some work on shadows.

(still need to check opaquePolyID)
This commit is contained in:
Arisotura 2019-05-03 18:55:45 +02:00
parent 3d77087320
commit dc68842db4
1 changed files with 115 additions and 12 deletions

View File

@ -76,6 +76,10 @@ PFNGLDRAWBUFFERSPROC glDrawBuffers;
PFNGLBLENDFUNCSEPARATEIPROC glBlendFuncSeparatei;
PFNGLBLENDEQUATIONSEPARATEIPROC glBlendEquationSeparatei;
PFNGLCOLORMASKIPROC glColorMaski;
PFNGLMEMORYBARRIERPROC glMemoryBarrier;
PFNGLGETSTRINGIPROC glGetStringi;
@ -111,7 +115,7 @@ void main()
{
oColor = vec4(uColor).bgra / 31.0;
oAttr.r = uOpaquePolyID;
oAttr.g = uFogFlag;
oAttr.g = 0;
}
)";
@ -416,6 +420,7 @@ void main()
if (col.a < 30.5/31) discard;
oColor = col;
oAttr.r = (fPolygonAttr.x >> 24) & 0x3F;
}
)";
@ -429,6 +434,7 @@ void main()
if (col.a < 30.5/31) discard;
oColor = col;
oAttr.r = (fPolygonAttr.x >> 24) & 0x3F;
gl_FragDepth = fZ;
}
)";
@ -460,21 +466,62 @@ void main()
}
)";
const char* kRenderFS_ZS = R"(
const char* kRenderFS_ZSM = R"(
void main()
{
oColor = vec4(0,0,0,1);
oAttr.g = 1;
}
)";
const char* kRenderFS_WS = R"(
const char* kRenderFS_WSM = R"(
smooth in float fZ;
void main()
{
oColor = vec4(0,0,0,1);
oAttr.g = 1;
gl_FragDepth = fZ;
}
)";
const char* kRenderFS_ZS = R"(
layout(binding=2) uniform usampler2D iAttrTex;
//layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
vec4 col = FinalColor();
if (col.a < 0.5/31) discard;
if (col.a >= 30.5/31) discard;
uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
if (iAttr.y != 1) discard;
oColor = col;
}
)";
const char* kRenderFS_WS = R"(
layout(binding=2) uniform usampler2D iAttrTex;
//layout(origin_upper_left) in vec4 gl_FragCoord;
smooth in float fZ;
void main()
{
vec4 col = FinalColor();
if (col.a < 0.5/31) discard;
if (col.a >= 30.5/31) discard;
uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
if (iAttr.y != 1) discard;
oColor = col;
gl_FragDepth = fZ;
}
)";
@ -485,6 +532,7 @@ enum
RenderFlag_WBuffer = 0x01,
RenderFlag_Trans = 0x02,
RenderFlag_ShadowMask = 0x04,
RenderFlag_Shadow = 0x08,
};
@ -586,6 +634,10 @@ bool InitGLExtensions()
LOADPROC(GLBLENDFUNCSEPARATEI, glBlendFuncSeparatei);
LOADPROC(GLBLENDEQUATIONSEPARATEI, glBlendEquationSeparatei);
LOADPROC(GLCOLORMASKI, glColorMaski);
LOADPROC(GLMEMORYBARRIER, glMemoryBarrier);
LOADPROC(GLGETSTRINGI, glGetStringi);
#undef LOADPROC
@ -750,8 +802,12 @@ bool Init()
if (!BuildRenderShader(RenderFlag_Trans | RenderFlag_WBuffer,
kRenderVS_W, kRenderFS_WT)) return false;
if (!BuildRenderShader(RenderFlag_ShadowMask,
kRenderVS_Z, kRenderFS_ZS)) return false;
kRenderVS_Z, kRenderFS_ZSM)) return false;
if (!BuildRenderShader(RenderFlag_ShadowMask | RenderFlag_WBuffer,
kRenderVS_W, kRenderFS_WSM)) return false;
if (!BuildRenderShader(RenderFlag_Shadow,
kRenderVS_Z, kRenderFS_ZS)) return false;
if (!BuildRenderShader(RenderFlag_Shadow | RenderFlag_WBuffer,
kRenderVS_W, kRenderFS_WS)) return false;
@ -871,6 +927,9 @@ bool Init()
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);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]); // opaque polyID / shadow bits
return true;
}
@ -909,6 +968,8 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
if (polygon->Translucent)
{
if (polygon->IsShadow) rp->RenderKey |= 0x20000;
else rp->RenderKey |= 0x10000;
rp->RenderKey |= (polygon->Attr >> 10) & 0x2; // bit11 - depth write
rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
}
@ -918,6 +979,10 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
rp->RenderKey |= 0x2;
}
}
else
{
rp->RenderKey |= 0x30000;
}
}
void BuildPolygons(RendererPolygon* polygons, int npolys)
@ -1029,6 +1094,8 @@ void RenderFrame()
}
glDisable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_TRUE, GL_TRUE, GL_FALSE, GL_FALSE);
// clear buffers
// TODO: clear bitmap
@ -1064,6 +1131,8 @@ void RenderFrame()
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
glColorMaski(1, GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
if (RenderNumPolygons)
{
// render shit here
@ -1106,10 +1175,12 @@ void RenderFrame()
u16* iptr;
u32 curkey;
bool lastwasshadow;
bool lastwasshadow;bool darp;
//printf("morp %08X\n", RenderClearAttr1);
if (firsttrans > -1)
{
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (PolygonList[firsttrans].PolyData->IsShadow) printf("!! GLORG!!! %08X\n", PolygonList[firsttrans].PolyData->Attr);
// 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
@ -1166,11 +1237,12 @@ void RenderFrame()
iptr = PolygonList[firsttrans].Indices;
curkey = 0xFFFFFFFF;
lastwasshadow = false;
lastwasshadow = false; darp = false;
for (int i = firsttrans; i < npolys; i++)
{
RendererPolygon* rp = &PolygonList[i];
//printf("PASS 3 POLYGON %i: ATTR %08X (%d) | KEY %08X\n", i, rp->PolyData->Attr, (rp->PolyData->Attr>>4)&0x3, rp->RenderKey);
if (rp->RenderKey != curkey)
{
u16* endptr = rp->Indices;
@ -1184,28 +1256,57 @@ void RenderFrame()
if (rp->PolyData->IsShadowMask)
{
if (!lastwasshadow)
//printf("beginning shadowmask batch: %d, %d\n", lastwasshadow, darp);
/*if (!lastwasshadow)
{
//glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
glDisable(GL_BLEND);
UseRenderShader(flags | RenderFlag_ShadowMask);
// shadow bits are set where the depth test fails
// sure enough, if GL_LESS fails, the opposite function would pass
glDepthFunc(GL_GEQUAL);
//glStencilFunc(GL_ALWAYS, 0x80, 0x80);
//glStencilOp(GL_REPLACE, GL_REPLACE, GL_KEEP);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
lastwasshadow = true;
}
}*/
glDisable(GL_BLEND);
UseRenderShader(flags | RenderFlag_ShadowMask);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glDepthFunc(GL_GEQUAL);
glStencilFunc(GL_ALWAYS,0,0);
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
lastwasshadow=true;
darp = false;
}
else
{
if (rp->PolyData->IsShadow) glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
//if (rp->PolyData->IsShadow) printf("beginning shadow batch: %d, %d\n", lastwasshadow, darp);
if (rp->PolyData->IsShadow)
UseRenderShader(flags | RenderFlag_Shadow);
else
UseRenderShader(flags | RenderFlag_Trans);
if (lastwasshadow)
{
glEnable(GL_BLEND);
UseRenderShader(flags | RenderFlag_Trans);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
lastwasshadow = false;
}
@ -1221,6 +1322,8 @@ void RenderFrame()
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
darp = rp->PolyData->IsShadow;
}
}
}