fix shadow bugs

bahaahah
This commit is contained in:
Arisotura 2019-05-25 01:55:44 +02:00
parent 8a63c76f4f
commit 182e123598
2 changed files with 166 additions and 148 deletions

View File

@ -45,6 +45,7 @@ enum
GLuint ClearShaderPlain[3];
GLuint RenderShader[16][3];
GLuint CurShaderID = -1;
struct
{
@ -61,6 +62,7 @@ typedef struct
{
Polygon* PolyData;
u32 NumIndices;
u16* Indices;
u32 RenderKey;
@ -158,7 +160,9 @@ bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
void UseRenderShader(u32 flags)
{
if (CurShaderID == flags) return;
glUseProgram(RenderShader[flags][2]);
CurShaderID = flags;
}
void SetupDefaultTexParams(GLuint tex)
@ -311,10 +315,7 @@ bool Init()
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
glEnable(GL_BLEND);
// TODO: these are said to require GL 4.0; use the regular ones instead?
glBlendFuncSeparatei(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
glBlendEquationSeparatei(0, GL_FUNC_ADD, GL_MAX);
glBlendFuncSeparatei(1, GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
glGenBuffers(1, &PixelbufferID);
@ -335,7 +336,7 @@ bool Init()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
printf("init done. %04X\n", glGetError());
return true;
}
@ -486,6 +487,8 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
if (poly->FacingView) vtxattr |= (1<<8);
if (poly->WBuffer) vtxattr |= (1<<9);
rp->NumIndices = 0;
// assemble vertices
for (int j = 0; j < poly->NumVertices; j++)
{
@ -531,6 +534,7 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
*iptr++ = vidx - 1;
*iptr++ = vidx;
numtriangles++;
rp->NumIndices += 3;
}
vidx++;
@ -541,14 +545,38 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
NumVertices = vidx;
}
void RenderSinglePolygon(int i)
{
RendererPolygon* rp = &PolygonList[i];
glDrawElements(GL_TRIANGLES, rp->NumIndices, GL_UNSIGNED_SHORT, rp->Indices);
}
int RenderPolygonBatch(int i)
{
RendererPolygon* rp = &PolygonList[i];
u32 key = rp->RenderKey;
int numpolys = 0;
u32 numindices = 0;
for (int iend = i; iend < NumFinalPolys; iend++)
{
RendererPolygon* cur_rp = &PolygonList[iend];
if (cur_rp->RenderKey != key) break;
numpolys++;
numindices += cur_rp->NumIndices;
}
glDrawElements(GL_TRIANGLES, numindices, GL_UNSIGNED_SHORT, rp->Indices);
return numpolys;
}
void RenderSceneChunk(int y, int h)
{
u32 flags = 0;
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
u16* iptr;
u32 curkey;
if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor);
// pass 1: opaque pixels
@ -562,37 +590,21 @@ void RenderSceneChunk(int y, int h)
glBindVertexArray(VertexArrayID);
iptr = PolygonList[0].Indices;
curkey = 0xFFFFFFFF;
for (int i = 0; i < NumFinalPolys; i++)
for (int i = 0; i < NumFinalPolys; )
{
RendererPolygon* rp = &PolygonList[i];
if (rp->RenderKey != curkey)
{
u16* endptr = rp->Indices;
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
iptr = rp->Indices;
curkey = rp->RenderKey;
// zorp
glDepthFunc(GL_LESS);
// zorp
glDepthFunc(GL_LESS);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
glStencilFunc(GL_ALWAYS, polyid, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
glStencilFunc(GL_ALWAYS, polyid, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
}
}
{
u16* endptr = &IndexBuffer[NumTriangles*3];
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
i += RenderPolygonBatch(i);
}
glEnable(GL_BLEND);
@ -602,78 +614,16 @@ void RenderSceneChunk(int y, int h)
{
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (PolygonList[NumOpaqueFinalPolys].PolyData->IsShadow) printf("!! GLORG!!! %08X\n", PolygonList[NumOpaqueFinalPolys].PolyData->Attr);
// pass 2: if needed, render translucent pixels that are against background pixels
// pass 2: if needed, render translucent pixels that are against background pixels
// when background alpha is zero, those need to be rendered with blending disabled
if ((RenderClearAttr1 & 0x001F0000) == 0)
{
iptr = PolygonList[NumOpaqueFinalPolys].Indices;
curkey = 0xFFFFFFFF;
glDisable(GL_BLEND);
for (int i = NumOpaqueFinalPolys; i < NumFinalPolys; i++)
for (int i = 0; i < NumFinalPolys; )
{
RendererPolygon* rp = &PolygonList[i];
if (rp->RenderKey != curkey)
{
u16* endptr = rp->Indices;
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
iptr = rp->Indices;
curkey = rp->RenderKey;
// configure new one
// shadows aren't likely to pass against the clear-plane, so
if (rp->PolyData->IsShadow) continue;
// zorp
glDepthFunc(GL_LESS);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
glStencilFunc(GL_EQUAL, 0xFF, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
glStencilMask(~(0x40|polyid)); // heheh
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
}
}
{
u16* endptr = &IndexBuffer[NumTriangles*3];
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
}
glEnable(GL_BLEND);
glStencilMask(0xFF);
}
// pass 3: translucent pixels
iptr = PolygonList[NumOpaqueFinalPolys].Indices;
curkey = 0xFFFFFFFF;
for (int i = NumOpaqueFinalPolys; i < NumFinalPolys; i++)
{
RendererPolygon* rp = &PolygonList[i];
if (rp->RenderKey != curkey)
{
u16* endptr = rp->Indices;
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
iptr = rp->Indices;
curkey = rp->RenderKey;
// configure new one
if (rp->PolyData->IsShadowMask)
{
@ -692,78 +642,141 @@ void RenderSceneChunk(int y, int h)
glDepthMask(GL_FALSE);
glDepthFunc(GL_LESS);
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilFunc(GL_EQUAL, 0xFF, 0xFE);
glStencilOp(GL_KEEP, GL_INVERT, GL_KEEP);
glStencilMask(0x01);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBindVertexArray(VertexArrayID);
i += RenderPolygonBatch(i);
}
else
else if (rp->PolyData->Translucent)
{
UseRenderShader(flags | RenderFlag_Trans);
// zorp
glDepthFunc(GL_LESS);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
// zorp
glDepthFunc(GL_LESS);
if (rp->PolyData->IsShadow)
{
glDisable(GL_BLEND);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilFunc(GL_EQUAL, polyid, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glStencilMask(0x80);
{
u16* _endptr = &IndexBuffer[NumTriangles*3];
for (int j = i; j < NumFinalPolys; j++)
{
RendererPolygon* rp = &PolygonList[j];
if (!rp->PolyData->IsShadow)
{
_endptr = rp->Indices;
break;
}
// berg.
}
u32 num = (u32)(_endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
}
// shadow against clear-plane will only pass if its polyID matches that of the clear plane
u32 clrpolyid = (RenderClearAttr1 >> 24) & 0x3F;
if (polyid != clrpolyid) { i++; continue; }
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glStencilFunc(GL_EQUAL, 0xC0|polyid, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
glStencilFunc(GL_EQUAL, 0xFE, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
glStencilMask(~(0x40|polyid)); // heheh
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
i += RenderPolygonBatch(i);
}
else
{
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glStencilFunc(GL_EQUAL, 0xFF, 0xFE);
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
glStencilMask(~(0x40|polyid)); // heheh
glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
i += RenderPolygonBatch(i);
}
}
else
i++;
}
glEnable(GL_BLEND);
glStencilMask(0xFF);
}
// pass 3: translucent pixels
for (int i = 0; i < NumFinalPolys; )
{
RendererPolygon* rp = &PolygonList[i];
if (rp->PolyData->IsShadowMask)
{
// clear shadow bits in stencil buffer
glStencilMask(0x80);
glClear(GL_STENCIL_BUFFER_BIT);
// draw actual shadow mask
UseRenderShader(flags | RenderFlag_ShadowMask);
glDisable(GL_BLEND);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glDepthFunc(GL_LESS);
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
i += RenderPolygonBatch(i);
}
else if (rp->PolyData->Translucent)
{
UseRenderShader(flags | RenderFlag_Trans);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
// zorp
glDepthFunc(GL_LESS);
if (rp->PolyData->IsShadow)
{
glDisable(GL_BLEND);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilFunc(GL_EQUAL, polyid, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glStencilMask(0x80);
RenderSinglePolygon(i);
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glStencilFunc(GL_EQUAL, 0xC0|polyid, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
RenderSinglePolygon(i);
i++;
}
else
{
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
i += RenderPolygonBatch(i);
}
}
}
{
u16* endptr = &IndexBuffer[NumTriangles*3];
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
else
i++;
}
}
@ -835,9 +848,14 @@ void RenderFrame()
if (Antialias) glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]);
else glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]);
if (RenderDispCnt & (1<<3))
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
else
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE);
glDisable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilMask(0xFF);

View File

@ -100,8 +100,8 @@
\
func(GLDRAWBUFFERS, glDrawBuffers); \
\
func(GLBLENDFUNCSEPARATEI, glBlendFuncSeparatei); \
func(GLBLENDEQUATIONSEPARATEI, glBlendEquationSeparatei); \
func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
\
func(GLCOLORMASKI, glColorMaski); \
\