mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-30 01:25:49 +00:00
372 lines
10 KiB
C
372 lines
10 KiB
C
#pragma once
|
|
|
|
// I altered this code a bit to make sure it always compiles with gl 4.1. Version 4.5 allows you to specify arrays differently.
|
|
// Ripped out most of the common code, people have been pushing changes to the shaders but we are ending up with diverging implementations
|
|
// between triangle / quad version which is less than ideal.
|
|
|
|
static const char* fragmentShaderR3DCommon = R"glsl(
|
|
|
|
#define LayerColour 0x0
|
|
#define LayerTrans0 0x1
|
|
#define LayerTrans1 0x2
|
|
|
|
vec4 ExtractColour(int type, uint value)
|
|
{
|
|
vec4 c = vec4(0.0);
|
|
|
|
if(type==0) { // T1RGB5
|
|
c.r = float((value >> 10) & 0x1Fu);
|
|
c.g = float((value >> 5 ) & 0x1Fu);
|
|
c.b = float((value ) & 0x1Fu);
|
|
c.rgb *= (1.0/31.0);
|
|
c.a = 1.0 - float((value >> 15) & 0x1u);
|
|
}
|
|
else if(type==1) { // Interleaved A4L4 (low byte)
|
|
c.rgb = vec3(float(value&0xFu));
|
|
c.a = float((value >> 4) & 0xFu);
|
|
c *= (1.0/15.0);
|
|
}
|
|
else if(type==2) {
|
|
c.a = float(value&0xFu);
|
|
c.rgb = vec3(float((value >> 4) & 0xFu));
|
|
c *= (1.0/15.0);
|
|
}
|
|
else if(type==3) {
|
|
c.rgb = vec3(float((value>>8)&0xFu));
|
|
c.a = float((value >> 12) & 0xFu);
|
|
c *= (1.0/15.0);
|
|
}
|
|
else if(type==4) {
|
|
c.a = float((value>>8)&0xFu);
|
|
c.rgb = vec3(float((value >> 12) & 0xFu));
|
|
c *= (1.0/15.0);
|
|
}
|
|
else if(type==5) {
|
|
c = vec4(float(value&0xFFu) / 255.0);
|
|
if(c.a==1.0) { c.a = 0.0; }
|
|
else { c.a = 1.0; }
|
|
}
|
|
else if(type==6) {
|
|
c = vec4(float((value>>8)&0xFFu) / 255.0);
|
|
if(c.a==1.0) { c.a = 0.0; }
|
|
else { c.a = 1.0; }
|
|
}
|
|
else if(type==7) { // RGBA4
|
|
c.r = float((value>>12)&0xFu);
|
|
c.g = float((value>> 8)&0xFu);
|
|
c.b = float((value>> 4)&0xFu);
|
|
c.a = float((value>> 0)&0xFu);
|
|
c *= (1.0/15.0);
|
|
}
|
|
else if(type==8) { // low byte, low nibble
|
|
c = vec4(float(value&0xFu) / 15.0);
|
|
if(c.a==1.0) { c.a = 0.0; }
|
|
else { c.a = 1.0; }
|
|
}
|
|
else if(type==9) { // low byte, high nibble
|
|
c = vec4(float((value>>4)&0xFu) / 15.0);
|
|
if(c.a==1.0) { c.a = 0.0; }
|
|
else { c.a = 1.0; }
|
|
}
|
|
else if(type==10) { // high byte, low nibble
|
|
c = vec4(float((value>>8)&0xFu) / 15.0);
|
|
if(c.a==1.0) { c.a = 0.0; }
|
|
else { c.a = 1.0; }
|
|
}
|
|
else if(type==11) { // high byte, high nibble
|
|
c = vec4(float((value>>12)&0xFu) / 15.0);
|
|
if(c.a==1.0) { c.a = 0.0; }
|
|
else { c.a = 1.0; }
|
|
}
|
|
|
|
return c;
|
|
}
|
|
|
|
int GetPage(int yCoord)
|
|
{
|
|
return yCoord / 1024;
|
|
}
|
|
|
|
int GetNextPage(int yCoord)
|
|
{
|
|
return (GetPage(yCoord) + 1) & 1;
|
|
}
|
|
|
|
int GetNextPageOffset(int yCoord)
|
|
{
|
|
return GetNextPage(yCoord) * 1024;
|
|
}
|
|
|
|
// wrapping tex coords would be super easy but we combined tex sheets so have to handle wrap around between sheets
|
|
// hardware testing would be useful because i don't know exactly what happens if you try to read outside the texture sheet
|
|
// wrap around is a good guess
|
|
ivec2 WrapTexCoords(ivec2 pos, ivec2 coordinate)
|
|
{
|
|
ivec2 newCoord;
|
|
|
|
newCoord.x = coordinate.x & 2047;
|
|
newCoord.y = coordinate.y;
|
|
|
|
int page = GetPage(pos.y);
|
|
|
|
newCoord.y -= (page * 1024); // remove page
|
|
newCoord.y &= 1023; // wrap around in the same sheet
|
|
newCoord.y += (page * 1024); // add page back
|
|
|
|
return newCoord;
|
|
}
|
|
|
|
ivec2 GetTextureSize(int level, ivec2 size)
|
|
{
|
|
int mipDivisor = 1 << level;
|
|
|
|
return size / mipDivisor;
|
|
}
|
|
|
|
ivec2 GetTexturePosition(int level, ivec2 pos)
|
|
{
|
|
const int mipXBase[] = int[](0, 1024, 1536, 1792, 1920, 1984, 2016, 2032, 2040, 2044, 2046, 2047);
|
|
const int mipYBase[] = int[](0, 512, 768, 896, 960, 992, 1008, 1016, 1020, 1022, 1023);
|
|
|
|
int mipDivisor = 1 << level;
|
|
|
|
int page = pos.y / 1024;
|
|
pos.y -= (page * 1024); // remove page from tex y
|
|
|
|
ivec2 retPos;
|
|
retPos.x = mipXBase[level] + (pos.x / mipDivisor);
|
|
retPos.y = mipYBase[level] + (pos.y / mipDivisor);
|
|
|
|
retPos.y += (page * 1024); // add page back to tex y
|
|
|
|
return retPos;
|
|
}
|
|
|
|
ivec2 GetMicroTexturePos(int id)
|
|
{
|
|
const int xCoords[8] = int[](0, 0, 128, 128, 0, 0, 128, 128);
|
|
const int yCoords[8] = int[](0, 128, 0, 128, 256, 384, 256, 384);
|
|
|
|
return ivec2(xCoords[id],yCoords[id]);
|
|
}
|
|
|
|
float mip_map_level(in vec2 texture_coordinate) // in texel units
|
|
{
|
|
vec2 dx_vtc = dFdx(texture_coordinate);
|
|
vec2 dy_vtc = dFdy(texture_coordinate);
|
|
float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc));
|
|
float mml = 0.5 * log2(delta_max_sqr);
|
|
return max( 0.0, mml );
|
|
}
|
|
|
|
float LinearTexLocations(int wrapMode, float size, float u, out float u0, out float u1)
|
|
{
|
|
float texelSize = 1.0 / size;
|
|
float halfTexelSize = 0.5 / size;
|
|
|
|
if(wrapMode==0) { // repeat
|
|
u = u * size - 0.5;
|
|
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
|
|
u0 = fract(u0);
|
|
u1 = u0 + texelSize;
|
|
u1 = fract(u1);
|
|
|
|
return fract(u); // return weight
|
|
}
|
|
else if(wrapMode==1) { // repeat + clamp
|
|
u = fract(u); // must force into 0-1 to start
|
|
u = u * size - 0.5;
|
|
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
|
|
u1 = u0 + texelSize;
|
|
|
|
if(u0 < 0.0) u0 = 0.0;
|
|
if(u1 >= 1.0) u1 = 1.0 - halfTexelSize;
|
|
|
|
return fract(u); // return weight
|
|
}
|
|
else { // mirror + mirror clamp - both are the same since the edge pixels are repeated anyway
|
|
|
|
float odd = floor(mod(u, 2.0)); // odd values are mirrored
|
|
|
|
if(odd > 0.0) {
|
|
u = 1.0 - fract(u);
|
|
}
|
|
else {
|
|
u = fract(u);
|
|
}
|
|
|
|
u = u * size - 0.5;
|
|
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
|
|
u1 = u0 + texelSize;
|
|
|
|
if(u0 < 0.0) u0 = 0.0;
|
|
if(u1 >= 1.0) u1 = 1.0 - halfTexelSize;
|
|
|
|
return fract(u); // return weight
|
|
}
|
|
}
|
|
|
|
vec4 texBiLinear(usampler2D texSampler, ivec2 wrapMode, vec2 texSize, ivec2 texPos, vec2 texCoord)
|
|
{
|
|
float tx[2], ty[2];
|
|
float a = LinearTexLocations(wrapMode.s, texSize.x, texCoord.x, tx[0], tx[1]);
|
|
float b = LinearTexLocations(wrapMode.t, texSize.y, texCoord.y, ty[0], ty[1]);
|
|
|
|
vec4 p0q0 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[0],ty[0]) * texSize + texPos)), 0).r);
|
|
vec4 p1q0 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[1],ty[0]) * texSize + texPos)), 0).r);
|
|
vec4 p0q1 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[0],ty[1]) * texSize + texPos)), 0).r);
|
|
vec4 p1q1 = ExtractColour(baseTexType,texelFetch(texSampler, WrapTexCoords(texPos,ivec2(vec2(tx[1],ty[1]) * texSize + texPos)), 0).r);
|
|
|
|
if(alphaTest) {
|
|
if(p0q0.a > p1q0.a) { p1q0.rgb = p0q0.rgb; }
|
|
if(p0q0.a > p0q1.a) { p0q1.rgb = p0q0.rgb; }
|
|
|
|
if(p1q0.a > p0q0.a) { p0q0.rgb = p1q0.rgb; }
|
|
if(p1q0.a > p1q1.a) { p1q1.rgb = p1q0.rgb; }
|
|
|
|
if(p0q1.a > p0q0.a) { p0q0.rgb = p0q1.rgb; }
|
|
if(p0q1.a > p1q1.a) { p1q1.rgb = p0q1.rgb; }
|
|
|
|
if(p1q1.a > p0q1.a) { p0q1.rgb = p1q1.rgb; }
|
|
if(p1q1.a > p1q0.a) { p1q0.rgb = p1q1.rgb; }
|
|
}
|
|
|
|
// Interpolation in X direction.
|
|
vec4 pInterp_q0 = mix( p0q0, p1q0, a ); // Interpolates top row in X direction.
|
|
vec4 pInterp_q1 = mix( p0q1, p1q1, a ); // Interpolates bottom row in X direction.
|
|
|
|
return mix( pInterp_q0, pInterp_q1, b ); // Interpolate in Y direction.
|
|
}
|
|
|
|
vec4 textureR3D(usampler2D texSampler, ivec2 wrapMode, ivec2 texSize, ivec2 texPos, vec2 texCoord)
|
|
{
|
|
float numLevels = floor(log2(min(float(texSize.x), float(texSize.y)))); // r3d only generates down to 1:1 for square textures, otherwise its the min dimension
|
|
float fLevel = min(mip_map_level(texCoord * vec2(texSize)), numLevels);
|
|
|
|
if(alphaTest) fLevel *= 0.5;
|
|
else fLevel *= 0.8;
|
|
|
|
int iLevel = int(fLevel);
|
|
|
|
ivec2 texPos0 = GetTexturePosition(iLevel,texPos);
|
|
ivec2 texPos1 = GetTexturePosition(iLevel+1,texPos);
|
|
|
|
ivec2 texSize0 = GetTextureSize(iLevel, texSize);
|
|
ivec2 texSize1 = GetTextureSize(iLevel+1, texSize);
|
|
|
|
vec4 texLevel0 = texBiLinear(texSampler, wrapMode, vec2(texSize0), texPos0, texCoord);
|
|
vec4 texLevel1 = texBiLinear(texSampler, wrapMode, vec2(texSize1), texPos1, texCoord);
|
|
|
|
return mix(texLevel0, texLevel1, fract(fLevel)); // linear blend between our mipmap levels
|
|
}
|
|
|
|
vec4 GetTextureValue()
|
|
{
|
|
vec4 tex1Data = textureR3D(tex1, textureWrapMode, ivec2(baseTexInfo.zw), ivec2(baseTexInfo.xy), fsTexCoord);
|
|
|
|
if(textureInverted) {
|
|
tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);
|
|
}
|
|
|
|
if (microTexture) {
|
|
vec2 scale = (vec2(baseTexInfo.zw) / 128.0) * microTextureScale;
|
|
ivec2 pos = GetMicroTexturePos(microTextureID);
|
|
|
|
// add page offset to microtexture position
|
|
pos.y += GetNextPageOffset(baseTexInfo.y);
|
|
|
|
vec4 tex2Data = textureR3D(tex1, ivec2(0), ivec2(128), pos, fsTexCoord * scale);
|
|
|
|
float lod = mip_map_level(fsTexCoord * scale * vec2(128.0));
|
|
|
|
float blendFactor = max(lod - 1.5, 0.0); // bias -1.5
|
|
blendFactor = min(blendFactor, 1.0); // clamp to max value 1
|
|
blendFactor = (blendFactor + 1.0) / 2.0; // 0.5 - 1 range
|
|
|
|
tex1Data = mix(tex2Data, tex1Data, blendFactor);
|
|
}
|
|
|
|
if (alphaTest) {
|
|
if (tex1Data.a < (32.0/255.0)) {
|
|
discard;
|
|
}
|
|
}
|
|
|
|
if(textureAlpha) {
|
|
if(discardAlpha) { // opaque 1st pass
|
|
if (tex1Data.a < 1.0) {
|
|
discard;
|
|
}
|
|
}
|
|
else { // transparent 2nd pass
|
|
if ((tex1Data.a * fsColor.a) >= 1.0) {
|
|
discard;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (textureAlpha == false) {
|
|
tex1Data.a = 1.0;
|
|
}
|
|
|
|
return tex1Data;
|
|
}
|
|
|
|
void Step15Luminous(inout vec4 colour)
|
|
{
|
|
// luminous polys seem to behave very differently on step 1.5 hardware
|
|
// when fixed shading is enabled the colour is modulated by the vp ambient + fixed shade value
|
|
// when disabled it appears to be multiplied by 1.5, presumably to allow a higher range
|
|
if(hardwareStep==0x15) {
|
|
if(!lightEnabled && textureEnabled) {
|
|
if(fixedShading) {
|
|
colour.rgb *= 1.0 + fsFixedShade + lighting[1].y;
|
|
}
|
|
else {
|
|
colour.rgb *= 1.5;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
float CalcFog()
|
|
{
|
|
float z = -fsViewVertex.z;
|
|
float fog = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);
|
|
|
|
return fog;
|
|
}
|
|
|
|
float Sqr(float a)
|
|
{
|
|
return a*a;
|
|
}
|
|
|
|
float SqrLength(vec2 a)
|
|
{
|
|
return a.x*a.x + a.y*a.y;
|
|
}
|
|
|
|
void WriteOutputs(vec4 colour, int layer)
|
|
{
|
|
vec4 blank = vec4(0.0);
|
|
|
|
if(layer==LayerColour) {
|
|
out0 = colour;
|
|
out1 = blank;
|
|
out2 = blank;
|
|
}
|
|
else if(layer==LayerTrans0) {
|
|
out0 = blank;
|
|
out1 = colour;
|
|
out2 = blank;
|
|
}
|
|
else if(layer==LayerTrans1) {
|
|
out0 = blank;
|
|
out1 = blank;
|
|
out2 = colour;
|
|
}
|
|
}
|
|
|
|
)glsl";
|