mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-30 09:35:39 +00:00
530 lines
15 KiB
C++
530 lines
15 KiB
C++
#include "R3DShader.h"
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#include "Graphics/Shader.h"
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namespace New3D {
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static const char *vertexShaderR3D = R"glsl(
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#version 120
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// uniforms
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uniform float modelScale;
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// attributes
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attribute vec4 inVertex;
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attribute vec3 inNormal;
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attribute vec2 inTexCoord;
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attribute vec4 inColour;
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attribute vec3 inFaceNormal; // used to emulate r3d culling
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attribute float inFixedShade;
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// outputs to fragment shader
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varying vec3 fsViewVertex;
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varying vec3 fsViewNormal; // per vertex normal vector
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varying vec2 fsTexCoord;
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varying vec4 fsColor;
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varying float fsDiscard; // can't have varying bool (glsl spec)
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varying float fsFixedShade;
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float CalcBackFace(in vec3 viewVertex)
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{
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vec3 vt = viewVertex - vec3(0.0);
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vec3 vn = (mat3(gl_ModelViewMatrix) * inFaceNormal);
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// dot product of face normal with view direction
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return dot(vt, vn);
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}
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void main(void)
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{
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fsViewVertex = vec3(gl_ModelViewMatrix * inVertex);
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fsViewNormal = (mat3(gl_ModelViewMatrix) * inNormal) / modelScale;
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fsDiscard = CalcBackFace(fsViewVertex);
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fsColor = inColour;
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fsTexCoord = inTexCoord;
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fsFixedShade = inFixedShade;
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gl_Position = gl_ModelViewProjectionMatrix * inVertex;
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}
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)glsl";
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static const char *fragmentShaderR3D = R"glsl(
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#version 120
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uniform sampler2D tex1; // base tex
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uniform sampler2D tex2; // micro tex (optional)
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// texturing
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uniform bool textureEnabled;
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uniform bool microTexture;
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uniform float microTextureScale;
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uniform vec2 baseTexSize;
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uniform bool textureInverted;
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uniform bool textureAlpha;
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uniform bool alphaTest;
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uniform bool discardAlpha;
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// general
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uniform vec3 fogColour;
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uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen 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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uniform vec3 spotFogColor; // spotlight RGB color on fog
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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 bool lightEnabled; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
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uniform bool sunClamp; // not used by daytona and la machine guns
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uniform bool intensityClamp; // some games such as daytona and
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uniform bool specularEnabled; // specular enabled
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uniform float specularValue; // specular coefficient
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uniform float shininess; // specular shininess
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uniform float fogIntensity;
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uniform float fogDensity;
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uniform float fogStart;
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uniform float fogAttenuation;
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uniform float fogAmbient;
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uniform bool fixedShading;
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uniform int hardwareStep;
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//interpolated inputs from vertex shader
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varying float fsFogFactor;
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varying vec3 fsViewVertex;
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varying vec3 fsViewNormal; // per vertex normal vector
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varying vec4 fsColor;
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varying vec2 fsTexCoord;
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varying float fsDiscard;
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varying float fsFixedShade;
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vec4 GetTextureValue()
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{
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vec4 tex1Data = texture2D( tex1, fsTexCoord.st);
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if(textureInverted) {
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tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);
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}
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if (microTexture) {
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vec2 scale = (baseTexSize / 128.0) * microTextureScale;
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vec4 tex2Data = texture2D( tex2, fsTexCoord.st * scale);
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tex1Data = (tex1Data+tex2Data)/2.0;
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}
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if (alphaTest) {
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if (tex1Data.a < (8.0/16.0)) {
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discard;
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}
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}
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if(discardAlpha && textureAlpha) {
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if (tex1Data.a < 1.0) {
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discard;
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}
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}
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if (textureAlpha == false) {
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tex1Data.a = 1.0;
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}
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return tex1Data;
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}
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void Step15Luminous(inout vec4 colour)
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{
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// luminous polys seem to behave very differently on step 1.5 hardware
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// when fixed shading is enabled the colour is modulated by the vp ambient + fixed shade value
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// when disabled it appears to be multiplied by 1.5, presumably to allow a higher range
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if(hardwareStep==0x15) {
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if(!lightEnabled && textureEnabled) {
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if(fixedShading) {
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colour.rgb *= 1.0 + fsFixedShade + lighting[1].y;
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}
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else {
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colour.rgb *= vec3(1.5);
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}
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}
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}
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}
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float CalcFog()
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{
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float z = -fsViewVertex.z;
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float fog = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);
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return fog;
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}
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void main()
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{
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vec4 tex1Data;
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vec4 colData;
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vec4 finalData;
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vec4 fogData;
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if(fsDiscard>=0) {
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discard; //emulate back face culling here
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}
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fogData = vec4(fogColour.rgb * fogAmbient, CalcFog());
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tex1Data = vec4(1.0, 1.0, 1.0, 1.0);
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if(textureEnabled) {
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tex1Data = GetTextureValue();
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}
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colData = fsColor;
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Step15Luminous(colData); // no-op for step 2.0+
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finalData = tex1Data * colData;
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if (finalData.a < (1.0/16.0)) { // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
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discard;
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}
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float ellipse;
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ellipse = length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw);
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ellipse = pow(ellipse, 2.0); // decay rate = square of distance from center
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ellipse = 1.0 - ellipse; // invert
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ellipse = max(0.0, ellipse); // clamp
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// Compute spotlight and apply lighting
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float enable, absExtent, d, inv_r, range;
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// start of spotlight
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enable = step(spotRange.x, -fsViewVertex.z);
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if (spotRange.y == 0.0) {
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range = 0.0;
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}
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else {
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absExtent = abs(spotRange.y);
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d = spotRange.x + absExtent + fsViewVertex.z;
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d = min(d, 0.0);
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// slope of decay function
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inv_r = 1.0 / (1.0 + absExtent);
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// inverse-linear falloff
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// Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
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// y = 1 / (d/r + 1)^2
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range = 1.0 / pow(d * inv_r - 1.0, 2.0);
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range *= enable;
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}
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float lobeEffect = range * ellipse;
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float lobeFogEffect = enable * ellipse;
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if (lightEnabled) {
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vec3 lightIntensity;
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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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// Sun angle
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sunVector = lighting[0];
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// Compute diffuse factor for sunlight
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if(fixedShading) {
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sunFactor = fsFixedShade;
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}
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else {
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sunFactor = dot(sunVector, fsViewNormal);
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}
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// Clamp ceil, fix for upscaled models without "modelScale" defined
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sunFactor = clamp(sunFactor,-1.0,1.0);
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// Optional clamping, value is allowed to be negative
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if(sunClamp) {
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sunFactor = max(sunFactor,0.0);
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}
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// Total light intensity: sum of all components
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lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y); // diffuse + ambient
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lightIntensity.rgb += spotColor*lobeEffect;
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// Upper clamp is optional, step 1.5+ games will drive brightness beyond 100%
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if(intensityClamp) {
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lightIntensity = min(lightIntensity,1.0);
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}
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finalData.rgb *= lightIntensity;
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// for now assume fixed shading doesn't work with specular
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if (specularEnabled) {
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float exponent, NdotL, specularFactor;
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vec4 biasIndex, expIndex, multIndex;
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// Always clamp floor to zero, we don't want deep black areas
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NdotL = max(0.0,sunFactor);
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expIndex = vec4(8.0, 16.0, 32.0, 64.0);
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multIndex = vec4(2.0, 2.0, 3.0, 4.0);
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biasIndex = vec4(0.95, 0.95, 1.05, 1.0);
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exponent = expIndex[int(shininess)] / biasIndex[int(shininess)];
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specularFactor = pow(NdotL, exponent);
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specularFactor *= multIndex[int(shininess)];
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specularFactor *= biasIndex[int(shininess)];
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specularFactor *= specularValue;
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specularFactor *= lighting[1].x;
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if (colData.a < 1.0) {
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/// Specular hi-light affects translucent polygons alpha channel ///
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finalData.a = max(finalData.a, specularFactor);
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}
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finalData.rgb += vec3(specularFactor);
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}
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}
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// Final clamp: we need it for proper shading in dimmed light and dark ambients
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finalData.rgb = min(finalData.rgb, vec3(1.0));
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// Spotlight on fog
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vec3 lSpotFogColor = spotFogColor * fogAttenuation * fogColour.rgb * lobeFogEffect;
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// Fog & spotlight applied
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finalData.rgb = mix(finalData.rgb, fogData.rgb + lSpotFogColor, fogData.a);
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gl_FragColor = finalData;
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}
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)glsl";
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R3DShader::R3DShader(const Util::Config::Node &config)
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: m_config(config)
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{
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m_shaderProgram = 0;
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m_vertexShader = 0;
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m_fragmentShader = 0;
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Start(); // reset attributes
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}
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void R3DShader::Start()
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{
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m_textured1 = false;
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m_textured2 = false;
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m_textureAlpha = false; // use alpha in texture
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m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
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m_lightEnabled = false;
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m_specularEnabled = false;
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m_layered = false;
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m_textureInverted = false;
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m_fixedShading = false;
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m_modelScale = 1.0f;
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m_shininess = 0;
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m_specularValue = 0;
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m_microTexScale = 0;
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m_baseTexSize[0] = 0;
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m_baseTexSize[1] = 0;
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m_dirtyMesh = true; // dirty means all the above are dirty, ie first run
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m_dirtyModel = true;
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}
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bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
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{
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const char* vShader;
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const char* fShader;
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bool success;
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if (vertexShader) {
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vShader = vertexShader;
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}
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else {
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vShader = vertexShaderR3D;
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}
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if (fragmentShader) {
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fShader = fragmentShader;
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}
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else {
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fShader = fragmentShaderR3D;
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}
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success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, m_config["VertexShader"].ValueAs<std::string>(), m_config["FragmentShader"].ValueAs<std::string>(), vShader, fShader);
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m_locTexture1 = glGetUniformLocation(m_shaderProgram, "tex1");
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m_locTexture2 = glGetUniformLocation(m_shaderProgram, "tex2");
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m_locTexture1Enabled= glGetUniformLocation(m_shaderProgram, "textureEnabled");
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m_locTexture2Enabled= glGetUniformLocation(m_shaderProgram, "microTexture");
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m_locTextureAlpha = glGetUniformLocation(m_shaderProgram, "textureAlpha");
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m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
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m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale");
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m_locBaseTexSize = glGetUniformLocation(m_shaderProgram, "baseTexSize");
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m_locTextureInverted= glGetUniformLocation(m_shaderProgram, "textureInverted");
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m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
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m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
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m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
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m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
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m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
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m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
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m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
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m_locLightEnabled = glGetUniformLocation(m_shaderProgram, "lightEnabled");
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m_locSunClamp = glGetUniformLocation(m_shaderProgram, "sunClamp");
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m_locIntensityClamp = glGetUniformLocation(m_shaderProgram, "intensityClamp");
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m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess");
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m_locSpecularValue = glGetUniformLocation(m_shaderProgram, "specularValue");
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m_locSpecularEnabled= glGetUniformLocation(m_shaderProgram, "specularEnabled");
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m_locFixedShading = glGetUniformLocation(m_shaderProgram, "fixedShading");
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m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
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m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
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m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
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m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
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m_locModelScale = glGetUniformLocation(m_shaderProgram, "modelScale");
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m_locHardwareStep = glGetUniformLocation(m_shaderProgram, "hardwareStep");
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m_locDiscardAlpha = glGetUniformLocation(m_shaderProgram, "discardAlpha");
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return success;
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}
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GLint R3DShader::GetVertexAttribPos(const char* attrib)
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{
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return glGetAttribLocation(m_shaderProgram, attrib); // probably should cache this but only called 1x per frame anyway
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}
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void R3DShader::SetShader(bool enable)
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{
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if (enable) {
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glUseProgram(m_shaderProgram);
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Start();
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DiscardAlpha(false); // need some default
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}
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else {
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glUseProgram(0);
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}
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}
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void R3DShader::SetMeshUniforms(const Mesh* m)
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{
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if (m == nullptr) {
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return; // sanity check
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}
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if (m_dirtyMesh) {
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glUniform1i(m_locTexture1, 0);
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glUniform1i(m_locTexture2, 1);
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}
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if (m_dirtyMesh || m->textured != m_textured1) {
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glUniform1i(m_locTexture1Enabled, m->textured);
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m_textured1 = m->textured;
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}
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if (m_dirtyMesh || m->microTexture != m_textured2) {
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glUniform1i(m_locTexture2Enabled, m->microTexture);
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m_textured2 = m->microTexture;
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}
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if (m_dirtyMesh || m->microTextureScale != m_microTexScale) {
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glUniform1f(m_locMicroTexScale, m->microTextureScale);
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m_microTexScale = m->microTextureScale;
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}
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if (m_dirtyMesh || m->microTexture && (m_baseTexSize[0] != m->width || m_baseTexSize[1] != m->height)) {
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m_baseTexSize[0] = (float)m->width;
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m_baseTexSize[1] = (float)m->height;
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glUniform2fv(m_locBaseTexSize, 1, m_baseTexSize);
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}
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if (m_dirtyMesh || m->inverted != m_textureInverted) {
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glUniform1i(m_locTextureInverted, m->inverted);
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m_textureInverted = m->inverted;
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}
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if (m_dirtyMesh || m->alphaTest != m_alphaTest) {
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glUniform1i(m_locAlphaTest, m->alphaTest);
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m_alphaTest = m->alphaTest;
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}
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if (m_dirtyMesh || m->textureAlpha != m_textureAlpha) {
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glUniform1i(m_locTextureAlpha, m->textureAlpha);
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m_textureAlpha = m->textureAlpha;
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}
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if (m_dirtyMesh || m->fogIntensity != m_fogIntensity) {
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glUniform1f(m_locFogIntensity, m->fogIntensity);
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m_fogIntensity = m->fogIntensity;
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}
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if (m_dirtyMesh || m->lighting != m_lightEnabled) {
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glUniform1i(m_locLightEnabled, m->lighting);
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m_lightEnabled = m->lighting;
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}
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if (m_dirtyMesh || m->shininess != m_shininess) {
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glUniform1f(m_locShininess, m->shininess);
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m_shininess = m->shininess;
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}
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if (m_dirtyMesh || m->specular != m_specularEnabled) {
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glUniform1i(m_locSpecularEnabled, m->specular);
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m_specularEnabled = m->specular;
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}
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if (m_dirtyMesh || m->specularValue != m_specularValue) {
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glUniform1f(m_locSpecularValue, m->specularValue);
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m_specularValue = m->specularValue;
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}
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if (m_dirtyMesh || m->fixedShading != m_fixedShading) {
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glUniform1i(m_locFixedShading, m->fixedShading);
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m_fixedShading = m->fixedShading;
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}
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if (m_dirtyMesh || m->layered != m_layered) {
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m_layered = m->layered;
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if (m_layered) {
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glEnable(GL_STENCIL_TEST);
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}
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else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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m_dirtyMesh = false;
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}
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void R3DShader::SetViewportUniforms(const Viewport *vp)
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{
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//didn't bother caching these, they don't get frequently called anyway
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glUniform1f (m_locFogDensity, vp->fogParams[3]);
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glUniform1f (m_locFogStart, vp->fogParams[4]);
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glUniform3fv(m_locFogColour, 1, vp->fogParams);
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glUniform1f (m_locFogAttenuation, vp->fogParams[5]);
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glUniform1f (m_locFogAmbient, vp->fogParams[6]);
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glUniform3fv(m_locLighting, 2, vp->lightingParams);
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glUniform1i (m_locSunClamp, vp->sunClamp);
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glUniform1i (m_locIntensityClamp, vp->intensityClamp);
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glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
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glUniform2fv(m_locSpotRange, 1, vp->spotRange);
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glUniform3fv(m_locSpotColor, 1, vp->spotColor);
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glUniform3fv(m_locSpotFogColor, 1, vp->spotFogColor);
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glUniform1i (m_locHardwareStep, vp->hardwareStep);
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}
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void R3DShader::SetModelStates(const Model* model)
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{
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if (m_dirtyModel || model->scale != m_modelScale) {
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glUniform1f(m_locModelScale, model->scale);
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m_modelScale = model->scale;
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}
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m_dirtyModel = false;
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}
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void R3DShader::DiscardAlpha(bool discard)
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{
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glUniform1i(m_locDiscardAlpha, discard);
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}
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|
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} // New3D
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