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https://github.com/RetroDECK/Supermodel.git
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6595b9320e
Some games update the tilegen after the ping_ping bit has flipped at 66% of the frame, so we need to split the tilegen drawing up into two stages to get some effects to work. So having the tilegen draw independantly of the 3d chip can make this happen.
132 lines
3 KiB
C++
132 lines
3 KiB
C++
#ifndef _R3DSHADER_H_
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#define _R3DSHADER_H_
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#include <GL/glew.h>
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#include "Util/NewConfig.h"
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#include "Model.h"
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#include <map>
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#include <string>
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namespace New3D {
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class R3DShader
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{
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public:
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R3DShader(const Util::Config::Node &config);
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bool LoadShader (const char* vertexShader = nullptr, const char* fragmentShader = nullptr);
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void UnloadShader ();
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void SetMeshUniforms (const Mesh* m);
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void SetModelStates (const Model* model);
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void SetViewportUniforms (const Viewport *vp);
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void Start ();
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void SetShader (bool enable = true);
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GLint GetVertexAttribPos (const std::string& attrib);
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void DiscardAlpha (bool discard); // use to remove alpha from texture alpha only polys for 1st pass
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void SetLayer (Layer layer);
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private:
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void PrintShaderResult(GLuint shader);
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void PrintProgramResult(GLuint program);
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void CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX, int& newY);
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// run-time config
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const Util::Config::Node &m_config;
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// shader IDs
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GLuint m_shaderProgram;
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GLuint m_vertexShader;
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GLuint m_geoShader;
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GLuint m_fragmentShader;
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// mesh uniform locations
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GLint m_locTexture1;
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GLint m_locTexture1Enabled;
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GLint m_locTexture2Enabled;
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GLint m_locTextureAlpha;
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GLint m_locAlphaTest;
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GLint m_locMicroTexScale;
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GLint m_locMicroTexID;
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GLint m_locBaseTexInfo;
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GLint m_locBaseTexType;
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GLint m_locTextureInverted;
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GLint m_locTexWrapMode;
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GLint m_locTranslatorMap;
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GLint m_locColourLayer;
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// cached mesh values
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bool m_textured1;
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bool m_textured2;
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bool m_textureAlpha; // use alpha in texture
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bool m_alphaTest; // discard fragment based on alpha (ogl does this with fixed function)
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float m_fogIntensity;
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bool m_lightEnabled;
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float m_shininess;
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float m_specularValue;
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bool m_specularEnabled;
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bool m_fixedShading;
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bool m_translatorMap;
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bool m_layered;
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float m_microTexScale;
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int m_microTexID;
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int m_baseTexInfo[4];
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int m_baseTexType;
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int m_texWrapMode[2];
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bool m_textureInverted;
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// cached model values
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float m_modelScale;
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float m_nodeAlpha;
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int m_transX;
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int m_transY;
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int m_transPage;
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// are our cache values dirty
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bool m_dirtyMesh;
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bool m_dirtyModel;
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// viewport uniform locations
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GLint m_locFogIntensity;
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GLint m_locFogDensity;
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GLint m_locFogStart;
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GLint m_locFogColour;
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GLint m_locFogAttenuation;
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GLint m_locFogAmbient;
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GLint m_locProjMat;
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// lighting / other
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GLint m_locLighting;
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GLint m_locLightEnabled;
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GLint m_locSunClamp;
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GLint m_locIntensityClamp;
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GLint m_locShininess;
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GLint m_locSpecularValue;
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GLint m_locSpecularEnabled;
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GLint m_locFixedShading;
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GLint m_locSpotEllipse;
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GLint m_locSpotRange;
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GLint m_locSpotColor;
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GLint m_locSpotFogColor;
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// model uniforms
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GLint m_locModelScale;
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GLint m_locNodeAlpha;
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GLint m_locModelMat;
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// global uniforms
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GLint m_locHardwareStep;
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GLint m_locDiscardAlpha;
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// vertex attribute position cache
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std::map<std::string, GLint> m_vertexLocCache;
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};
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} // New3D
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#endif |