mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 06:35:41 +00:00
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.
428 lines
13 KiB
C++
428 lines
13 KiB
C++
#include "R3DShader.h"
|
|
#include "R3DShaderQuads.h"
|
|
#include "R3DShaderTriangles.h"
|
|
#include "R3DShaderCommon.h"
|
|
|
|
// having 2 sets of shaders to maintain is really less than ideal
|
|
// but hopefully not too many breaking changes at this point
|
|
|
|
namespace New3D {
|
|
|
|
R3DShader::R3DShader(const Util::Config::Node &config)
|
|
: m_config(config)
|
|
{
|
|
m_shaderProgram = 0;
|
|
m_vertexShader = 0;
|
|
m_geoShader = 0;
|
|
m_fragmentShader = 0;
|
|
|
|
Start(); // reset attributes
|
|
}
|
|
|
|
void R3DShader::Start()
|
|
{
|
|
m_textured1 = false;
|
|
m_textured2 = false;
|
|
m_textureAlpha = false; // use alpha in texture
|
|
m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
|
|
m_lightEnabled = false;
|
|
m_specularEnabled = false;
|
|
m_layered = false;
|
|
m_textureInverted = false;
|
|
m_fixedShading = false;
|
|
m_translatorMap = false;
|
|
m_modelScale = 1.0f;
|
|
m_nodeAlpha = 1.0f;
|
|
m_shininess = 0;
|
|
m_specularValue = 0;
|
|
m_microTexScale = 0;
|
|
m_microTexID = -1;
|
|
|
|
m_baseTexInfo[0] = -1;
|
|
m_baseTexInfo[1] = -1;
|
|
m_baseTexInfo[2] = -1;
|
|
m_baseTexInfo[3] = -1;
|
|
|
|
m_baseTexType = -1;
|
|
|
|
m_transX = -1;
|
|
m_transY = -1;
|
|
m_transPage = -1;
|
|
|
|
m_texWrapMode[0] = 0;
|
|
m_texWrapMode[1] = 0;
|
|
|
|
m_dirtyMesh = true; // dirty means all the above are dirty, ie first run
|
|
m_dirtyModel = true;
|
|
}
|
|
|
|
bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
|
|
{
|
|
bool quads = m_config["QuadRendering"].ValueAs<bool>();
|
|
|
|
const char* vShader = vertexShaderR3D;
|
|
const char* gShader = "";
|
|
const char* fShader = fragmentShaderR3D;
|
|
|
|
if (quads) {
|
|
vShader = vertexShaderR3DQuads;
|
|
gShader = geometryShaderR3DQuads;
|
|
fShader = fragmentShaderR3DQuads;
|
|
}
|
|
|
|
m_shaderProgram = glCreateProgram();
|
|
m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
const char* shaderArray[] = { fShader, fragmentShaderR3DCommon };
|
|
|
|
glShaderSource(m_vertexShader, 1, (const GLchar **)&vShader, nullptr);
|
|
glShaderSource(m_fragmentShader, (GLsizei)std::size(shaderArray), shaderArray, nullptr);
|
|
|
|
glCompileShader(m_vertexShader);
|
|
glCompileShader(m_fragmentShader);
|
|
|
|
if (quads) {
|
|
m_geoShader = glCreateShader(GL_GEOMETRY_SHADER);
|
|
glShaderSource(m_geoShader, 1, (const GLchar **)&gShader, nullptr);
|
|
glCompileShader(m_geoShader);
|
|
glAttachShader(m_shaderProgram, m_geoShader);
|
|
PrintShaderResult(m_geoShader);
|
|
}
|
|
|
|
PrintShaderResult(m_vertexShader);
|
|
PrintShaderResult(m_fragmentShader);
|
|
|
|
glAttachShader(m_shaderProgram, m_vertexShader);
|
|
glAttachShader(m_shaderProgram, m_fragmentShader);
|
|
glLinkProgram(m_shaderProgram);
|
|
|
|
PrintProgramResult(m_shaderProgram);
|
|
|
|
m_locTexture1 = glGetUniformLocation(m_shaderProgram, "tex1");
|
|
m_locTexture1Enabled = glGetUniformLocation(m_shaderProgram, "textureEnabled");
|
|
m_locTexture2Enabled = glGetUniformLocation(m_shaderProgram, "microTexture");
|
|
m_locTextureAlpha = glGetUniformLocation(m_shaderProgram, "textureAlpha");
|
|
m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
|
|
m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale");
|
|
m_locMicroTexID = glGetUniformLocation(m_shaderProgram, "microTextureID");
|
|
m_locBaseTexInfo = glGetUniformLocation(m_shaderProgram, "baseTexInfo");
|
|
m_locBaseTexType = glGetUniformLocation(m_shaderProgram, "baseTexType");
|
|
m_locTextureInverted = glGetUniformLocation(m_shaderProgram, "textureInverted");
|
|
m_locTexWrapMode = glGetUniformLocation(m_shaderProgram, "textureWrapMode");
|
|
m_locColourLayer = glGetUniformLocation(m_shaderProgram, "colourLayer");
|
|
|
|
m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
|
|
m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
|
|
m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
|
|
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
|
|
m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
|
|
m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
|
|
|
|
m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
|
|
m_locLightEnabled = glGetUniformLocation(m_shaderProgram, "lightEnabled");
|
|
m_locSunClamp = glGetUniformLocation(m_shaderProgram, "sunClamp");
|
|
m_locIntensityClamp = glGetUniformLocation(m_shaderProgram, "intensityClamp");
|
|
m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess");
|
|
m_locSpecularValue = glGetUniformLocation(m_shaderProgram, "specularValue");
|
|
m_locSpecularEnabled = glGetUniformLocation(m_shaderProgram, "specularEnabled");
|
|
m_locFixedShading = glGetUniformLocation(m_shaderProgram, "fixedShading");
|
|
m_locTranslatorMap = glGetUniformLocation(m_shaderProgram, "translatorMap");
|
|
|
|
m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
|
|
m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
|
|
m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
|
|
m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
|
|
m_locModelScale = glGetUniformLocation(m_shaderProgram, "modelScale");
|
|
m_locNodeAlpha = glGetUniformLocation(m_shaderProgram, "nodeAlpha");
|
|
|
|
m_locProjMat = glGetUniformLocation(m_shaderProgram, "projMat");
|
|
m_locModelMat = glGetUniformLocation(m_shaderProgram, "modelMat");
|
|
|
|
m_locHardwareStep = glGetUniformLocation(m_shaderProgram, "hardwareStep");
|
|
m_locDiscardAlpha = glGetUniformLocation(m_shaderProgram, "discardAlpha");
|
|
|
|
return true;
|
|
}
|
|
|
|
void R3DShader::UnloadShader()
|
|
{
|
|
// make sure no shader is bound
|
|
glUseProgram(0);
|
|
|
|
if (m_vertexShader) {
|
|
glDeleteShader(m_vertexShader);
|
|
m_vertexShader = 0;
|
|
}
|
|
|
|
if (m_geoShader) {
|
|
glDeleteShader(m_geoShader);
|
|
m_geoShader = 0;
|
|
}
|
|
|
|
if (m_fragmentShader) {
|
|
glDeleteShader(m_fragmentShader);
|
|
m_fragmentShader = 0;
|
|
}
|
|
|
|
if (m_shaderProgram) {
|
|
glDeleteProgram(m_shaderProgram);
|
|
m_shaderProgram = 0;
|
|
}
|
|
}
|
|
|
|
GLint R3DShader::GetVertexAttribPos(const std::string& attrib)
|
|
{
|
|
if (m_vertexLocCache.count(attrib)==0) {
|
|
auto pos = glGetAttribLocation(m_shaderProgram, attrib.c_str());
|
|
m_vertexLocCache[attrib] = pos;
|
|
}
|
|
|
|
return m_vertexLocCache[attrib];
|
|
}
|
|
|
|
void R3DShader::SetShader(bool enable)
|
|
{
|
|
if (enable) {
|
|
glUseProgram(m_shaderProgram);
|
|
Start();
|
|
DiscardAlpha(false); // need some default
|
|
}
|
|
else {
|
|
glUseProgram(0);
|
|
}
|
|
}
|
|
|
|
void R3DShader::SetMeshUniforms(const Mesh* m)
|
|
{
|
|
if (m == nullptr) {
|
|
return; // sanity check
|
|
}
|
|
|
|
if (m_dirtyMesh) {
|
|
glUniform1i(m_locTexture1, 0);
|
|
}
|
|
|
|
if (m_dirtyMesh || m->textured != m_textured1) {
|
|
glUniform1i(m_locTexture1Enabled, m->textured);
|
|
m_textured1 = m->textured;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->microTexture != m_textured2) {
|
|
glUniform1i(m_locTexture2Enabled, m->microTexture);
|
|
m_textured2 = m->microTexture;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->microTextureScale != m_microTexScale) {
|
|
glUniform1f(m_locMicroTexScale, m->microTextureScale);
|
|
m_microTexScale = m->microTextureScale;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->microTextureID != m_microTexID) {
|
|
glUniform1i(m_locMicroTexID, m->microTextureID);
|
|
m_microTexID = m->microTextureID;
|
|
}
|
|
|
|
if (m_dirtyMesh || (m_baseTexInfo[0] != m->x || m_baseTexInfo[1] != m->y) || m_baseTexInfo[2] != m->width || m_baseTexInfo[3] != m->height) {
|
|
|
|
m_baseTexInfo[0] = m->x;
|
|
m_baseTexInfo[1] = m->y;
|
|
m_baseTexInfo[2] = m->width;
|
|
m_baseTexInfo[3] = m->height;
|
|
|
|
int translatedX, translatedY;
|
|
CalcTexOffset(m_transX, m_transY, m_transPage, m->x, m->y, translatedX, translatedY); // need to apply model translation
|
|
|
|
glUniform4i(m_locBaseTexInfo, translatedX, translatedY, m->width, m->height);
|
|
}
|
|
|
|
if (m_dirtyMesh || m_baseTexType != m->format) {
|
|
m_baseTexType = m->format;
|
|
glUniform1i(m_locBaseTexType, m_baseTexType);
|
|
}
|
|
|
|
if (m_dirtyMesh || m->inverted != m_textureInverted) {
|
|
glUniform1i(m_locTextureInverted, m->inverted);
|
|
m_textureInverted = m->inverted;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->alphaTest != m_alphaTest) {
|
|
glUniform1i(m_locAlphaTest, m->alphaTest);
|
|
m_alphaTest = m->alphaTest;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->textureAlpha != m_textureAlpha) {
|
|
glUniform1i(m_locTextureAlpha, m->textureAlpha);
|
|
m_textureAlpha = m->textureAlpha;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->fogIntensity != m_fogIntensity) {
|
|
glUniform1f(m_locFogIntensity, m->fogIntensity);
|
|
m_fogIntensity = m->fogIntensity;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->lighting != m_lightEnabled) {
|
|
glUniform1i(m_locLightEnabled, m->lighting);
|
|
m_lightEnabled = m->lighting;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->shininess != m_shininess) {
|
|
glUniform1f(m_locShininess, m->shininess);
|
|
m_shininess = m->shininess;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->specular != m_specularEnabled) {
|
|
glUniform1i(m_locSpecularEnabled, m->specular);
|
|
m_specularEnabled = m->specular;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->specularValue != m_specularValue) {
|
|
glUniform1f(m_locSpecularValue, m->specularValue);
|
|
m_specularValue = m->specularValue;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->fixedShading != m_fixedShading) {
|
|
glUniform1i(m_locFixedShading, m->fixedShading);
|
|
m_fixedShading = m->fixedShading;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->translatorMap != m_translatorMap) {
|
|
glUniform1i(m_locTranslatorMap, m->translatorMap);
|
|
m_translatorMap = m->translatorMap;
|
|
}
|
|
|
|
if (m_dirtyMesh || m->wrapModeU != m_texWrapMode[0] || m->wrapModeV != m_texWrapMode[1]) {
|
|
m_texWrapMode[0] = m->wrapModeU;
|
|
m_texWrapMode[1] = m->wrapModeV;
|
|
glUniform2iv(m_locTexWrapMode, 1, m_texWrapMode);
|
|
}
|
|
|
|
if (m_dirtyMesh || m->layered != m_layered) {
|
|
m_layered = m->layered;
|
|
if (m_layered) {
|
|
glEnable(GL_STENCIL_TEST);
|
|
}
|
|
else {
|
|
glDisable(GL_STENCIL_TEST);
|
|
}
|
|
}
|
|
|
|
m_dirtyMesh = false;
|
|
}
|
|
|
|
void R3DShader::SetViewportUniforms(const Viewport *vp)
|
|
{
|
|
//didn't bother caching these, they don't get frequently called anyway
|
|
glUniform1f(m_locFogDensity, vp->fogParams[3]);
|
|
glUniform1f(m_locFogStart, vp->fogParams[4]);
|
|
glUniform3fv(m_locFogColour, 1, vp->fogParams);
|
|
glUniform1f(m_locFogAttenuation, vp->fogParams[5]);
|
|
glUniform1f(m_locFogAmbient, vp->fogParams[6]);
|
|
|
|
glUniform3fv(m_locLighting, 2, vp->lightingParams);
|
|
glUniform1i(m_locSunClamp, vp->sunClamp);
|
|
glUniform1i(m_locIntensityClamp, vp->intensityClamp);
|
|
glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
|
|
glUniform2fv(m_locSpotRange, 1, vp->spotRange);
|
|
glUniform3fv(m_locSpotColor, 1, vp->spotColor);
|
|
glUniform3fv(m_locSpotFogColor, 1, vp->spotFogColor);
|
|
|
|
glUniformMatrix4fv(m_locProjMat, 1, GL_FALSE, vp->projectionMatrix);
|
|
|
|
glUniform1i(m_locHardwareStep, vp->hardwareStep);
|
|
}
|
|
|
|
void R3DShader::SetModelStates(const Model* model)
|
|
{
|
|
if (m_dirtyModel || model->scale != m_modelScale) {
|
|
glUniform1f(m_locModelScale, model->scale);
|
|
m_modelScale = model->scale;
|
|
}
|
|
|
|
if (m_dirtyModel || model->alpha != m_nodeAlpha) {
|
|
glUniform1f(m_locNodeAlpha, model->alpha);
|
|
m_nodeAlpha = model->alpha;
|
|
}
|
|
|
|
m_transX = model->textureOffsetX;
|
|
m_transY = model->textureOffsetY;
|
|
m_transPage = model->page;
|
|
|
|
// reset texture values
|
|
for (auto& i : m_baseTexInfo) { i = -1; }
|
|
|
|
glUniformMatrix4fv(m_locModelMat, 1, GL_FALSE, model->modelMat);
|
|
|
|
m_dirtyModel = false;
|
|
}
|
|
|
|
void R3DShader::DiscardAlpha(bool discard)
|
|
{
|
|
glUniform1i(m_locDiscardAlpha, discard);
|
|
}
|
|
|
|
void R3DShader::SetLayer(Layer layer)
|
|
{
|
|
glUniform1i(m_locColourLayer, (GLint)layer);
|
|
}
|
|
|
|
void R3DShader::PrintShaderResult(GLuint shader)
|
|
{
|
|
//===========
|
|
GLint result;
|
|
GLint length;
|
|
//===========
|
|
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
|
|
|
|
if (result == GL_FALSE) {
|
|
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
|
|
|
|
if (length > 0) {
|
|
std::vector<char> msg(length);
|
|
glGetShaderInfoLog(shader, length, NULL, msg.data());
|
|
printf("%s\n", msg.data());
|
|
}
|
|
}
|
|
}
|
|
|
|
void R3DShader::PrintProgramResult(GLuint program)
|
|
{
|
|
//===========
|
|
GLint result;
|
|
//===========
|
|
|
|
glGetProgramiv(program, GL_LINK_STATUS, &result);
|
|
|
|
if (result == GL_FALSE) {
|
|
|
|
GLint maxLength = 0;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
//The maxLength includes the NULL character
|
|
std::vector<GLchar> infoLog(maxLength);
|
|
glGetProgramInfoLog(program, maxLength, &maxLength, infoLog.data());
|
|
printf("%s\n", infoLog.data());
|
|
}
|
|
}
|
|
|
|
void R3DShader::CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX, int& newY)
|
|
{
|
|
newX = (x + offX) & 2047; // wrap around 2048, shouldn't be required
|
|
|
|
int oldPage = y / 1024;
|
|
|
|
y -= (oldPage * 1024); // remove page from tex y
|
|
|
|
// calc newY with wrap around, wraps around in the same sheet, not into another memory sheet
|
|
|
|
newY = (y + offY) & 1023;
|
|
|
|
// add page to Y
|
|
|
|
newY += ((oldPage + page) & 1) * 1024; // max page 0-1
|
|
}
|
|
|
|
} // New3D
|