/*
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);
}