add remaining texture types

This commit is contained in:
Arisotura 2019-04-29 18:47:32 +02:00
parent e7be82430b
commit 41e7af8412
1 changed files with 83 additions and 5 deletions

View File

@ -102,6 +102,10 @@ vec4 TextureLookup()
uint attr = fPolygonAttr.y;
uint paladdr = fPolygonAttr.z;
float alpha0;
if ((attr & (1<<29)) != 0) alpha0 = 0.0;
else alpha0 = 1.0;
int tw = 8 << int((attr >> 20) & 0x7);
int th = 8 << int((attr >> 23) & 0x7);
@ -139,7 +143,45 @@ vec4 TextureLookup()
st.y = clamp(st.y, 0, th-1);
uint type = (attr >> 26) & 0x7;
if (type == 4)
if (type == 1)
{
vramaddr += ((st.y * tw) + st.x);
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
pixel.a = (pixel.r & 0xE0);
pixel.a = (pixel.a >> 3) + (pixel.a >> 6);
pixel.r &= 0x1F;
paladdr = (paladdr << 3) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, float(pixel.a)/31.0);
}
else if (type == 2)
{
vramaddr += ((st.y * tw) + st.x) >> 2;
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
pixel.r >>= (2 * (st.x & 3));
pixel.r &= 0x03;
paladdr = (paladdr << 2) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, step(1,pixel.r)*alpha0);
}
else if (type == 3)
{
vramaddr += ((st.y * tw) + st.x) >> 1;
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
if ((st.x & 1) != 0) pixel.r >>= 4;
else pixel.r &= 0x0F;
paladdr = (paladdr << 3) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, step(1,pixel.r)*alpha0);
}
else if (type == 4)
{
vramaddr += ((st.y * tw) + st.x);
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
@ -147,7 +189,7 @@ vec4 TextureLookup()
paladdr = (paladdr << 3) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, 1);
return vec4(color.rgb, step(1,pixel.r)*alpha0);
}
else if (type == 5)
{
@ -223,17 +265,53 @@ vec4 TextureLookup()
}
}
}
else if (type == 6)
{
vramaddr += ((st.y * tw) + st.x);
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
return vec4(0,0,1,1);
pixel.a = (pixel.r & 0xF8) >> 3;
pixel.r &= 0x07;
paladdr = (paladdr << 3) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, float(pixel.a)/31.0);
}
else
{
vramaddr += ((st.y * tw) + st.x) << 1;
uvec4 pixelL = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
vramaddr++;
uvec4 pixelH = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
vec4 color;
color.r = float(pixelL.r & 0x1F) / 31.0;
color.g = float((pixelL.r >> 5) | ((pixelH.r & 0x03) << 3)) / 31.0;
color.b = float((pixelH.r & 0x7C) >> 2) / 31.0;
color.a = float(pixelH.r >> 7);
return color;
}
}
vec4 FinalColor()
{
vec4 col;
vec4 vcol = vec4(fColor.rgb,1.0);
vec4 tcol = TextureLookup();
col = vcol * tcol;
// TODO: also check DISPCNT
if (((fPolygonAttr.y >> 26) & 0x7) == 0)
{
// no texture
col = vcol;
}
else
{
vec4 tcol = TextureLookup();
col = vcol * tcol;
}
return col.bgra * vec4(63.0/255.0, 63.0/255.0, 63.0/255.0, 31.0/255.0);
}