/* Copyright 2022 flyinghead This file is part of Flycast. Flycast is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. Flycast is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Flycast. If not, see . */ #pragma once #include "gles.h" // FIXME GLES #ifndef GL_CLIP_DISTANCE0 #define GL_CLIP_DISTANCE0 0x3000 #endif class N2VertexSource : public OpenGlSource { public: N2VertexSource(bool gouraud, bool geometryOnly, bool texture); }; class N2GeometryShader : public OpenGlSource { public: N2GeometryShader(bool gouraud, bool geometryOnly = false); }; template void resetN2UniformCache(ShaderType *shader) { shader->lastMvMat = nullptr; shader->lastProjMat = nullptr; shader->lastLightModel = nullptr; } template void initN2Uniforms(ShaderType *shader) { shader->mvMat = glGetUniformLocation(shader->program, "mvMat"); shader->normalMat = glGetUniformLocation(shader->program, "normalMat"); shader->projMat = glGetUniformLocation(shader->program, "projMat"); shader->glossCoef0 = glGetUniformLocation(shader->program, "glossCoef0"); shader->envMapping = glGetUniformLocation(shader->program, "envMapping"); shader->bumpMapping = glGetUniformLocation(shader->program, "bumpMapping"); shader->constantColor = glGetUniformLocation(shader->program, "constantColor"); shader->modelDiffuse = glGetUniformLocation(shader->program, "modelDiffuse"); shader->modelSpecular = glGetUniformLocation(shader->program, "modelSpecular"); // Lights shader->lightCount = glGetUniformLocation(shader->program, "lightCount"); shader->ambientBase = glGetUniformLocation(shader->program, "ambientBase"); shader->ambientOffset = glGetUniformLocation(shader->program, "ambientOffset"); shader->ambientMaterial = glGetUniformLocation(shader->program, "ambientMaterial"); shader->useBaseOver = glGetUniformLocation(shader->program, "useBaseOver"); for (u32 i = 0; i < ARRAY_SIZE(shader->lights); i++) { char str[128]; sprintf(str, "lights[%d].color", i); shader->lights[i].color = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].direction", i); shader->lights[i].direction = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].position", i); shader->lights[i].position = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].parallel", i); shader->lights[i].parallel = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].diffuse", i); shader->lights[i].diffuse = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].specular", i); shader->lights[i].specular = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].routing", i); shader->lights[i].routing = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].dmode", i); shader->lights[i].dmode = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].smode", i); shader->lights[i].smode = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].distAttnMode", i); shader->lights[i].distAttnMode = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].attnDistA", i); shader->lights[i].attnDistA = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].attnDistB", i); shader->lights[i].attnDistB = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].attnAngleA", i); shader->lights[i].attnAngleA = glGetUniformLocation(shader->program, str); sprintf(str, "lights[%d].attnAngleB", i); shader->lights[i].attnAngleB = glGetUniformLocation(shader->program, str); } resetN2UniformCache(shader); } template void setN2Uniforms(const PolyParam *pp, ShaderType *shader) { if (pp->mvMatrix != shader->lastMvMat) { shader->lastMvMat = pp->mvMatrix; glUniformMatrix4fv(shader->mvMat, 1, GL_FALSE, pp->mvMatrix); } if (pp->normalMatrix != shader->lastNormalMat) { shader->lastNormalMat = pp->normalMatrix; glUniformMatrix4fv(shader->normalMat, 1, GL_FALSE, pp->normalMatrix); } if (pp->projMatrix != shader->lastProjMat) { shader->lastProjMat = pp->projMatrix; glUniformMatrix4fv(shader->projMat, 1, GL_FALSE, pp->projMatrix); } glUniform1f(shader->glossCoef0, pp->glossCoef0); glUniform1i(shader->constantColor, (int)pp->constantColor); glUniform1i(shader->modelDiffuse, (int)pp->diffuseColor); glUniform1i(shader->modelSpecular, (int)pp->specularColor); const N2LightModel *const lightModel = pp->lightModel; if (lightModel != shader->lastLightModel) { shader->lastLightModel = lightModel; if (lightModel != nullptr) { glUniform1i(shader->ambientMaterial, lightModel->ambientMaterial); glUniform4fv(shader->ambientBase, 1, lightModel->ambientBase); glUniform4fv(shader->ambientOffset, 1, lightModel->ambientOffset); glUniform1i(shader->useBaseOver, lightModel->useBaseOver); glUniform1i(shader->lightCount, lightModel->lightCount); for (int i = 0; i < lightModel->lightCount; i++) { const N2Light& light = lightModel->lights[i]; glUniform1i(shader->lights[i].parallel, light.parallel); glUniform4fv(shader->lights[i].color, 1, light.color); glUniform4fv(shader->lights[i].direction, 1, light.direction); glUniform4fv(shader->lights[i].position, 1, light.position); glUniform1i(shader->lights[i].diffuse, light.diffuse); glUniform1i(shader->lights[i].specular, light.specular); glUniform1i(shader->lights[i].routing, light.routing); glUniform1i(shader->lights[i].dmode, light.dmode); glUniform1i(shader->lights[i].smode, light.smode); glUniform1i(shader->lights[i].distAttnMode, light.distAttnMode); glUniform1f(shader->lights[i].attnDistA, light.attnDistA); glUniform1f(shader->lights[i].attnDistB, light.attnDistB); glUniform1f(shader->lights[i].attnAngleA, light.attnAngleA); glUniform1f(shader->lights[i].attnAngleB, light.attnAngleB); } } else { float white[] { 1.f, 1.f, 1.f, 1.f }; float black[4]{}; glUniform1i(shader->ambientMaterial, 0); glUniform4fv(shader->ambientBase, 1, white); glUniform4fv(shader->ambientOffset, 1, black); glUniform1i(shader->useBaseOver, 0); glUniform1i(shader->lightCount, 0); } } glUniform1i(shader->envMapping, pp->envMapping); glUniform1i(shader->bumpMapping, pp->pcw.Texture == 1 && pp->tcw.PixelFmt == PixelBumpMap); glEnable(GL_CLIP_DISTANCE0); glEnable(GL_CLIP_DISTANCE0 + 1); }