beginning work on transparency support.

floats suck.
depth/stencil textures suck.
the world sucks.
burn it down.

r e v o l u t i o n

in the meantime getting this shit working wouldn't be too bad tho.
This commit is contained in:
Arisotura 2019-05-02 04:16:48 +02:00
parent 4a776f5d5b
commit 1e29e1242d
1 changed files with 118 additions and 12 deletions

View File

@ -98,7 +98,7 @@ out vec4 oColor;
void main()
{
oColor = vec4(uColor).bgra / 255.0;
oColor = vec4(uColor).bgra / 31.0;
}
)";
@ -327,7 +327,7 @@ vec4 TextureLookup()
vec4 FinalColor()
{
vec4 col;
vec4 vcol = vec4(fColor.rgb,1.0);
vec4 vcol = fColor;
// TODO: also check DISPCNT
if (((fPolygonAttr.y >> 26) & 0x7) == 0)
@ -342,7 +342,7 @@ vec4 FinalColor()
col = vcol * tcol;
}
return col.bgra * vec4(63.0/255.0, 63.0/255.0, 63.0/255.0, 31.0/255.0);
return col.bgra;
}
)";
@ -399,7 +399,7 @@ const char* kRenderFS_ZO = R"(
void main()
{
vec4 col = FinalColor();
if (col.a < 31.0/255.0) discard;
if (col.a < 30.5/31) discard;
oColor = col;
}
@ -412,7 +412,7 @@ smooth in float fZ;
void main()
{
vec4 col = FinalColor();
if (col.a < 31.0/255.0) discard;
if (col.a < 30.5/31) discard;
oColor = col;
gl_FragDepth = fZ;
@ -424,7 +424,8 @@ const char* kRenderFS_ZT = R"(
void main()
{
vec4 col = FinalColor();
if (col.a > 30.0/255.0) discard;
if (col.a < 0.5/31) discard;
if (col.a >= 30.5/31) discard;
oColor = col;
}
@ -437,7 +438,8 @@ smooth in float fZ;
void main()
{
vec4 col = FinalColor();
if (col.a > 30.0/255.0) discard;
if (col.a < 0.5/31) discard;
if (col.a >= 30.5/31) discard;
oColor = col;
gl_FragDepth = fZ;
@ -688,6 +690,10 @@ bool Init()
}*/
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// TODO: make configurable (hires, etc)
@ -758,7 +764,7 @@ bool Init()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
glGenTextures(1, &FramebufferTex[1]);
/*glGenTextures(1, &FramebufferTex[1]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@ -774,7 +780,16 @@ 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_STENCIL_INDEX, 256, 192, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture(GL_FRAMEBUFFER, GL_STENCIL_INDEX, FramebufferTex[2], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, FramebufferTex[2], 0);*/
glGenTextures(1, &FramebufferTex[1]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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_DEPTH24_STENCIL8, 256, 192, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); printf("%04X\n", glGetError());
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[1], 0);printf("%04X\n", glGetError());
glGenBuffers(1, &PixelbufferID);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
@ -956,8 +971,12 @@ void RenderFrame()
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
}
glDisable(GL_BLEND);
// clear buffers
// TODO: clear bitmap
// TODO: check whether 'clear polygon ID' affects translucent polyID
// (for example when alpha is 1..30)
{
glUseProgram(ClearShaderPlain[2]);
glDepthFunc(GL_ALWAYS);
@ -969,9 +988,20 @@ void RenderFrame()
u32 a = (RenderClearAttr1 >> 16) & 0x1F;
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
if (r) r = r*2 + 1;
if (a == 0)
{
glStencilFunc(GL_ALWAYS, 0x80, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
}
else
{
glStencilFunc(GL_ALWAYS, 0, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
}
/*if (r) r = r*2 + 1;
if (g) g = g*2 + 1;
if (b) b = b*2 + 1;
if (b) b = b*2 + 1;*/
glUniform4ui(0, r, g, b, a);
glUniform1ui(1, z);
@ -988,10 +1018,16 @@ void RenderFrame()
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
int npolys = 0;
int firsttrans = -1;
for (int i = 0; i < RenderNumPolygons; i++)
{
if (RenderPolygonRAM[i]->Degenerate) continue;
SetupPolygon(&PolygonList[npolys++], RenderPolygonRAM[i]);
SetupPolygon(&PolygonList[npolys], RenderPolygonRAM[i]);
if (firsttrans < 0 && RenderPolygonRAM[i]->Translucent)
firsttrans = npolys;
npolys++;
}
BuildPolygons(&PolygonList[0], npolys);
@ -1005,8 +1041,69 @@ void RenderFrame()
// zorp
glDepthFunc(GL_LESS);
glStencilFunc(GL_ALWAYS, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glBindVertexArray(VertexArrayID);
glDrawElements(GL_TRIANGLES, NumTriangles*3, GL_UNSIGNED_SHORT, IndexBuffer);
// pass 2: if needed, render translucent pixels that are against background pixels
glEnable(GL_BLEND);
UseRenderShader(flags | RenderFlag_Trans);
u16* iptr;
u32 curkey;
/*if ((RenderClearAttr1 & 0x001F0000) == 0)
{
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
//
}*/
// pass 3: translucent pixels
if (firsttrans > -1)
{
iptr = PolygonList[firsttrans].Indices;
curkey = 0xFFFFFFFF;
for (int i = firsttrans; i < npolys; 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
// zorp
glDepthFunc(GL_LESS);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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);
}
}
}
@ -1051,6 +1148,15 @@ void RequestLine(int line)
if (data) memcpy(&Framebuffer[4*256*144], data, 4*256*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}*/
u32* ptr = (u32*)&Framebuffer[256*4 * line];
for (int i = 0; i < 256; i++)
{
u32 rgb = *ptr & 0x00FCFCFC;
u32 a = *ptr & 0xF8000000;
*ptr++ = (rgb >> 2) | (a >> 3);
}
}
u32* GetLine(int line)