Bump mapping support
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@ -185,10 +185,10 @@ pixelcvt_next(convYUV_PL,4,1)
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pixelcvt_next(convBMP_PL,4,1)
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{
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u16* p_in=(u16*)data;
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pb->prel(0,ARGB8888(p_in[0]));
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pb->prel(1,ARGB8888(p_in[1]));
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pb->prel(2,ARGB8888(p_in[2]));
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pb->prel(3,ARGB8888(p_in[3]));
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pb->prel(0,ARGB4444(p_in[0]));
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pb->prel(1,ARGB4444(p_in[1]));
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pb->prel(2,ARGB4444(p_in[2]));
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pb->prel(3,ARGB4444(p_in[3]));
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}
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pixelcvt_end;
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//twiddled
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@ -263,10 +263,10 @@ pixelcvt_next(convYUV_TW,2,2)
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pixelcvt_next(convBMP_TW,2,2)
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{
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u16* p_in=(u16*)data;
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pb->prel(0,0,ARGB8888(p_in[0]));
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pb->prel(0,1,ARGB8888(p_in[1]));
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pb->prel(1,0,ARGB8888(p_in[2]));
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pb->prel(1,1,ARGB8888(p_in[3]));
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pb->prel(0,0,ARGB4444(p_in[0]));
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pb->prel(0,1,ARGB4444(p_in[1]));
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pb->prel(1,0,ARGB4444(p_in[2]));
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pb->prel(1,1,ARGB4444(p_in[3]));
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}
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pixelcvt_end;
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@ -158,7 +158,8 @@ __forceinline
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gp->tsp.ShadInstr,
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gp->pcw.Offset,
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gp->tsp.FogCtrl,
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gp->pcw.Gouraud)];
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gp->pcw.Gouraud,
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gp->tcw.PixelFmt == 4)];
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if (CurrentShader->program == -1)
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CompilePipelineShader(CurrentShader);
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@ -201,6 +201,8 @@ const char* PixelPipelineShader =
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#define pp_Offset %d \n\
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#define pp_FogCtrl %d \n\
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#define pp_Gouraud %d \n\
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#define pp_BumpMap %d \n\
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#define PI 3.1415926 \n\
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\n"
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#ifndef GLES
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"\
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@ -258,8 +260,14 @@ void main() \n\
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#endif\n\
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#if pp_Texture==1 \n\
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{ \n\
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lowp vec4 texcol=" TEXLOOKUP "(tex,vtx_uv); \n\
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lowp vec4 texcol=" TEXLOOKUP "(tex, vtx_uv); \n\
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\n\
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#if pp_BumpMap == 1 \n\
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float s = PI / 2.0 * (texcol.a * 15.0 * 16.0 + texcol.r * 15.0) / 255.0; \n\
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float r = 2.0 * PI * (texcol.g * 15.0 * 16.0 + texcol.b * 15.0) / 255.0; \n\
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texcol.a = clamp(vtx_offs.a + vtx_offs.r * sin(s) + vtx_offs.g * cos(s) * cos(r - 2.0 * PI * vtx_offs.b), 0.0, 1.0); \n\
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texcol.rgb = vec3(1.0, 1.0, 1.0); \n\
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#else\n\
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#if pp_IgnoreTexA==1 \n\
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texcol.a=1.0; \n\
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#endif\n\
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@ -267,6 +275,7 @@ void main() \n\
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#if cp_AlphaTest == 1 \n\
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if (cp_AlphaTestValue>texcol.a) discard;\n\
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#endif \n\
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#endif \n\
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#if pp_ShadInstr==0 \n\
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{ \n\
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color=texcol; \n\
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@ -289,7 +298,7 @@ void main() \n\
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} \n\
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#endif\n\
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\n\
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#if pp_Offset==1 \n\
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#if pp_Offset==1 && pp_BumpMap == 0 \n\
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{ \n\
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color.rgb+=vtx_offs.rgb; \n\
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if (pp_FogCtrl==1) \n\
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@ -777,7 +786,7 @@ GLuint gl_CompileAndLink(const char* VertexShader, const char* FragmentShader)
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int GetProgramID(u32 cp_AlphaTest, u32 pp_ClipTestMode,
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u32 pp_Texture, u32 pp_UseAlpha, u32 pp_IgnoreTexA, u32 pp_ShadInstr, u32 pp_Offset,
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u32 pp_FogCtrl, bool pp_Gouraud)
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u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap)
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{
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u32 rv=0;
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@ -790,6 +799,7 @@ int GetProgramID(u32 cp_AlphaTest, u32 pp_ClipTestMode,
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rv<<=1; rv|=pp_Offset;
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rv<<=2; rv|=pp_FogCtrl;
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rv<<=1; rv|=pp_Gouraud;
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rv<<=1; rv|=pp_BumpMap;
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return rv;
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}
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@ -804,7 +814,7 @@ bool CompilePipelineShader( PipelineShader* s)
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sprintf(pshader,PixelPipelineShader,
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s->cp_AlphaTest,s->pp_ClipTestMode,s->pp_UseAlpha,
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s->pp_Texture,s->pp_IgnoreTexA,s->pp_ShadInstr,s->pp_Offset,s->pp_FogCtrl, s->pp_Gouraud);
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s->pp_Texture,s->pp_IgnoreTexA,s->pp_ShadInstr,s->pp_Offset,s->pp_FogCtrl, s->pp_Gouraud, s->pp_BumpMap);
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s->program=gl_CompileAndLink(vshader, pshader);
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@ -889,9 +899,11 @@ bool gl_create_resources()
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forl(pp_Offset,1)
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{
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forl(pp_Gouraud,1)
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{
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forl(pp_BumpMap,1)
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{
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dshader=&gl.pogram_table[GetProgramID(cp_AlphaTest,pp_ClipTestMode,pp_Texture,pp_UseAlpha,pp_IgnoreTexA,
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pp_ShadInstr,pp_Offset,pp_FogCtrl,(bool)pp_Gouraud)];
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pp_ShadInstr,pp_Offset,pp_FogCtrl, (bool)pp_Gouraud, (bool)pp_BumpMap)];
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dshader->cp_AlphaTest = cp_AlphaTest;
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dshader->pp_ClipTestMode = pp_ClipTestMode-1;
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@ -902,6 +914,7 @@ bool gl_create_resources()
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dshader->pp_Offset = pp_Offset;
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dshader->pp_FogCtrl = pp_FogCtrl;
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dshader->pp_Gouraud = pp_Gouraud;
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dshader->pp_BumpMap = pp_BumpMap;
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dshader->program = -1;
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}
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}
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@ -912,6 +925,7 @@ bool gl_create_resources()
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}
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}
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}
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}
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char vshader[8192];
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sprintf(vshader, VertexShaderSource, 1);
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@ -59,7 +59,7 @@ struct PipelineShader
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//
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u32 cp_AlphaTest; s32 pp_ClipTestMode;
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u32 pp_Texture, pp_UseAlpha, pp_IgnoreTexA, pp_ShadInstr, pp_Offset, pp_FogCtrl;
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bool pp_Gouraud;
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bool pp_Gouraud, pp_BumpMap;
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};
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@ -85,7 +85,7 @@ struct gl_ctx
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} modvol_shader;
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PipelineShader pogram_table[3072];
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PipelineShader pogram_table[6144];
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struct
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{
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GLuint program,scale,depth_scale;
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@ -122,7 +122,7 @@ void BindRTT(u32 addy, u32 fbw, u32 fbh, u32 channels, u32 fmt);
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void ReadRTTBuffer();
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int GetProgramID(u32 cp_AlphaTest, u32 pp_ClipTestMode,
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u32 pp_Texture, u32 pp_UseAlpha, u32 pp_IgnoreTexA, u32 pp_ShadInstr, u32 pp_Offset,
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u32 pp_FogCtrl, bool pp_Gouraud);
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u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap);
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bool CompilePipelineShader(PipelineShader* s);
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#define TEXTURE_LOAD_ERROR 0
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