mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-27 16:15:40 +00:00
415 lines
12 KiB
C
415 lines
12 KiB
C
#ifndef _R3DSHADERTRIANGLES_H_
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#define _R3DSHADERTRIANGLES_H_
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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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uniform mat4 modelMat;
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uniform mat4 projMat;
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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(modelMat) * 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(modelMat * inVertex);
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fsViewNormal = (mat3(modelMat) * 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 = projMat * modelMat * 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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uniform ivec2 textureWrapMode;
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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 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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float mip_map_level(in vec2 texture_coordinate) // in texel units
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{
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vec2 dx_vtc = dFdx(texture_coordinate);
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vec2 dy_vtc = dFdy(texture_coordinate);
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float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc));
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float mml = 0.5 * log2(delta_max_sqr);
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return max( 0, mml );
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}
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float LinearTexLocations(int wrapMode, float size, float u, out float u0, out float u1)
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{
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float texelSize = 1.0 / size;
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float halfTexelSize = 0.5 / size;
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if(wrapMode==0) { // repeat
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u = (u * size) - 0.5;
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u0 = (floor(u) + 0.5) / size; // + 0.5 offset added to push us into the centre of a pixel, without we'll get rounding errors
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u0 = fract(u0);
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u1 = u0 + texelSize;
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u1 = fract(u1);
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return fract(u); // return weight
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}
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else if(wrapMode==1) { // repeat + clamp
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u = fract(u); // must force into 0-1 to start
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u = (u * size) - 0.5;
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u0 = (floor(u) + 0.5) / size; // + 0.5 offset added to push us into the centre of a pixel, without we'll get rounding errors
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u1 = u0 + texelSize;
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if(u0 < 0.0) u0 = 0.0;
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if(u1 >= 1.0) u1 = 1.0 - halfTexelSize;
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return fract(u); // return weight
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}
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else { // mirror + mirror clamp - both are the same since the edge pixels are repeated anyway
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float odd = floor(mod(u, 2.0)); // odd values are mirrored
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if(odd > 0.0) {
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u = 1.0 - fract(u);
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}
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else {
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u = fract(u);
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}
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u = (u * size) - 0.5;
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u0 = (floor(u) + 0.5) / size; // + 0.5 offset added to push us into the centre of a pixel, without we'll get rounding errors
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u1 = u0 + texelSize;
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if(u0 < 0.0) u0 = 0.0;
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if(u1 >= 1.0) u1 = 1.0 - halfTexelSize;
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return fract(u); // return weight
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}
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}
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vec4 texBiLinear(sampler2D texSampler, float level, ivec2 wrapMode, vec2 texSize, vec2 texCoord)
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{
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float tx[2], ty[2];
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float a = LinearTexLocations(wrapMode.s, texSize.x, texCoord.x, tx[0], tx[1]);
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float b = LinearTexLocations(wrapMode.t, texSize.y, texCoord.y, ty[0], ty[1]);
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vec4 p0q0 = texture2DLod(texSampler, vec2(tx[0],ty[0]), level);
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vec4 p1q0 = texture2DLod(texSampler, vec2(tx[1],ty[0]), level);
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vec4 p0q1 = texture2DLod(texSampler, vec2(tx[0],ty[1]), level);
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vec4 p1q1 = texture2DLod(texSampler, vec2(tx[1],ty[1]), level);
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if(alphaTest) {
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if(p0q0.a > p1q0.a) { p1q0.rgb = p0q0.rgb; }
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if(p0q0.a > p0q1.a) { p0q1.rgb = p0q0.rgb; }
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if(p1q0.a > p0q0.a) { p0q0.rgb = p1q0.rgb; }
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if(p1q0.a > p1q1.a) { p1q1.rgb = p1q0.rgb; }
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if(p0q1.a > p0q0.a) { p0q0.rgb = p0q1.rgb; }
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if(p0q1.a > p1q1.a) { p1q1.rgb = p0q1.rgb; }
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if(p1q1.a > p0q1.a) { p0q1.rgb = p1q1.rgb; }
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if(p1q1.a > p1q0.a) { p1q0.rgb = p1q1.rgb; }
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}
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// Interpolation in X direction.
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vec4 pInterp_q0 = mix( p0q0, p1q0, a ); // Interpolates top row in X direction.
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vec4 pInterp_q1 = mix( p0q1, p1q1, a ); // Interpolates bottom row in X direction.
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return mix( pInterp_q0, pInterp_q1, b ); // Interpolate in Y direction.
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}
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vec4 textureR3D(sampler2D texSampler, ivec2 wrapMode, vec2 texSize, vec2 texCoord)
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{
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float numLevels = floor(log2(min(texSize.x, texSize.y))); // r3d only generates down to 1:1 for square textures, otherwise its the min dimension
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float fLevel = min(mip_map_level(texCoord * texSize), numLevels);
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if(alphaTest) fLevel *= 0.5;
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else fLevel *= 0.8;
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float iLevel = floor(fLevel); // value as an 'int'
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vec2 texSize0 = texSize / pow(2, iLevel);
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vec2 texSize1 = texSize / pow(2, iLevel+1.0);
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vec4 texLevel0 = texBiLinear(texSampler, iLevel, wrapMode, texSize0, texCoord);
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vec4 texLevel1 = texBiLinear(texSampler, iLevel+1.0, wrapMode, texSize1, texCoord);
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return mix(texLevel0, texLevel1, fract(fLevel)); // linear blend between our mipmap levels
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}
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vec4 GetTextureValue()
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{
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vec4 tex1Data = textureR3D(tex1, textureWrapMode, baseTexSize, fsTexCoord);
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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 = textureR3D( tex2, ivec2(0), vec2(128.0), fsTexCoord * scale);
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float lod = mip_map_level(fsTexCoord * scale * vec2(128.0));
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float blendFactor = max(lod - 1.5, 0.0); // bias -1.5
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blendFactor = min(blendFactor, 1.0); // clamp to max value 1
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blendFactor = (blendFactor + 1.0) / 2.0; // 0.5 - 1 range
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tex1Data = mix(tex2Data, tex1Data, blendFactor);
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}
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if (alphaTest) {
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if (tex1Data.a < (32.0/255.0)) {
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discard;
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}
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}
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if(textureAlpha) {
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if(discardAlpha) { // opaque 1st pass
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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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else { // transparent 2nd pass
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if ((tex1Data.a * fsColor.a) >= 1.0) {
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discard;
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}
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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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#endif |