i know still a lot to fix and much work to do but sometimes experiments are fun :)

for all the plugins implemented per pixel lighting, this will make games that uses lighting  a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses  and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-09-23 02:17:48 +00:00
parent 5e806eb7b2
commit e641323de2
30 changed files with 558 additions and 79 deletions

View File

@ -55,6 +55,11 @@ BEGIN_EVENT_TABLE(GFXConfigDialogDX,wxDialog)
EVT_CHECKBOX(ID_FORCEANISOTROPY, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_CHECKBOX(ID_LOADHIRESTEXTURES, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_CHECKBOX(ID_EFBSCALEDCOPY, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_CHECKBOX(ID_PIXELLIGHTING, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_CHECKBOX(ID_ANAGLYPH, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_SLIDER(ID_ANAGLYPHSEPARATION, GFXConfigDialogDX::EnhancementsSettingsChanged)
EVT_SLIDER(ID_ANAGLYPHFOCALANGLE, GFXConfigDialogDX::EnhancementsSettingsChanged)
//Advanced Tab
EVT_CHECKBOX(ID_DISABLEFOG, GFXConfigDialogDX::AdvancedSettingsChanged)
@ -133,7 +138,10 @@ void GFXConfigDialogDX::InitializeGUIValues()
m_HiresTextures->SetValue(g_Config.bHiresTextures);
m_MSAAModeCB->SetSelection(g_Config.iMultisampleMode);
m_EFBScaledCopy->SetValue(g_Config.bCopyEFBScaled);
m_Anaglyph->SetValue(g_Config.bAnaglyphStereo);
m_PixelLighting->SetValue(g_Config.bEnablePixelLigting);
m_AnaglyphSeparation->SetValue(g_Config.iAnaglyphStereoSeparation);
m_AnaglyphFocalAngle->SetValue(g_Config.iAnaglyphFocalAngle);
//Advance
m_DisableFog->SetValue(g_Config.bDisableFog);
m_OverlayFPS->SetValue(g_Config.bShowFPS);
@ -267,6 +275,12 @@ void GFXConfigDialogDX::CreateGUIControls()
wxStaticBoxSizer* sbEFBHacks;
sbEFBHacks = new wxStaticBoxSizer( new wxStaticBox( m_PageEnhancements, wxID_ANY, wxT("EFB hacks") ), wxVERTICAL );
m_EFBScaledCopy = new wxCheckBox( m_PageEnhancements, ID_EFBSCALEDCOPY, wxT("EFB scaled copy"), wxDefaultPosition, wxDefaultSize, 0 );
m_Anaglyph = new wxCheckBox( m_PageEnhancements, ID_ANAGLYPH, wxT("Enable Anaglyph Stereo"), wxDefaultPosition, wxDefaultSize, 0 );
m_PixelLighting = new wxCheckBox( m_PageEnhancements, ID_PIXELLIGHTING, wxT("Enable Pixel Lighting"), wxDefaultPosition, wxDefaultSize, 0 );
m_AnaglyphSeparation = new wxSlider( m_PageEnhancements, ID_ANAGLYPHSEPARATION,2000,1,10000, wxDefaultPosition, wxDefaultSize, wxHORIZONTAL,wxDefaultValidator, wxT("Stereo separation") );
m_AnaglyphFocalAngle = new wxSlider( m_PageEnhancements, ID_ANAGLYPHFOCALANGLE,0,-1000,1000, wxDefaultPosition, wxDefaultSize, wxHORIZONTAL,wxDefaultValidator, wxT("Stereo Focal Angle") );
m_AnaglyphSeparationText = new wxStaticText( m_PageEnhancements, wxID_ANY, wxT("Stereo Separation:"), wxDefaultPosition, wxDefaultSize, 0 );
m_AnaglyphFocalAngleText= new wxStaticText( m_PageEnhancements, wxID_ANY, wxT("Focal Angle:"), wxDefaultPosition, wxDefaultSize, 0 );
// Sizers
wxBoxSizer* sEnhancements;
@ -289,6 +303,21 @@ void GFXConfigDialogDX::CreateGUIControls()
sbEFBHacks->Add( sEFBHacks, 1, wxEXPAND, 5 );
sEnhancements->Add( sbEFBHacks, 0, wxEXPAND|wxALL, 5 );
wxStaticBoxSizer* sbImprovements;
sbImprovements = new wxStaticBoxSizer( new wxStaticBox( m_PageEnhancements, wxID_ANY, wxT("Improvements") ), wxVERTICAL );
wxGridBagSizer* sImprovements;
sImprovements = new wxGridBagSizer( 0, 0 );
sImprovements->SetFlexibleDirection( wxBOTH );
sImprovements->SetNonFlexibleGrowMode( wxFLEX_GROWMODE_SPECIFIED );
sImprovements->Add( m_Anaglyph, wxGBPosition( 0, 0 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_AnaglyphSeparationText, wxGBPosition( 1, 0 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_AnaglyphFocalAngleText, wxGBPosition( 1, 1 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_AnaglyphSeparation, wxGBPosition( 2, 0 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_AnaglyphFocalAngle, wxGBPosition( 2, 1 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sImprovements->Add( m_PixelLighting, wxGBPosition( 3, 0 ), wxGBSpan( 1, 1 ), wxALL, 5 );
sbImprovements->Add( sImprovements, 1, wxEXPAND, 5 );
sEnhancements->Add( sbImprovements, 0, wxEXPAND|wxALL, 5 );
m_PageEnhancements->SetSizer( sEnhancements );
m_PageEnhancements->Layout();
sEnhancements->Fit( m_PageEnhancements );
@ -447,7 +476,19 @@ void GFXConfigDialogDX::EnhancementsSettingsChanged(wxCommandEvent& event)
g_Config.bHiresTextures = m_HiresTextures->IsChecked();
break;
case ID_EFBSCALEDCOPY:
g_Config.bCopyEFBScaled = m_EFBScaledCopy->IsChecked();
g_Config.bCopyEFBScaled = m_EFBScaledCopy->IsChecked();
break;
case ID_PIXELLIGHTING:
g_Config.bEnablePixelLigting = m_PixelLighting->IsChecked();
break;
case ID_ANAGLYPH:
g_Config.bAnaglyphStereo = m_Anaglyph->IsChecked();
break;
case ID_ANAGLYPHSEPARATION:
g_Config.iAnaglyphStereoSeparation = m_AnaglyphSeparation->GetValue();
break;
case ID_ANAGLYPHFOCALANGLE:
g_Config.iAnaglyphFocalAngle = m_AnaglyphFocalAngle->GetValue();
break;
}
UpdateGUI();

View File

@ -106,7 +106,12 @@ class GFXConfigDialogDX : public wxDialog
wxCheckBox *m_MaxAnisotropy;
wxCheckBox *m_HiresTextures;
wxCheckBox *m_EFBScaledCopy;
wxCheckBox *m_Anaglyph;
wxCheckBox *m_PixelLighting;
wxStaticText* m_AnaglyphSeparationText;
wxSlider *m_AnaglyphSeparation;
wxStaticText* m_AnaglyphFocalAngleText;
wxSlider *m_AnaglyphFocalAngle;
//Advanced Tab
wxCheckBox *m_DisableFog;
wxCheckBox *m_OverlayFPS;
@ -173,7 +178,11 @@ class GFXConfigDialogDX : public wxDialog
ID_ABOUT,
ID_DIRERCT3D,
ID_PAGEENHANCEMENTS,
ID_PAGEADVANCED
ID_PAGEADVANCED,
ID_PIXELLIGHTING,
ID_ANAGLYPH,
ID_ANAGLYPHSEPARATION,
ID_ANAGLYPHFOCALANGLE,
};
void InitializeAdapters();
void OnClose(wxCloseEvent& event);

View File

@ -274,7 +274,7 @@ void PixelShaderCache::Shutdown()
unique_shaders.clear();
}
bool PixelShaderCache::SetShader(bool dstAlpha)
bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlpha);
@ -312,7 +312,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
}
// OK, need to generate and compile it.
const char *code = GeneratePixelShaderCode(dstAlpha, API_D3D9);
const char *code = GeneratePixelShaderCode(dstAlpha, API_D3D9,components);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);

View File

@ -60,7 +60,7 @@ private:
public:
static void Init();
static void Shutdown();
static bool SetShader(bool dstAlpha);
static bool SetShader(bool dstAlpha, u32 componets);
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);

View File

@ -977,7 +977,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
}
}
static bool RightFrame = false;
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
{
@ -1000,6 +1000,25 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
Renderer::ResetAPIState();
if(g_ActiveConfig.bAnaglyphStereo)
{
if(RightFrame)
{
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN);
VertexShaderManager::ResetView();
VertexShaderManager::TranslateView(-0.001f * g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
VertexShaderManager::RotateView(-0.0001 *g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
RightFrame = false;
}
else
{
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
VertexShaderManager::ResetView();
VertexShaderManager::TranslateView(0.001f *g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
VertexShaderManager::RotateView(0.0001 * g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
RightFrame = true;
}
}
// Set the backbuffer as the rendering target
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
@ -1014,7 +1033,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
D3D::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
int X = dst_rect.left;
int Y = dst_rect.top;
@ -1102,6 +1122,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
if(g_ActiveConfig.bAnaglyphStereo)
{
DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
vp.X = 0;
vp.Y = 0;
vp.Width = s_backbuffer_width;

View File

@ -274,7 +274,7 @@ void Flush()
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(false))
if (!PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
@ -294,7 +294,7 @@ void Flush()
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(true))
if (!PixelShaderCache::SetShader(true,g_nativeVertexFmt->m_components))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
@ -304,7 +304,6 @@ void Flush()
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
Draw(stride);
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
}