melonDS/src/GPU3D_OpenGL.cpp

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/*
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Copyright 2016-2020 Arisotura
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#include <stdio.h>
#include <string.h>
#include "NDS.h"
#include "GPU.h"
#include "Config.h"
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#include "OpenGLSupport.h"
#include "GPU3D_OpenGL_shaders.h"
namespace GPU3D
{
namespace GLRenderer
{
using namespace OpenGL;
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// GL version requirements
// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
// * UBO: 3.1
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enum
{
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RenderFlag_WBuffer = 0x01,
RenderFlag_Trans = 0x02,
RenderFlag_ShadowMask = 0x04,
RenderFlag_Edge = 0x08,
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};
GLuint ClearShaderPlain[3];
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GLuint RenderShader[16][3];
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GLuint CurShaderID = -1;
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GLuint FinalPassEdgeShader[3];
GLuint FinalPassFogShader[3];
struct
{
float uScreenSize[2];
u32 uDispCnt;
u32 __pad0;
float uToonColors[32][4];
float uEdgeColors[8][4];
float uFogColor[4];
float uFogDensity[34][4];
u32 uFogOffset;
u32 uFogShift;
} ShaderConfig;
GLuint ShaderConfigUBO;
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typedef struct
{
Polygon* PolyData;
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u32 NumIndices;
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u16* Indices;
GLuint PrimType;
u32 NumEdgeIndices;
u16* EdgeIndices;
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u32 RenderKey;
} RendererPolygon;
RendererPolygon PolygonList[2048];
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int NumFinalPolys, NumOpaqueFinalPolys;
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GLuint ClearVertexBufferID, ClearVertexArrayID;
GLint ClearUniformLoc[4];
// vertex buffer
// * XYZW: 4x16bit
// * RGBA: 4x8bit
// * ST: 2x16bit
// * polygon data: 3x32bit (polygon/texture attributes)
//
// polygon attributes:
// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
// * bit16-20: Z shift
// * bit8: front-facing (?)
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// * bit9: W-buffering (?)
GLuint VertexBufferID;
u32 VertexBuffer[10240 * 7];
u32 NumVertices;
GLuint VertexArrayID;
u16 IndexBuffer[2048 * 40];
GLuint TexMemID;
GLuint TexPalMemID;
int ScaleFactor;
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bool Antialias;
int ScreenW, ScreenH;
GLuint FramebufferTex[8];
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int FrontBuffer;
GLuint FramebufferID[4], PixelbufferID;
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u32 Framebuffer[256*192];
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bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
{
char shadername[32];
sprintf(shadername, "RenderShader%02X", flags);
int headerlen = strlen(kShaderHeader);
int vslen = strlen(vs);
int vsclen = strlen(kRenderVSCommon);
char* vsbuf = new char[headerlen + vsclen + vslen + 1];
strcpy(&vsbuf[0], kShaderHeader);
strcpy(&vsbuf[headerlen], kRenderVSCommon);
strcpy(&vsbuf[headerlen + vsclen], vs);
int fslen = strlen(fs);
int fsclen = strlen(kRenderFSCommon);
char* fsbuf = new char[headerlen + fsclen + fslen + 1];
strcpy(&fsbuf[0], kShaderHeader);
strcpy(&fsbuf[headerlen], kRenderFSCommon);
strcpy(&fsbuf[headerlen + fsclen], fs);
bool ret = OpenGL::BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername);
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delete[] vsbuf;
delete[] fsbuf;
if (!ret) return false;
GLuint prog = RenderShader[flags][2];
glBindAttribLocation(prog, 0, "vPosition");
glBindAttribLocation(prog, 1, "vColor");
glBindAttribLocation(prog, 2, "vTexcoord");
glBindAttribLocation(prog, 3, "vPolygonAttr");
glBindFragDataLocation(prog, 0, "oColor");
glBindFragDataLocation(prog, 1, "oAttr");
if (!OpenGL::LinkShaderProgram(RenderShader[flags]))
return false;
GLint uni_id = glGetUniformBlockIndex(prog, "uConfig");
glUniformBlockBinding(prog, uni_id, 0);
glUseProgram(prog);
uni_id = glGetUniformLocation(prog, "TexMem");
glUniform1i(uni_id, 0);
uni_id = glGetUniformLocation(prog, "TexPalMem");
glUniform1i(uni_id, 1);
return true;
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}
void UseRenderShader(u32 flags)
{
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if (CurShaderID == flags) return;
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glUseProgram(RenderShader[flags][2]);
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CurShaderID = flags;
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}
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void SetupDefaultTexParams(GLuint tex)
{
glBindTexture(GL_TEXTURE_2D, tex);
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);
}
bool Init()
{
GLint uni_id;
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glDepthRange(0, 1);
glClearDepth(1.0);
if (!OpenGL::BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader"))
return false;
glBindAttribLocation(ClearShaderPlain[2], 0, "vPosition");
glBindFragDataLocation(ClearShaderPlain[2], 0, "oColor");
glBindFragDataLocation(ClearShaderPlain[2], 1, "oAttr");
if (!OpenGL::LinkShaderProgram(ClearShaderPlain))
return false;
ClearUniformLoc[0] = glGetUniformLocation(ClearShaderPlain[2], "uColor");
ClearUniformLoc[1] = glGetUniformLocation(ClearShaderPlain[2], "uDepth");
ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyID");
ClearUniformLoc[3] = glGetUniformLocation(ClearShaderPlain[2], "uFogFlag");
memset(RenderShader, 0, sizeof(RenderShader));
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if (!BuildRenderShader(0,
kRenderVS_Z, kRenderFS_ZO)) return false;
if (!BuildRenderShader(RenderFlag_WBuffer,
kRenderVS_W, kRenderFS_WO)) return false;
if (!BuildRenderShader(RenderFlag_Edge,
kRenderVS_Z, kRenderFS_ZE)) return false;
if (!BuildRenderShader(RenderFlag_Edge | RenderFlag_WBuffer,
kRenderVS_W, kRenderFS_WE)) return false;
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if (!BuildRenderShader(RenderFlag_Trans,
kRenderVS_Z, kRenderFS_ZT)) return false;
if (!BuildRenderShader(RenderFlag_Trans | RenderFlag_WBuffer,
kRenderVS_W, kRenderFS_WT)) return false;
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if (!BuildRenderShader(RenderFlag_ShadowMask,
kRenderVS_Z, kRenderFS_ZSM)) return false;
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if (!BuildRenderShader(RenderFlag_ShadowMask | RenderFlag_WBuffer,
kRenderVS_W, kRenderFS_WSM)) return false;
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if (!OpenGL::BuildShaderProgram(kFinalPassVS, kFinalPassEdgeFS, FinalPassEdgeShader, "FinalPassEdgeShader"))
return false;
if (!OpenGL::BuildShaderProgram(kFinalPassVS, kFinalPassFogFS, FinalPassFogShader, "FinalPassFogShader"))
return false;
glBindAttribLocation(FinalPassEdgeShader[2], 0, "vPosition");
glBindFragDataLocation(FinalPassEdgeShader[2], 0, "oColor");
if (!OpenGL::LinkShaderProgram(FinalPassEdgeShader))
return false;
uni_id = glGetUniformBlockIndex(FinalPassEdgeShader[2], "uConfig");
glUniformBlockBinding(FinalPassEdgeShader[2], uni_id, 0);
glUseProgram(FinalPassEdgeShader[2]);
uni_id = glGetUniformLocation(FinalPassEdgeShader[2], "DepthBuffer");
glUniform1i(uni_id, 0);
uni_id = glGetUniformLocation(FinalPassEdgeShader[2], "AttrBuffer");
glUniform1i(uni_id, 1);
glBindAttribLocation(FinalPassFogShader[2], 0, "vPosition");
glBindFragDataLocation(FinalPassFogShader[2], 0, "oColor");
if (!OpenGL::LinkShaderProgram(FinalPassFogShader))
return false;
uni_id = glGetUniformBlockIndex(FinalPassFogShader[2], "uConfig");
glUniformBlockBinding(FinalPassFogShader[2], uni_id, 0);
glUseProgram(FinalPassFogShader[2]);
uni_id = glGetUniformLocation(FinalPassFogShader[2], "DepthBuffer");
glUniform1i(uni_id, 0);
uni_id = glGetUniformLocation(FinalPassFogShader[2], "AttrBuffer");
glUniform1i(uni_id, 1);
memset(&ShaderConfig, 0, sizeof(ShaderConfig));
glGenBuffers(1, &ShaderConfigUBO);
glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(ShaderConfig), &ShaderConfig, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, ShaderConfigUBO);
float clearvtx[6*2] =
{
-1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0
};
glGenBuffers(1, &ClearVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(clearvtx), clearvtx, GL_STATIC_DRAW);
glGenVertexArrays(1, &ClearVertexArrayID);
glBindVertexArray(ClearVertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));
glGenBuffers(1, &VertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBuffer), NULL, GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribIPointer(0, 4, GL_UNSIGNED_SHORT, 7*4, (void*)(0));
glEnableVertexAttribArray(1); // color
glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 7*4, (void*)(2*4));
glEnableVertexAttribArray(2); // texcoords
glVertexAttribIPointer(2, 2, GL_SHORT, 7*4, (void*)(3*4));
glEnableVertexAttribArray(3); // attrib
glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));
glGenFramebuffers(4, &FramebufferID[0]);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
glGenTextures(8, &FramebufferTex[0]);
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FrontBuffer = 0;
// color buffers
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SetupDefaultTexParams(FramebufferTex[0]);
SetupDefaultTexParams(FramebufferTex[1]);
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// depth/stencil buffer
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SetupDefaultTexParams(FramebufferTex[4]);
SetupDefaultTexParams(FramebufferTex[6]);
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// attribute buffer
// R: opaque polyID (for edgemarking)
// G: edge flag
// B: fog flag
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SetupDefaultTexParams(FramebufferTex[5]);
SetupDefaultTexParams(FramebufferTex[7]);
// downscale framebuffer for antialiased mode
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SetupDefaultTexParams(FramebufferTex[2]);
// downscale framebuffer for display capture (always 256x192)
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SetupDefaultTexParams(FramebufferTex[3]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glEnable(GL_BLEND);
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glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
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glGenBuffers(1, &PixelbufferID);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &TexMemID);
glBindTexture(GL_TEXTURE_2D, TexMemID);
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_R8UI, 1024, 512, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &TexPalMemID);
glBindTexture(GL_TEXTURE_2D, TexPalMemID);
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_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void DeInit()
{
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glDeleteTextures(1, &TexMemID);
glDeleteTextures(1, &TexPalMemID);
glDeleteFramebuffers(4, &FramebufferID[0]);
glDeleteTextures(8, &FramebufferTex[0]);
glDeleteVertexArrays(1, &VertexArrayID);
glDeleteBuffers(1, &VertexBufferID);
glDeleteVertexArrays(1, &ClearVertexArrayID);
glDeleteBuffers(1, &ClearVertexBufferID);
glDeleteBuffers(1, &ShaderConfigUBO);
for (int i = 0; i < 16; i++)
{
if (!RenderShader[i][2]) continue;
OpenGL::DeleteShaderProgram(RenderShader[i]);
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}
}
void Reset()
{
}
void SetRenderSettings(GPU::RenderSettings& settings)
{
int scale = settings.GL_ScaleFactor;
bool antialias = false; // REMOVE ME!
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if (antialias) scale *= 2;
ScaleFactor = scale;
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Antialias = antialias;
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ScreenW = 256 * scale;
ScreenH = 192 * scale;
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if (!antialias)
{
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH32F_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenW, ScreenH, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 1, 1, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
}
else
{
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW/2, ScreenH/2, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW/2, ScreenH/2, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
}
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
GLenum fbassign[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
glDrawBuffers(2, fbassign);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[1], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
glDrawBuffers(2, fbassign);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[6], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[7], 0);
glDrawBuffers(2, fbassign);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glLineWidth(scale);
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//glLineWidth(1.5);
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}
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
rp->PolyData = polygon;
// render key: depending on what we're drawing
// opaque polygons:
// - depthfunc
// -- alpha=0
// regular translucent polygons:
// - depthfunc
// -- depthwrite
// --- polyID
// shadow mask polygons:
// - depthfunc?????
// shadow polygons:
// - depthfunc
// -- depthwrite
// --- polyID
rp->RenderKey = (polygon->Attr >> 14) & 0x1; // bit14 - depth func
if (!polygon->IsShadowMask)
{
if (polygon->Translucent)
{
if (polygon->IsShadow) rp->RenderKey |= 0x20000;
else rp->RenderKey |= 0x10000;
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rp->RenderKey |= (polygon->Attr >> 10) & 0x2; // bit11 - depth write
rp->RenderKey |= (polygon->Attr >> 13) & 0x4; // bit15 - fog
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rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
}
else
{
if ((polygon->Attr & 0x001F0000) == 0)
rp->RenderKey |= 0x2;
rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
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}
}
else
{
rp->RenderKey |= 0x30000;
}
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}
u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr)
{
u32 z = poly->FinalZ[vid];
u32 w = poly->FinalW[vid];
u32 alpha = (poly->Attr >> 16) & 0x1F;
// Z should always fit within 16 bits, so it's okay to do this
u32 zshift = 0;
while (z > 0xFFFF) { z >>= 1; zshift++; }
u32 x, y;
if (ScaleFactor > 1)
{
x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
}
else
{
x = vtx->FinalPosition[0];
y = vtx->FinalPosition[1];
}
*vptr++ = x | (y << 16);
*vptr++ = z | (w << 16);
*vptr++ = (vtx->FinalColor[0] >> 1) |
((vtx->FinalColor[1] >> 1) << 8) |
((vtx->FinalColor[2] >> 1) << 16) |
(alpha << 24);
*vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);
*vptr++ = vtxattr | (zshift << 16);
*vptr++ = poly->TexParam;
*vptr++ = poly->TexPalette;
return vptr;
}
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void BuildPolygons(RendererPolygon* polygons, int npolys)
{
u32* vptr = &VertexBuffer[0];
u32 vidx = 0;
u16* iptr = &IndexBuffer[0];
u16* eiptr = &IndexBuffer[2048*30];
for (int i = 0; i < npolys; i++)
{
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RendererPolygon* rp = &polygons[i];
Polygon* poly = rp->PolyData;
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rp->Indices = iptr;
rp->NumIndices = 0;
u32 vidx_first = vidx;
u32 polyattr = poly->Attr;
u32 alpha = (polyattr >> 16) & 0x1F;
u32 vtxattr = polyattr & 0x1F00C8F0;
if (poly->FacingView) vtxattr |= (1<<8);
if (poly->WBuffer) vtxattr |= (1<<9);
// assemble vertices
if (poly->Type == 1) // line
{
rp->PrimType = GL_LINES;
u32 lastx, lasty;
int nout = 0;
for (int j = 0; j < poly->NumVertices; j++)
{
Vertex* vtx = poly->Vertices[j];
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if (j > 0)
{
if (lastx == vtx->FinalPosition[0] &&
lasty == vtx->FinalPosition[1]) continue;
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}
lastx = vtx->FinalPosition[0];
lasty = vtx->FinalPosition[1];
vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
*iptr++ = vidx;
rp->NumIndices++;
vidx++;
nout++;
if (nout >= 2) break;
}
}
else if (poly->NumVertices == 3) // regular triangle
{
rp->PrimType = GL_TRIANGLES;
for (int j = 0; j < 3; j++)
{
Vertex* vtx = poly->Vertices[j];
vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
vidx++;
}
// build a triangle
*iptr++ = vidx_first;
*iptr++ = vidx - 2;
*iptr++ = vidx - 1;
rp->NumIndices += 3;
}
else // quad, pentagon, etc
{
rp->PrimType = GL_TRIANGLES;
if (false)
{
// regular triangle-splitting
for (int j = 0; j < poly->NumVertices; j++)
{
Vertex* vtx = poly->Vertices[j];
vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
if (j >= 2)
{
// build a triangle
*iptr++ = vidx_first;
*iptr++ = vidx - 1;
*iptr++ = vidx;
rp->NumIndices += 3;
}
vidx++;
}
}
else
{
// attempt at 'better' splitting
// this doesn't get rid of the error while splitting a bigger polygon into triangles
// but we can attempt to reduce it
u32 cX = 0, cY = 0;
float cZ = 0;
float cW = 0;
float cR = 0, cG = 0, cB = 0;
float cS = 0, cT = 0;
for (int j = 0; j < poly->NumVertices; j++)
{
Vertex* vtx = poly->Vertices[j];
cX += vtx->HiresPosition[0];
cY += vtx->HiresPosition[1];
float fw = (float)poly->FinalW[j] * poly->NumVertices;
cW += 1.0f / fw;
if (poly->WBuffer) cZ += poly->FinalZ[j] / fw;
else cZ += poly->FinalZ[j];
cR += (vtx->FinalColor[0] >> 1) / fw;
cG += (vtx->FinalColor[1] >> 1) / fw;
cB += (vtx->FinalColor[2] >> 1) / fw;
cS += vtx->TexCoords[0] / fw;
cT += vtx->TexCoords[1] / fw;
}
cX /= poly->NumVertices;
cY /= poly->NumVertices;
cW = 1.0f / cW;
if (poly->WBuffer) cZ *= cW;
else cZ /= poly->NumVertices;
cR *= cW;
cG *= cW;
cB *= cW;
cS *= cW;
cT *= cW;
cX = (cX * ScaleFactor) >> 4;
cY = (cY * ScaleFactor) >> 4;
u32 w = (u32)cW;
u32 z = (u32)cZ;
u32 zshift = 0;
while (z > 0xFFFF) { z >>= 1; zshift++; }
// build center vertex
*vptr++ = cX | (cY << 16);
*vptr++ = z | (w << 16);
*vptr++ = (u32)cR |
((u32)cG << 8) |
((u32)cB << 16) |
(alpha << 24);
*vptr++ = (u16)cS | ((u16)cT << 16);
*vptr++ = vtxattr | (zshift << 16);
*vptr++ = poly->TexParam;
*vptr++ = poly->TexPalette;
vidx++;
// build the final polygon
for (int j = 0; j < poly->NumVertices; j++)
{
Vertex* vtx = poly->Vertices[j];
vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
if (j >= 1)
{
// build a triangle
*iptr++ = vidx_first;
*iptr++ = vidx - 1;
*iptr++ = vidx;
rp->NumIndices += 3;
}
vidx++;
}
*iptr++ = vidx_first;
*iptr++ = vidx - 1;
*iptr++ = vidx_first + 1;
rp->NumIndices += 3;
}
}
rp->EdgeIndices = eiptr;
rp->NumEdgeIndices = 0;
u32 vidx_cur = vidx_first;
for (int j = 1; j < poly->NumVertices; j++)
{
*eiptr++ = vidx_cur;
*eiptr++ = vidx_cur + 1;
vidx_cur++;
rp->NumEdgeIndices += 2;
}
*eiptr++ = vidx_cur;
*eiptr++ = vidx_first;
rp->NumEdgeIndices += 2;
}
NumVertices = vidx;
}
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void RenderSinglePolygon(int i)
{
RendererPolygon* rp = &PolygonList[i];
glDrawElements(rp->PrimType, rp->NumIndices, GL_UNSIGNED_SHORT, rp->Indices);
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}
int RenderPolygonBatch(int i)
{
RendererPolygon* rp = &PolygonList[i];
GLuint primtype = rp->PrimType;
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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->PrimType != primtype) break;
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if (cur_rp->RenderKey != key) break;
numpolys++;
numindices += cur_rp->NumIndices;
}
glDrawElements(primtype, numindices, GL_UNSIGNED_SHORT, rp->Indices);
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return numpolys;
}
int RenderPolygonEdgeBatch(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->NumEdgeIndices;
}
glDrawElements(GL_LINES, numindices, GL_UNSIGNED_SHORT, rp->EdgeIndices);
return numpolys;
}
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void RenderSceneChunk(int y, int h)
{
u32 flags = 0;
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor);
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GLboolean fogenable = (RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
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// pass 1: opaque pixels
UseRenderShader(flags);
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glLineWidth(1.0);
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glColorMaski(1, GL_TRUE, GL_TRUE, fogenable, GL_FALSE);
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glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
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glBindVertexArray(VertexArrayID);
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for (int i = 0; i < NumFinalPolys; )
{
RendererPolygon* rp = &PolygonList[i];
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if (rp->PolyData->IsShadowMask) { i++; continue; }
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// zorp
glDepthFunc(GL_LESS);
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u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
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glStencilFunc(GL_ALWAYS, polyid, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
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i += RenderPolygonBatch(i);
}
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// if edge marking is enabled, mark all opaque edges
if (RenderDispCnt & (1<<5))
{
UseRenderShader(flags | RenderFlag_Edge);
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glLineWidth(1.5);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
glStencilFunc(GL_ALWAYS, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0);
for (int i = 0; i < NumFinalPolys; )
{
RendererPolygon* rp = &PolygonList[i];
if (rp->PolyData->IsShadowMask) { i++; continue; }
i += RenderPolygonEdgeBatch(i);
}
glDepthMask(GL_TRUE);
}
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glEnable(GL_BLEND);
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glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
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);
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glLineWidth(1.0);
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if (NumOpaqueFinalPolys > -1)
{
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// pass 2: if needed, render translucent pixels that are against background pixels
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// when background alpha is zero, those need to be rendered with blending disabled
if ((RenderClearAttr1 & 0x001F0000) == 0)
{
glDisable(GL_BLEND);
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for (int i = 0; i < NumFinalPolys; )
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{
RendererPolygon* rp = &PolygonList[i];
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if (rp->PolyData->IsShadowMask)
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{
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// draw actual shadow mask
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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);
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glDepthFunc(GL_LESS);
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glStencilFunc(GL_EQUAL, 0xFF, 0xFF);
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glStencilOp(GL_KEEP, GL_INVERT, GL_KEEP);
glStencilMask(0x01);
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i += RenderPolygonBatch(i);
}
else if (rp->PolyData->Translucent)
{
UseRenderShader(flags | RenderFlag_Trans);
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// zorp
glDepthFunc(GL_LESS);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
GLboolean transfog;
if (!(polyattr & (1<<15))) transfog = fogenable;
else transfog = GL_FALSE;
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if (rp->PolyData->IsShadow)
{
// 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; }
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glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
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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
{
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
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glStencilFunc(GL_EQUAL, 0xFF, 0xFE);
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
i++;
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}
glEnable(GL_BLEND);
glStencilMask(0xFF);
}
// pass 3: translucent pixels
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for (int i = 0; i < NumFinalPolys; )
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{
RendererPolygon* rp = &PolygonList[i];
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if (rp->PolyData->IsShadowMask)
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{
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// clear shadow bits in stencil buffer
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glStencilMask(0x80);
glClear(GL_STENCIL_BUFFER_BIT);
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// draw actual shadow mask
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UseRenderShader(flags | RenderFlag_ShadowMask);
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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);
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glDepthFunc(GL_LESS);
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
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i += RenderPolygonBatch(i);
}
else if (rp->PolyData->Translucent)
{
UseRenderShader(flags | RenderFlag_Trans);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
GLboolean transfog;
if (!(polyattr & (1<<15))) transfog = fogenable;
else transfog = GL_FALSE;
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// zorp
glDepthFunc(GL_LESS);
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if (rp->PolyData->IsShadow)
{
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glDisable(GL_BLEND);
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glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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glStencilFunc(GL_EQUAL, polyid, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glStencilMask(0x80);
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RenderSinglePolygon(i);
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glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
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glStencilFunc(GL_EQUAL, 0xC0|polyid, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
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if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
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RenderSinglePolygon(i);
i++;
}
else
{
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
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glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
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if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
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i += RenderPolygonBatch(i);
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}
}
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else
i++;
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}
}
glFlush();
if (RenderDispCnt & 0x00A0) // fog/edge enabled
{
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glEnable(GL_BLEND);
glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
glStencilFunc(GL_ALWAYS, 0, 0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
glBindVertexArray(ClearVertexArrayID);
if (RenderDispCnt & (1<<5))
{
// edge marking
// TODO: depth/polyid values at screen edges
glUseProgram(FinalPassEdgeShader[2]);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
if (RenderDispCnt & (1<<7))
{
// fog
glUseProgram(FinalPassFogShader[2]);
if (RenderDispCnt & (1<<6))
glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
{
u32 c = RenderFogColor;
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
u32 a = (c >> 16) & 0x1F;
glBlendColor((float)b/31.0, (float)g/31.0, (float)r/31.0, (float)a/31.0);
}
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
glFlush();
}
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}
void RenderFrame()
{
CurShaderID = -1;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
if (Antialias) glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[2]);
else glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[FrontBuffer]);
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ShaderConfig.uScreenSize[0] = ScreenW;
ShaderConfig.uScreenSize[1] = ScreenH;
ShaderConfig.uDispCnt = RenderDispCnt;
for (int i = 0; i < 32; i++)
{
u16 c = RenderToonTable[i];
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
ShaderConfig.uToonColors[i][0] = (float)r / 31.0;
ShaderConfig.uToonColors[i][1] = (float)g / 31.0;
ShaderConfig.uToonColors[i][2] = (float)b / 31.0;
}
for (int i = 0; i < 8; i++)
{
u16 c = RenderEdgeTable[i];
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
ShaderConfig.uEdgeColors[i][0] = (float)r / 31.0;
ShaderConfig.uEdgeColors[i][1] = (float)g / 31.0;
ShaderConfig.uEdgeColors[i][2] = (float)b / 31.0;
}
{
u32 c = RenderFogColor;
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
u32 a = (c >> 16) & 0x1F;
ShaderConfig.uFogColor[0] = (float)r / 31.0;
ShaderConfig.uFogColor[1] = (float)g / 31.0;
ShaderConfig.uFogColor[2] = (float)b / 31.0;
ShaderConfig.uFogColor[3] = (float)a / 31.0;
}
for (int i = 0; i < 34; i++)
{
u8 d = RenderFogDensityTable[i];
ShaderConfig.uFogDensity[i][0] = (float)d / 127.0;
}
ShaderConfig.uFogOffset = RenderFogOffset;
ShaderConfig.uFogShift = RenderFogShift;
glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
if (unibuf) memcpy(unibuf, &ShaderConfig, sizeof(ShaderConfig));
glUnmapBuffer(GL_UNIFORM_BUFFER);
// SUCKY!!!!!!!!!!!!!!!!!!
// TODO: detect when VRAM blocks are modified!
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexMemID);
for (int i = 0; i < 4; i++)
{
u32 mask = GPU::VRAMMap_Texture[i];
u8* vram;
if (!mask) continue;
else if (mask & (1<<0)) vram = GPU::VRAM_A;
else if (mask & (1<<1)) vram = GPU::VRAM_B;
else if (mask & (1<<2)) vram = GPU::VRAM_C;
else if (mask & (1<<3)) vram = GPU::VRAM_D;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*128, 1024, 128, GL_RED_INTEGER, GL_UNSIGNED_BYTE, vram);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, TexPalMemID);
for (int i = 0; i < 6; i++)
{
// 6 x 16K chunks
u32 mask = GPU::VRAMMap_TexPal[i];
u8* vram;
if (!mask) continue;
else if (mask & (1<<4)) vram = &GPU::VRAM_E[(i&3)*0x4000];
else if (mask & (1<<5)) vram = GPU::VRAM_F;
else if (mask & (1<<6)) vram = GPU::VRAM_G;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
}
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glDisable(GL_SCISSOR_TEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glViewport(0, 0, ScreenW, ScreenH);
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glDisable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_TRUE);
glStencilMask(0xFF);
// 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);
u32 r = RenderClearAttr1 & 0x1F;
u32 g = (RenderClearAttr1 >> 5) & 0x1F;
u32 b = (RenderClearAttr1 >> 10) & 0x1F;
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u32 fog = (RenderClearAttr1 >> 15) & 0x1;
u32 a = (RenderClearAttr1 >> 16) & 0x1F;
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u32 polyid = (RenderClearAttr1 >> 24) & 0x3F;
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
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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;*/
glUniform4ui(ClearUniformLoc[0], r, g, b, a);
glUniform1ui(ClearUniformLoc[1], z);
glUniform1ui(ClearUniformLoc[2], polyid);
glUniform1ui(ClearUniformLoc[3], fog);
glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
glBindVertexArray(ClearVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
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if (RenderNumPolygons)
{
// render shit here
u32 flags = 0;
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
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int npolys = 0;
int firsttrans = -1;
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for (int i = 0; i < RenderNumPolygons; i++)
{
if (RenderPolygonRAM[i]->Degenerate) continue;
SetupPolygon(&PolygonList[npolys], RenderPolygonRAM[i]);
if (firsttrans < 0 && RenderPolygonRAM[i]->Translucent)
firsttrans = npolys;
npolys++;
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}
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NumFinalPolys = npolys;
NumOpaqueFinalPolys = firsttrans;
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BuildPolygons(&PolygonList[0], npolys);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
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RenderSceneChunk(0, 192);
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}
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if (Antialias)
{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[2]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[FrontBuffer]);
glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, ScreenW/2, ScreenH/2, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
//glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]);
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FrontBuffer = FrontBuffer ? 0 : 1;
}
void PrepareCaptureFrame()
{
// TODO: make sure this picks the right buffer when doing antialiasing
int original_fb = FrontBuffer^1;
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[original_fb]);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[3]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, 256, 192, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[3]);
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
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u32* GetLine(int line)
{
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int stride = 256;
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if (line == 0)
{
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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}
u64* ptr = (u64*)&Framebuffer[stride * line];
for (int i = 0; i < stride; i+=2)
{
u64 rgb = *ptr & 0x00FCFCFC00FCFCFC;
u64 a = *ptr & 0xF8000000F8000000;
*ptr++ = (rgb >> 2) | (a >> 3);
}
return &Framebuffer[stride * line];
}
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void SetupAccelFrame()
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{
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
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}
}
}