flycast/core/rend/gles/naomi2.h

171 lines
7.5 KiB
C++

/*
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 <https://www.gnu.org/licenses/>.
*/
#pragma once
#include "gles.h"
class N2VertexSource : public OpenGlSource
{
public:
N2VertexSource(bool gouraud, bool geometryOnly, bool texture);
};
template<typename ShaderType>
void resetN2UniformCache(ShaderType *shader)
{
shader->lastMvMat = -1;
shader->lastProjMat = -1;
shader->lastLightModel = -1;
shader->lastNormalMat = -1;
}
template<typename ShaderType>
void initN2Uniforms(ShaderType *shader)
{
shader->mvMat = glGetUniformLocation(shader->program, "mvMat");
shader->normalMat = glGetUniformLocation(shader->program, "normalMat");
shader->projMat = glGetUniformLocation(shader->program, "projMat");
shader->glossCoef[0] = glGetUniformLocation(shader->program, "glossCoef[0]");
shader->glossCoef[1] = glGetUniformLocation(shader->program, "glossCoef[1]");
shader->envMapping[0] = glGetUniformLocation(shader->program, "envMapping[0]");
shader->envMapping[1] = glGetUniformLocation(shader->program, "envMapping[1]");
shader->bumpMapping = glGetUniformLocation(shader->program, "bumpMapping");
shader->constantColor[0] = glGetUniformLocation(shader->program, "constantColor[0]");
shader->constantColor[1] = glGetUniformLocation(shader->program, "constantColor[1]");
// Lights
shader->lightCount = glGetUniformLocation(shader->program, "lightCount");
shader->ambientBase[0] = glGetUniformLocation(shader->program, "ambientBase[0]");
shader->ambientBase[1] = glGetUniformLocation(shader->program, "ambientBase[1]");
shader->ambientOffset[0] = glGetUniformLocation(shader->program, "ambientOffset[0]");
shader->ambientOffset[1] = glGetUniformLocation(shader->program, "ambientOffset[1]");
shader->ambientMaterialBase[0] = glGetUniformLocation(shader->program, "ambientMaterialBase[0]");
shader->ambientMaterialBase[1] = glGetUniformLocation(shader->program, "ambientMaterialBase[1]");
shader->ambientMaterialOffset[0] = glGetUniformLocation(shader->program, "ambientMaterialOffset[0]");
shader->ambientMaterialOffset[1] = glGetUniformLocation(shader->program, "ambientMaterialOffset[1]");
shader->useBaseOver = glGetUniformLocation(shader->program, "useBaseOver");
shader->bumpId0 = glGetUniformLocation(shader->program, "bumpId0");
shader->bumpId1 = glGetUniformLocation(shader->program, "bumpId1");
for (u32 i = 0; i < std::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[0]", i);
shader->lights[i].diffuse[0] = glGetUniformLocation(shader->program, str);
sprintf(str, "lights[%d].diffuse[1]", i);
shader->lights[i].diffuse[1] = glGetUniformLocation(shader->program, str);
sprintf(str, "lights[%d].specular[0]", i);
shader->lights[i].specular[0] = glGetUniformLocation(shader->program, str);
sprintf(str, "lights[%d].specular[1]", i);
shader->lights[i].specular[1] = 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<typename ShaderType>
void setN2Uniforms(const PolyParam *pp, ShaderType *shader, const rend_context& ctx)
{
if (pp->mvMatrix != shader->lastMvMat)
{
shader->lastMvMat = pp->mvMatrix;
glUniformMatrix4fv(shader->mvMat, 1, GL_FALSE, ctx.matrices[pp->mvMatrix].mat);
}
if (pp->normalMatrix != shader->lastNormalMat)
{
shader->lastNormalMat = pp->normalMatrix;
glUniformMatrix4fv(shader->normalMat, 1, GL_FALSE, ctx.matrices[pp->normalMatrix].mat);
}
if (pp->projMatrix != shader->lastProjMat)
{
shader->lastProjMat = pp->projMatrix;
glUniformMatrix4fv(shader->projMat, 1, GL_FALSE, ctx.matrices[pp->projMatrix].mat);
}
for (int i = 0; i < 2; i++)
{
glUniform1f(shader->glossCoef[i], pp->glossCoef[i]);
glUniform1i(shader->envMapping[i], (int)pp->envMapping[i]);
glUniform1i(shader->constantColor[i], (int)pp->constantColor[i]);
}
if (pp->lightModel != shader->lastLightModel)
{
shader->lastLightModel = pp->lightModel;
const N2LightModel *const lightModel = &ctx.lightModels[pp->lightModel];
for (int vol = 0; vol < 2; vol++)
{
glUniform1i(shader->ambientMaterialBase[vol], lightModel->ambientMaterialBase[vol]);
glUniform1i(shader->ambientMaterialOffset[vol], lightModel->ambientMaterialOffset[vol]);
glUniform4fv(shader->ambientBase[vol], 1, lightModel->ambientBase[vol]);
glUniform4fv(shader->ambientOffset[vol], 1, lightModel->ambientOffset[vol]);
}
glUniform1i(shader->useBaseOver, lightModel->useBaseOver);
glUniform1i(shader->bumpId0, lightModel->bumpId1);
glUniform1i(shader->bumpId1, lightModel->bumpId2);
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);
for (int vol = 0; vol < 2; vol++)
{
glUniform1i(shader->lights[i].diffuse[vol], light.diffuse[vol]);
glUniform1i(shader->lights[i].specular[vol], light.specular[vol]);
}
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);
}
}
glUniform1i(shader->bumpMapping, pp->pcw.Texture == 1 && pp->tcw.PixelFmt == PixelBumpMap);
}