diff --git a/desmume/src/OGLRender.cpp b/desmume/src/OGLRender.cpp index 96133273b..dacd2d87f 100644 --- a/desmume/src/OGLRender.cpp +++ b/desmume/src/OGLRender.cpp @@ -324,11 +324,15 @@ attribute vec4 inPosition; \n\ attribute vec2 inTexCoord0; \n\ attribute vec3 inColor; \n\ \n\ +uniform int polyMode;\n\ +uniform bool polyDrawShadow;\n\ +\n\ uniform float polyAlpha; \n\ uniform vec2 polyTexScale; \n\ \n\ varying vec2 vtxTexCoord; \n\ varying vec4 vtxColor; \n\ +varying float isPolyDrawable;\n\ \n\ void main() \n\ { \n\ @@ -337,6 +341,7 @@ void main() \n\ \n\ vtxTexCoord = texScaleMtx * inTexCoord0; \n\ vtxColor = vec4(inColor / 63.0, polyAlpha); \n\ + isPolyDrawable = ((polyMode != 3) || polyDrawShadow) ? 1.0 : -1.0;\n\ gl_Position = inPosition;\n\ } \n\ "}; @@ -345,6 +350,7 @@ void main() \n\ static const char *GeometryFragShader_100 = {"\ varying vec2 vtxTexCoord;\n\ varying vec4 vtxColor;\n\ +varying float isPolyDrawable;\n\ \n\ uniform sampler2D texRenderObject;\n\ \n\ @@ -371,99 +377,79 @@ uniform sampler2D inBackFacing;\n\ \n\ void main()\n\ {\n\ - vec4 newFragColor = vec4(0.0, 0.0, 0.0, 0.0);\n\ -#if ENABLE_EDGE_MARK\n\ - vec4 newPolyID = vec4(0.0, 0.0, 0.0, 0.0);\n\ -#endif\n\ -#if ENABLE_FOG\n\ - vec4 newFogAttributes = vec4(0.0, 0.0, 0.0, 0.0);\n\ +#if USE_DEPTH_LEQUAL_POLYGON_FACING && !DRAW_MODE_OPAQUE\n\ + bool isOpaqueDstBackFacing = bool( texture2D(inBackFacing, vec2(gl_FragCoord.x/FRAMEBUFFER_SIZE_X, gl_FragCoord.y/FRAMEBUFFER_SIZE_Y)).r );\n\ + if (drawModeDepthEqualsTest && (!gl_FrontFacing || !isOpaqueDstBackFacing))\n\ + {\n\ + discard;\n\ + }\n\ #endif\n\ \n\ - if ((polyMode != 3) || polyDrawShadow)\n\ + vec4 mainTexColor = (ENABLE_TEXTURE_SAMPLING && polyEnableTexture) ? texture2D(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0);\n\ + \n\ + if (!texSingleBitAlpha)\n\ {\n\ - vec4 mainTexColor = (ENABLE_TEXTURE_SAMPLING && polyEnableTexture) ? texture2D(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0);\n\ - \n\ - if (texSingleBitAlpha)\n\ + if (texDrawOpaque)\n\ {\n\ -#if USE_TEXTURE_SMOOTHING\n\ - if (mainTexColor.a < 0.500)\n\ - {\n\ - mainTexColor.a = 0.0;\n\ - }\n\ - else\n\ - {\n\ - mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\ - mainTexColor.a = 1.0;\n\ - }\n\ -#endif\n\ - }\n\ - else\n\ - {\n\ - if (texDrawOpaque)\n\ - {\n\ - if ( (polyMode != 1) && (mainTexColor.a <= 0.999) )\n\ - {\n\ - discard;\n\ - }\n\ - }\n\ - }\n\ - \n\ - newFragColor = mainTexColor * vtxColor;\n\ - \n\ - if (polyMode == 1)\n\ - {\n\ - newFragColor.rgb = (ENABLE_TEXTURE_SAMPLING && polyEnableTexture) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\ - newFragColor.a = vtxColor.a;\n\ - }\n\ - else if (polyMode == 2)\n\ - {\n\ - vec3 newToonColor = stateToonColor[int((vtxColor.r * 31.0) + 0.5)].rgb;\n\ -#if TOON_SHADING_MODE\n\ - newFragColor.rgb = min((mainTexColor.rgb * vtxColor.r) + newToonColor.rgb, 1.0);\n\ -#else\n\ - newFragColor.rgb = mainTexColor.rgb * newToonColor.rgb;\n\ -#endif\n\ - }\n\ - else if (polyMode == 3)\n\ - {\n\ - newFragColor = vtxColor;\n\ - }\n\ - \n\ - if (newFragColor.a < 0.001 || (ENABLE_ALPHA_TEST && newFragColor.a < stateAlphaTestRef))\n\ - {\n\ - discard;\n\ - }\n\ - \n\ -#if USE_DEPTH_LEQUAL_POLYGON_FACING && !DRAW_MODE_OPAQUE\n\ - if (drawModeDepthEqualsTest)\n\ - {\n\ - bool isOpaqueDstBackFacing = bool( texture2D(inBackFacing, vec2(gl_FragCoord.x/FRAMEBUFFER_SIZE_X, gl_FragCoord.y/FRAMEBUFFER_SIZE_Y)).r );\n\ - if ( !gl_FrontFacing || !isOpaqueDstBackFacing )\n\ + if ( (polyMode != 1) && (mainTexColor.a <= 0.999) )\n\ {\n\ discard;\n\ }\n\ }\n\ + }\n\ +#if USE_TEXTURE_SMOOTHING\n\ + else\n\ + {\n\ + if (mainTexColor.a < 0.500)\n\ + {\n\ + mainTexColor.a = 0.0;\n\ + }\n\ + else\n\ + {\n\ + mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\ + mainTexColor.a = 1.0;\n\ + }\n\ + }\n\ #endif\n\ - \n\ -#if ENABLE_EDGE_MARK\n\ - newPolyID = vec4( float(polyID)/63.0, float(polyIsWireframe), 0.0, float(newFragColor.a > 0.999) );\n\ -#endif\n\ -#if ENABLE_FOG\n\ - newFogAttributes = vec4( float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5) );\n\ + \n\ + vec4 newFragColor = mainTexColor * vtxColor;\n\ + \n\ + if (polyMode == 1)\n\ + {\n\ + newFragColor.rgb = (ENABLE_TEXTURE_SAMPLING && polyEnableTexture) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\ + newFragColor.a = vtxColor.a;\n\ + }\n\ + else if (polyMode == 2)\n\ + {\n\ + vec3 newToonColor = stateToonColor[int((vtxColor.r * 31.0) + 0.5)].rgb;\n\ +#if TOON_SHADING_MODE\n\ + newFragColor.rgb = min((mainTexColor.rgb * vtxColor.r) + newToonColor.rgb, 1.0);\n\ +#else\n\ + newFragColor.rgb = mainTexColor.rgb * newToonColor.rgb;\n\ #endif\n\ }\n\ + else if ((polyMode == 3) && polyDrawShadow)\n\ + {\n\ + newFragColor = vtxColor;\n\ + }\n\ + \n\ + if ( (isPolyDrawable > 0.0) && ((newFragColor.a < 0.001) || (ENABLE_ALPHA_TEST && (newFragColor.a < stateAlphaTestRef))) )\n\ + {\n\ + discard;\n\ + }\n\ \n\ gl_FragData[0] = newFragColor;\n\ \n\ +#if ENABLE_EDGE_MARK\n\ + gl_FragData[ATTACHMENT_POLY_ID] = (isPolyDrawable > 0.0) ? vec4( float(polyID)/63.0, float(polyIsWireframe), 0.0, float(newFragColor.a > 0.999) ) : vec4(0.0, 0.0, 0.0, 0.0);\n\ +#endif\n\ +#if ENABLE_FOG\n\ + gl_FragData[ATTACHMENT_FOG_ATTRIBUTES] = (isPolyDrawable > 0.0) ? vec4( float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5) ) : vec4(0.0, 0.0, 0.0, 0.0);\n\ +#endif\n\ #if DRAW_MODE_OPAQUE\n\ gl_FragData[ATTACHMENT_WORKING_BUFFER] = vec4(float(!gl_FrontFacing), 0.0, 0.0, 1.0);\n\ #endif\n\ -#if ENABLE_EDGE_MARK\n\ - gl_FragData[ATTACHMENT_POLY_ID] = newPolyID;\n\ -#endif\n\ -#if ENABLE_FOG\n\ - gl_FragData[ATTACHMENT_FOG_ATTRIBUTES] = newFogAttributes;\n\ -#endif\n\ + \n\ #if USE_NDS_DEPTH_CALCULATION || ENABLE_FOG\n\ // It is tempting to perform the NDS depth calculation in the vertex shader rather than in the fragment shader.\n\ // Resist this temptation! It is much more reliable to do the depth calculation in the fragment shader due to\n\ diff --git a/desmume/src/OGLRender_3_2.cpp b/desmume/src/OGLRender_3_2.cpp old mode 100644 new mode 100755 index 9fc81ebcb..639ee39a0 --- a/desmume/src/OGLRender_3_2.cpp +++ b/desmume/src/OGLRender_3_2.cpp @@ -1,7 +1,7 @@ /* Copyright (C) 2006 yopyop Copyright (C) 2006-2007 shash - Copyright (C) 2008-2019 DeSmuME team + Copyright (C) 2008-2021 DeSmuME team This file is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -131,6 +131,7 @@ layout (std140) uniform PolyStates\n\ uniform isamplerBuffer PolyStates;\n\ #endif\n\ uniform int polyIndex;\n\ +uniform bool polyDrawShadow;\n\ \n\ out vec2 vtxTexCoord;\n\ out vec4 vtxColor;\n\ @@ -141,6 +142,7 @@ flat out int polySetNewDepthForTranslucent;\n\ flat out int polyMode;\n\ flat out int polyID;\n\ flat out int texSingleBitAlpha;\n\ +flat out int isPolyDrawable;\n\ \n\ void main()\n\ {\n\ @@ -164,6 +166,8 @@ void main()\n\ polyEnableTexture = (polyStateBits >> 16) & 0x01;\n\ texSingleBitAlpha = (polyStateBits >> 17) & 0x01;\n\ \n\ + isPolyDrawable = int((polyMode != 3) || polyDrawShadow);\n\ + \n\ mat2 texScaleMtx = mat2( vec2(polyTexScale.x, 0.0), \n\ vec2( 0.0, polyTexScale.y)); \n\ \n\ @@ -184,6 +188,7 @@ flat in int polySetNewDepthForTranslucent;\n\ flat in int polyMode;\n\ flat in int polyID;\n\ flat in int texSingleBitAlpha;\n\ +flat in int isPolyDrawable;\n\ \n\ layout (std140) uniform RenderStates\n\ {\n\ @@ -258,97 +263,82 @@ layout (depth_less) out float gl_FragDepth;\n\ \n\ void main()\n\ {\n\ - outFragColor = vec4(0.0, 0.0, 0.0, 0.0);\n\ -#if DRAW_MODE_OPAQUE\n\ - outBackFacing = vec4(float(!gl_FrontFacing), 0.0, 0.0, 1.0);\n\ -#endif\n\ -#if ENABLE_EDGE_MARK\n\ - outPolyID = vec4(0.0, 0.0, 0.0, 0.0);\n\ -#endif\n\ -#if ENABLE_FOG\n\ - outFogAttributes = vec4(0.0, 0.0, 0.0, 0.0);\n\ +#if USE_DEPTH_LEQUAL_POLYGON_FACING && !DRAW_MODE_OPAQUE\n\ + bool isOpaqueDstBackFacing = bool( texelFetch(inBackFacing, ivec2(gl_FragCoord.xy), 0).r );\n\ + if ( drawModeDepthEqualsTest && (!gl_FrontFacing || !isOpaqueDstBackFacing) )\n\ + {\n\ + discard;\n\ + }\n\ #endif\n\ \n\ - if ((polyMode != 3) || polyDrawShadow)\n\ + vec4 mainTexColor = (ENABLE_TEXTURE_SAMPLING && bool(polyEnableTexture)) ? texture(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0);\n\ + \n\ + if (!bool(texSingleBitAlpha))\n\ {\n\ - vec4 mainTexColor = (ENABLE_TEXTURE_SAMPLING && bool(polyEnableTexture)) ? texture(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0);\n\ - \n\ - if (bool(texSingleBitAlpha))\n\ + if (texDrawOpaque)\n\ {\n\ -#if USE_TEXTURE_SMOOTHING\n\ - if (mainTexColor.a < 0.500)\n\ - {\n\ - mainTexColor.a = 0.0;\n\ - }\n\ - else\n\ - {\n\ - mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\ - mainTexColor.a = 1.0;\n\ - }\n\ -#endif\n\ - }\n\ - else\n\ - {\n\ - if (texDrawOpaque)\n\ - {\n\ - if ( (polyMode != 1) && (mainTexColor.a <= 0.999) )\n\ - {\n\ - discard;\n\ - }\n\ - }\n\ - else\n\ - {\n\ - if ( ((polyMode != 1) && (mainTexColor.a * vtxColor.a > 0.999)) || ((polyMode == 1) && (vtxColor.a > 0.999)) )\n\ - {\n\ - discard;\n\ - }\n\ - }\n\ - }\n\ - \n\ - outFragColor = mainTexColor * vtxColor;\n\ - \n\ - if (polyMode == 1)\n\ - {\n\ - outFragColor.rgb = (ENABLE_TEXTURE_SAMPLING && bool(polyEnableTexture)) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\ - outFragColor.a = vtxColor.a;\n\ - }\n\ - else if (polyMode == 2)\n\ - {\n\ - vec3 newToonColor = state.toonColor[int((vtxColor.r * 31.0) + 0.5)].rgb;\n\ -#if TOON_SHADING_MODE\n\ - outFragColor.rgb = min((mainTexColor.rgb * vtxColor.r) + newToonColor.rgb, 1.0);\n\ -#else\n\ - outFragColor.rgb = mainTexColor.rgb * newToonColor.rgb;\n\ -#endif\n\ - }\n\ - else if (polyMode == 3)\n\ - {\n\ - outFragColor = vtxColor;\n\ - }\n\ - \n\ - if (outFragColor.a < 0.001 || (ENABLE_ALPHA_TEST && outFragColor.a < state.alphaTestRef))\n\ - {\n\ - discard;\n\ - }\n\ - \n\ -#if USE_DEPTH_LEQUAL_POLYGON_FACING && !DRAW_MODE_OPAQUE\n\ - if (drawModeDepthEqualsTest)\n\ - {\n\ - bool isOpaqueDstBackFacing = bool( texelFetch(inBackFacing, ivec2(gl_FragCoord.xy), 0).r );\n\ - if ( !gl_FrontFacing || !isOpaqueDstBackFacing )\n\ + if ( (polyMode != 1) && (mainTexColor.a <= 0.999) )\n\ {\n\ discard;\n\ }\n\ }\n\ + else\n\ + {\n\ + if ( ((polyMode != 1) && (mainTexColor.a * vtxColor.a > 0.999)) || ((polyMode == 1) && (vtxColor.a > 0.999)) )\n\ + {\n\ + discard;\n\ + }\n\ + }\n\ + }\n\ +#if USE_TEXTURE_SMOOTHING\n\ + else\n\ + {\n\ + if (mainTexColor.a < 0.500)\n\ + {\n\ + mainTexColor.a = 0.0;\n\ + }\n\ + else\n\ + {\n\ + mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\ + mainTexColor.a = 1.0;\n\ + }\n\ + }\n\ #endif\n\ - \n\ -#if ENABLE_EDGE_MARK\n\ - outPolyID = vec4( float(polyID)/63.0, float(polyIsWireframe == 1), 0.0, float(outFragColor.a > 0.999) );\n\ -#endif\n\ -#if ENABLE_FOG\n\ - outFogAttributes = vec4( float(polyEnableFog), 0.0, 0.0, float((outFragColor.a > 0.999) ? 1.0 : 0.5) );\n\ + \n\ + outFragColor = mainTexColor * vtxColor;\n\ + \n\ + if (polyMode == 1)\n\ + {\n\ + outFragColor.rgb = (ENABLE_TEXTURE_SAMPLING && bool(polyEnableTexture)) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\ + outFragColor.a = vtxColor.a;\n\ + }\n\ + else if (polyMode == 2)\n\ + {\n\ + vec3 newToonColor = state.toonColor[int((vtxColor.r * 31.0) + 0.5)].rgb;\n\ +#if TOON_SHADING_MODE\n\ + outFragColor.rgb = min((mainTexColor.rgb * vtxColor.r) + newToonColor.rgb, 1.0);\n\ +#else\n\ + outFragColor.rgb = mainTexColor.rgb * newToonColor.rgb;\n\ #endif\n\ }\n\ + else if ((polyMode == 3) && polyDrawShadow)\n\ + {\n\ + outFragColor = vtxColor;\n\ + }\n\ + \n\ + if ( (isPolyDrawable != 0) && ((outFragColor.a < 0.001) || (ENABLE_ALPHA_TEST && outFragColor.a < state.alphaTestRef)) )\n\ + {\n\ + discard;\n\ + }\n\ +#if ENABLE_EDGE_MARK\n\ + outPolyID = (isPolyDrawable != 0) ? vec4( float(polyID)/63.0, float(polyIsWireframe == 1), 0.0, float(outFragColor.a > 0.999) ) : vec4(0.0, 0.0, 0.0, 0.0);\n\ +#endif\n\ +#if ENABLE_FOG\n\ + outFogAttributes = (isPolyDrawable != 0) ? vec4( float(polyEnableFog), 0.0, 0.0, float((outFragColor.a > 0.999) ? 1.0 : 0.5) ) : vec4(0.0, 0.0, 0.0, 0.0);\n\ +#endif\n\ +#if DRAW_MODE_OPAQUE\n\ + outBackFacing = vec4(float(!gl_FrontFacing), 0.0, 0.0, 1.0);\n\ +#endif\n\ \n\ #if USE_NDS_DEPTH_CALCULATION || ENABLE_FOG\n\ // It is tempting to perform the NDS depth calculation in the vertex shader rather than in the fragment shader.\n\