301 lines
6.7 KiB
C++
Executable File
301 lines
6.7 KiB
C++
Executable File
#pragma once
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#include "rend/gles/gles.h"
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#include <unordered_map>
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void gl4DrawStrips(GLuint output_fbo, int width, int height);
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enum class Pass { Depth, Color, OIT };
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struct gl4PipelineShader
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{
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GLuint program;
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GLuint pp_ClipTest,cp_AlphaTestValue;
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GLuint sp_FOG_COL_RAM,sp_FOG_COL_VERT,sp_FOG_DENSITY;
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GLuint shade_scale_factor;
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GLuint pp_Number;
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GLuint blend_mode;
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GLuint use_alpha;
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GLuint ignore_tex_alpha;
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GLuint shading_instr;
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GLuint fog_control;
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GLuint trilinear_alpha;
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GLuint fog_clamp_min, fog_clamp_max;
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GLuint normal_matrix;
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u32 cp_AlphaTest;
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s32 pp_ClipTestMode;
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u32 pp_Texture, pp_UseAlpha, pp_IgnoreTexA, pp_ShadInstr, pp_Offset, pp_FogCtrl;
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Pass pass;
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bool pp_TwoVolumes;
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bool pp_Gouraud;
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bool pp_BumpMap;
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bool fog_clamping;
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};
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struct gl4_ctx
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{
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struct
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{
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GLuint program;
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GLuint normal_matrix;
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} modvol_shader;
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std::unordered_map<u32, gl4PipelineShader> shaders;
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struct
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{
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GLuint geometry,modvols,idxs,idxs2;
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GLuint main_vao;
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GLuint modvol_vao;
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GLuint tr_poly_params;
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} vbo;
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};
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extern gl4_ctx gl4;
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extern int screen_width;
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extern int screen_height;
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extern int max_image_width;
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extern int max_image_height;
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GLuint gl4BindRTT(u32 addy, u32 fbw, u32 fbh, u32 channels, u32 fmt);
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void gl4DrawFramebuffer(float w, float h);
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bool gl4_render_output_framebuffer();
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void abufferDrawQuad();
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extern const char *gl4PixelPipelineShader;
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bool gl4CompilePipelineShader(gl4PipelineShader* s, const char *pixel_source = gl4PixelPipelineShader, const char *vertex_source = NULL);
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void gl4_delete_shaders();
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extern GLuint stencilTexId;
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extern GLuint depthTexId;
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extern GLuint opaqueTexId;
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extern GLuint depthSaveTexId;
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extern GLuint geom_fbo;
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extern GLuint texSamplers[2];
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extern GLuint depth_fbo;
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#define SHADER_HEADER "#version 430 \n\
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\n\
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layout(r32ui, binding = 4) uniform coherent restrict uimage2D abufferPointerImg; \n\
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struct Pixel { \n\
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highp vec4 color; \n\
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highp float depth; \n\
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uint seq_num; \n\
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uint next; \n\
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}; \n\
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#define EOL 0xFFFFFFFFu \n\
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layout (binding = 0, std430) coherent restrict buffer PixelBuffer { \n\
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Pixel pixels[]; \n\
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}; \n\
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layout(binding = 0, offset = 0) uniform atomic_uint buffer_index; \n\
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\n\
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#define ZERO 0 \n\
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#define ONE 1 \n\
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#define OTHER_COLOR 2 \n\
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#define INVERSE_OTHER_COLOR 3 \n\
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#define SRC_ALPHA 4 \n\
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#define INVERSE_SRC_ALPHA 5 \n\
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#define DST_ALPHA 6 \n\
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#define INVERSE_DST_ALPHA 7 \n\
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\n\
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uint getNextPixelIndex() \n\
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{ \n\
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uint index = atomicCounterIncrement(buffer_index); \n\
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if (index >= pixels.length()) \n\
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// Buffer overflow \n\
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discard; \n\
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\n\
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return index; \n\
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} \n\
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\n\
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void setFragDepth(void) \n\
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{ \n\
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highp float w = 100000.0 * gl_FragCoord.w; \n\
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gl_FragDepth = log2(1.0 + w) / 34.0; \n\
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} \n\
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struct PolyParam { \n\
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int first; \n\
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int count; \n\
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int texid_low; \n\
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int texid_high; \n\
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int tsp; \n\
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int tcw; \n\
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int pcw; \n\
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int isp; \n\
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float zvZ; \n\
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int tileclip; \n\
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int tsp1; \n\
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int tcw1; \n\
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int texid1_low; \n\
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int texid1_high; \n\
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}; \n\
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layout (binding = 1, std430) readonly buffer TrPolyParamBuffer { \n\
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PolyParam tr_poly_params[]; \n\
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}; \n\
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\n\
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#define GET_TSP_FOR_AREA int tsp; if (area1) tsp = pp.tsp1; else tsp = pp.tsp; \n\
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\n\
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int getSrcBlendFunc(const PolyParam pp, bool area1) \n\
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{ \n\
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GET_TSP_FOR_AREA \n\
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return (tsp >> 29) & 7; \n\
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} \n\
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\n\
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int getDstBlendFunc(const PolyParam pp, bool area1) \n\
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{ \n\
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GET_TSP_FOR_AREA \n\
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return (tsp >> 26) & 7; \n\
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} \n\
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\n\
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bool getSrcSelect(const PolyParam pp, bool area1) \n\
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{ \n\
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GET_TSP_FOR_AREA \n\
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return ((tsp >> 25) & 1) != 0; \n\
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} \n\
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\n\
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bool getDstSelect(const PolyParam pp, bool area1) \n\
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{ \n\
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GET_TSP_FOR_AREA \n\
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return ((tsp >> 24) & 1) != 0; \n\
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} \n\
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\n\
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int getFogControl(const PolyParam pp, bool area1) \n\
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{ \n\
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GET_TSP_FOR_AREA \n\
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return (tsp >> 22) & 3; \n\
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} \n\
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\n\
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bool getUseAlpha(const PolyParam pp, bool area1) \n\
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{ \n\
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GET_TSP_FOR_AREA \n\
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return ((tsp >> 20) & 1) != 0; \n\
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} \n\
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\n\
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bool getIgnoreTexAlpha(const PolyParam pp, bool area1) \n\
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{ \n\
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GET_TSP_FOR_AREA \n\
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return ((tsp >> 19) & 1) != 0; \n\
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} \n\
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\n\
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int getShadingInstruction(const PolyParam pp, bool area1) \n\
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{ \n\
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GET_TSP_FOR_AREA \n\
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return (tsp >> 6) & 3; \n\
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} \n\
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\n\
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int getDepthFunc(const PolyParam pp) \n\
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{ \n\
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return (pp.isp >> 29) & 7; \n\
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} \n\
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\n\
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bool getDepthMask(const PolyParam pp) \n\
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{ \n\
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return ((pp.isp >> 26) & 1) != 1; \n\
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} \n\
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\n\
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bool getShadowEnable(const PolyParam pp) \n\
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{ \n\
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return ((pp.pcw >> 7) & 1) != 0; \n\
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} \n\
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\n\
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uint getPolyNumber(const Pixel pixel) \n\
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{ \n\
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return pixel.seq_num & 0x3FFFFFFFu; \n\
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} \n\
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\n\
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#define SHADOW_STENCIL 0x40000000u \n\
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#define SHADOW_ACC 0x80000000u \n\
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\n\
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bool isShadowed(const Pixel pixel) \n\
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{ \n\
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return (pixel.seq_num & SHADOW_ACC) == SHADOW_ACC; \n\
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} \n\
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\n\
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bool isTwoVolumes(const PolyParam pp) \n\
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{ \n\
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return pp.tsp1 != -1 || pp.tcw1 != -1; \n\
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} \n\
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\n\
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"
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void gl4SetupMainVBO();
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void gl4SetupModvolVBO();
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extern struct gl4ShaderUniforms_t
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{
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float PT_ALPHA;
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float fog_den_float;
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float ps_FOG_COL_RAM[3];
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float ps_FOG_COL_VERT[3];
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int poly_number;
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float trilinear_alpha;
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TSP tsp0;
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TSP tsp1;
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TCW tcw0;
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TCW tcw1;
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float fog_clamp_min[4];
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float fog_clamp_max[4];
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glm::mat4 normal_mat;
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void setUniformArray(GLuint location, int v0, int v1)
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{
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int array[] = { v0, v1 };
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glUniform1iv(location, 2, array);
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}
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void Set(gl4PipelineShader* s)
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{
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if (s->cp_AlphaTestValue!=-1)
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glUniform1f(s->cp_AlphaTestValue,PT_ALPHA);
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if (s->sp_FOG_DENSITY!=-1)
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glUniform1f( s->sp_FOG_DENSITY,fog_den_float);
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if (s->sp_FOG_COL_RAM!=-1)
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glUniform3fv( s->sp_FOG_COL_RAM, 1, ps_FOG_COL_RAM);
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if (s->sp_FOG_COL_VERT!=-1)
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glUniform3fv( s->sp_FOG_COL_VERT, 1, ps_FOG_COL_VERT);
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if (s->shade_scale_factor != -1)
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glUniform1f(s->shade_scale_factor, FPU_SHAD_SCALE.scale_factor / 256.f);
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if (s->blend_mode != -1) {
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u32 blend_mode[] = { tsp0.SrcInstr, tsp0.DstInstr, tsp1.SrcInstr, tsp1.DstInstr };
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glUniform2iv(s->blend_mode, 2, (GLint *)blend_mode);
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}
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if (s->use_alpha != -1)
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setUniformArray(s->use_alpha, tsp0.UseAlpha, tsp1.UseAlpha);
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if (s->ignore_tex_alpha != -1)
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setUniformArray(s->ignore_tex_alpha, tsp0.IgnoreTexA, tsp1.IgnoreTexA);
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if (s->shading_instr != -1)
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setUniformArray(s->shading_instr, tsp0.ShadInstr, tsp1.ShadInstr);
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if (s->fog_control != -1)
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setUniformArray(s->fog_control, tsp0.FogCtrl, tsp1.FogCtrl);
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if (s->pp_Number != -1)
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glUniform1i(s->pp_Number, poly_number);
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if (s->trilinear_alpha != -1)
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glUniform1f(s->trilinear_alpha, trilinear_alpha);
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if (s->fog_clamp_min != -1)
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glUniform4fv(s->fog_clamp_min, 1, fog_clamp_min);
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if (s->fog_clamp_max != -1)
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glUniform4fv(s->fog_clamp_max, 1, fog_clamp_max);
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if (s->normal_matrix != -1)
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glUniformMatrix4fv(s->normal_matrix, 1, GL_FALSE, &normal_mat[0][0]);
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}
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} gl4ShaderUniforms;
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