171 lines
7.5 KiB
C++
171 lines
7.5 KiB
C++
/*
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Copyright 2022 flyinghead
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This file is part of Flycast.
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Flycast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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Flycast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "gles.h"
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class N2VertexSource : public OpenGlSource
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{
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public:
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N2VertexSource(bool gouraud, bool geometryOnly, bool texture);
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};
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template<typename ShaderType>
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void resetN2UniformCache(ShaderType *shader)
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{
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shader->lastMvMat = -1;
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shader->lastProjMat = -1;
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shader->lastLightModel = -1;
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shader->lastNormalMat = -1;
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}
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template<typename ShaderType>
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void initN2Uniforms(ShaderType *shader)
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{
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shader->mvMat = glGetUniformLocation(shader->program, "mvMat");
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shader->normalMat = glGetUniformLocation(shader->program, "normalMat");
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shader->projMat = glGetUniformLocation(shader->program, "projMat");
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shader->glossCoef[0] = glGetUniformLocation(shader->program, "glossCoef[0]");
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shader->glossCoef[1] = glGetUniformLocation(shader->program, "glossCoef[1]");
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shader->envMapping[0] = glGetUniformLocation(shader->program, "envMapping[0]");
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shader->envMapping[1] = glGetUniformLocation(shader->program, "envMapping[1]");
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shader->bumpMapping = glGetUniformLocation(shader->program, "bumpMapping");
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shader->constantColor[0] = glGetUniformLocation(shader->program, "constantColor[0]");
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shader->constantColor[1] = glGetUniformLocation(shader->program, "constantColor[1]");
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// Lights
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shader->lightCount = glGetUniformLocation(shader->program, "lightCount");
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shader->ambientBase[0] = glGetUniformLocation(shader->program, "ambientBase[0]");
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shader->ambientBase[1] = glGetUniformLocation(shader->program, "ambientBase[1]");
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shader->ambientOffset[0] = glGetUniformLocation(shader->program, "ambientOffset[0]");
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shader->ambientOffset[1] = glGetUniformLocation(shader->program, "ambientOffset[1]");
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shader->ambientMaterialBase[0] = glGetUniformLocation(shader->program, "ambientMaterialBase[0]");
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shader->ambientMaterialBase[1] = glGetUniformLocation(shader->program, "ambientMaterialBase[1]");
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shader->ambientMaterialOffset[0] = glGetUniformLocation(shader->program, "ambientMaterialOffset[0]");
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shader->ambientMaterialOffset[1] = glGetUniformLocation(shader->program, "ambientMaterialOffset[1]");
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shader->useBaseOver = glGetUniformLocation(shader->program, "useBaseOver");
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shader->bumpId0 = glGetUniformLocation(shader->program, "bumpId0");
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shader->bumpId1 = glGetUniformLocation(shader->program, "bumpId1");
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for (u32 i = 0; i < std::size(shader->lights); i++)
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{
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char str[128];
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sprintf(str, "lights[%d].color", i);
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shader->lights[i].color = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].direction", i);
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shader->lights[i].direction = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].position", i);
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shader->lights[i].position = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].parallel", i);
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shader->lights[i].parallel = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].diffuse[0]", i);
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shader->lights[i].diffuse[0] = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].diffuse[1]", i);
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shader->lights[i].diffuse[1] = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].specular[0]", i);
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shader->lights[i].specular[0] = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].specular[1]", i);
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shader->lights[i].specular[1] = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].routing", i);
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shader->lights[i].routing = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].dmode", i);
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shader->lights[i].dmode = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].smode", i);
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shader->lights[i].smode = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].distAttnMode", i);
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shader->lights[i].distAttnMode = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].attnDistA", i);
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shader->lights[i].attnDistA = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].attnDistB", i);
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shader->lights[i].attnDistB = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].attnAngleA", i);
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shader->lights[i].attnAngleA = glGetUniformLocation(shader->program, str);
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sprintf(str, "lights[%d].attnAngleB", i);
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shader->lights[i].attnAngleB = glGetUniformLocation(shader->program, str);
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}
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resetN2UniformCache(shader);
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}
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template<typename ShaderType>
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void setN2Uniforms(const PolyParam *pp, ShaderType *shader, const rend_context& ctx)
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{
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if (pp->mvMatrix != shader->lastMvMat)
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{
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shader->lastMvMat = pp->mvMatrix;
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glUniformMatrix4fv(shader->mvMat, 1, GL_FALSE, ctx.matrices[pp->mvMatrix].mat);
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}
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if (pp->normalMatrix != shader->lastNormalMat)
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{
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shader->lastNormalMat = pp->normalMatrix;
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glUniformMatrix4fv(shader->normalMat, 1, GL_FALSE, ctx.matrices[pp->normalMatrix].mat);
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}
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if (pp->projMatrix != shader->lastProjMat)
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{
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shader->lastProjMat = pp->projMatrix;
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glUniformMatrix4fv(shader->projMat, 1, GL_FALSE, ctx.matrices[pp->projMatrix].mat);
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}
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for (int i = 0; i < 2; i++)
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{
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glUniform1f(shader->glossCoef[i], pp->glossCoef[i]);
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glUniform1i(shader->envMapping[i], (int)pp->envMapping[i]);
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glUniform1i(shader->constantColor[i], (int)pp->constantColor[i]);
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}
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if (pp->lightModel != shader->lastLightModel)
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{
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shader->lastLightModel = pp->lightModel;
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const N2LightModel *const lightModel = &ctx.lightModels[pp->lightModel];
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for (int vol = 0; vol < 2; vol++)
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{
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glUniform1i(shader->ambientMaterialBase[vol], lightModel->ambientMaterialBase[vol]);
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glUniform1i(shader->ambientMaterialOffset[vol], lightModel->ambientMaterialOffset[vol]);
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glUniform4fv(shader->ambientBase[vol], 1, lightModel->ambientBase[vol]);
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glUniform4fv(shader->ambientOffset[vol], 1, lightModel->ambientOffset[vol]);
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}
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glUniform1i(shader->useBaseOver, lightModel->useBaseOver);
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glUniform1i(shader->bumpId0, lightModel->bumpId1);
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glUniform1i(shader->bumpId1, lightModel->bumpId2);
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glUniform1i(shader->lightCount, lightModel->lightCount);
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for (int i = 0; i < lightModel->lightCount; i++)
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{
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const N2Light& light = lightModel->lights[i];
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glUniform1i(shader->lights[i].parallel, light.parallel);
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glUniform4fv(shader->lights[i].color, 1, light.color);
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glUniform4fv(shader->lights[i].direction, 1, light.direction);
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glUniform4fv(shader->lights[i].position, 1, light.position);
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for (int vol = 0; vol < 2; vol++)
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{
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glUniform1i(shader->lights[i].diffuse[vol], light.diffuse[vol]);
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glUniform1i(shader->lights[i].specular[vol], light.specular[vol]);
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}
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glUniform1i(shader->lights[i].routing, light.routing);
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glUniform1i(shader->lights[i].dmode, light.dmode);
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glUniform1i(shader->lights[i].smode, light.smode);
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glUniform1i(shader->lights[i].distAttnMode, light.distAttnMode);
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glUniform1f(shader->lights[i].attnDistA, light.attnDistA);
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glUniform1f(shader->lights[i].attnDistB, light.attnDistB);
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glUniform1f(shader->lights[i].attnAngleA, light.attnAngleA);
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glUniform1f(shader->lights[i].attnAngleB, light.attnAngleB);
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}
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}
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glUniform1i(shader->bumpMapping, pp->pcw.Texture == 1 && pp->tcw.PixelFmt == PixelBumpMap);
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}
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