.a = 1.0;
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fsLightIntensity = vec3(1.0,1.0,1.0);
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if (texParams.x > 0.5) // textured
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fsLightIntensity *= gl_Color.rgb;
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/*
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* Sun Light
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*
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* Parallel light source and ambient lighting are only applied for non-
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* luminous polygons.
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*/
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fsSpecularTerm = 0.0;
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if (lightEnable > 0.5) // not luminous
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{
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// Normal -> view space
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viewNormal = normalize(GetLinearPart(modelViewMatrix)*gl_Normal);
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// Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)
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sunVector = lighting[0]*vec3(1.0,-1.0,-1.0);
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// Compute diffuse factor for sunlight
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sunFactor = max(dot(sunVector,viewNormal),0.0);
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// Total light intensity: sum of all components
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fsLightIntensity *= (sunFactor*lighting[1].x+lighting[1].y);
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/*
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* Specular Lighting
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*
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* The specular term is treated similarly to the "separate specular
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* color" functionality of OpenGL: it is added as a highlight in the
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* fragment shader. This allows even black textures to be lit.
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*
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* TO-DO: Ambient intensity viewport parameter is known but what about
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* the intensity of the specular term? Always applied with full
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* intensity here but this is unlikely to be correct.
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*/
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if (shininess >= 0.0)
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{
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// Standard specular lighting equation
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vec3 V = normalize(-viewVertex);
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vec3 H = normalize(sunVector+V); // halfway vector
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float s = max(10.0,64.0-shininess); // seems to look nice, but probably not correct
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fsSpecularTerm = pow(max(dot(viewNormal,H),0.0),s);
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if (sunFactor <= 0.0) fsSpecularTerm = 0.0;
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// Faster approximation
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//float temp = max(dot(viewNormal,H),0.0);
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//float s = 64.0-shininess;
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//fsSpecularTerm = temp/(s-temp*s+temp);
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// Phong formula
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//vec3 R = normalize(2.0*dot(sunVector,viewNormal)*viewNormal - sunVector);
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//vec3 V = normalize(-viewVertex);
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//float s = max(2.0,64.0-shininess);
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//fsSpecularTerm = pow(max(dot(R,V),0.0),s);
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}
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}
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// Fog
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float z = length(viewVertex);
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fsFogFactor = clamp(1.0-fogIntensity*(gl_Fog.start+z*gl_Fog.density), 0.0, 1.0);
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// Pass viewspace Z coordinate (for spotlight)
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fsViewZ = -viewVertex.z; // convert Z from GL->Real3D convention (want +Z to be further into screen)
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// Pass remaining parameters to fragment shader
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gl_TexCoord[0] = gl_MultiTexCoord0;
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fsSubTexture = subTexture;
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fsTexParams = texParams;
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fsTransLevel = transLevel;
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fsTexFormat = texFormat;
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fsTexMap = texMap;
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}
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