feeble, miserable little attempt at emulating fog

This commit is contained in:
Arisotura 2019-05-25 04:28:00 +02:00
parent 04f1809dd1
commit 7cdeb7fa4e
3 changed files with 206 additions and 17 deletions

View File

@ -47,12 +47,19 @@ GLuint ClearShaderPlain[3];
GLuint RenderShader[16][3];
GLuint CurShaderID = -1;
GLuint FinalPassShader[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;
@ -176,6 +183,8 @@ void SetupDefaultTexParams(GLuint tex)
bool Init()
{
GLint uni_id;
const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
const GLubyte* version = glGetString(GL_VERSION); // version as a string
printf("OpenGL: renderer: %s\n", renderer);
@ -216,6 +225,23 @@ bool Init()
kRenderVS_W, kRenderFS_WSM)) return false;
if (!OpenGL_BuildShaderProgram(kFinalPassVS, kFinalPassFS, FinalPassShader, "FinalPassShader"))
return false;
uni_id = glGetUniformBlockIndex(FinalPassShader[2], "uConfig");
glUniformBlockBinding(FinalPassShader[2], uni_id, 0);
glBindAttribLocation(FinalPassShader[2], 0, "vPosition");
glBindFragDataLocation(FinalPassShader[2], 0, "oColor");
glUseProgram(FinalPassShader[2]);
uni_id = glGetUniformLocation(FinalPassShader[2], "DepthBuffer");
glUniform1i(uni_id, 0);
uni_id = glGetUniformLocation(FinalPassShader[2], "AttrBuffer");
glUniform1i(uni_id, 1);
memset(&ShaderConfig, 0, sizeof(ShaderConfig));
glGenBuffers(1, &ShaderConfigUBO);
@ -277,8 +303,8 @@ bool Init()
// attribute buffer
// R: opaque polyID (for edgemarking)
// G: opaque polyID (for shadows, suppressed when rendering translucent polygons)
// B: stencil flag
// G: edge flag
// B: fog flag
SetupDefaultTexParams(FramebufferTex[5]);
SetupDefaultTexParams(FramebufferTex[7]);
@ -447,6 +473,7 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
if (polygon->IsShadow) rp->RenderKey |= 0x20000;
else rp->RenderKey |= 0x10000;
rp->RenderKey |= (polygon->Attr >> 10) & 0x2; // bit11 - depth write
rp->RenderKey |= (polygon->Attr >> 13) & 0x4; // bit15 - fog
rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
}
else
@ -579,11 +606,13 @@ void RenderSceneChunk(int y, int h)
if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor);
GLboolean fogenable = (RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
// pass 1: opaque pixels
UseRenderShader(flags);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_TRUE, GL_FALSE, fogenable, GL_FALSE);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
@ -614,8 +643,6 @@ void RenderSceneChunk(int y, int h)
if (NumOpaqueFinalPolys > -1)
{
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// 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
@ -653,6 +680,10 @@ void RenderSceneChunk(int y, int h)
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
GLboolean transfog;
if (!(polyattr & (1<<15))) transfog = fogenable;
else transfog = GL_FALSE;
if (rp->PolyData->IsShadow)
{
// shadow against clear-plane will only pass if its polyID matches that of the clear plane
@ -661,7 +692,7 @@ void RenderSceneChunk(int y, int h)
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
glStencilFunc(GL_EQUAL, 0xFE, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
@ -674,6 +705,9 @@ void RenderSceneChunk(int y, int h)
}
else
{
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
glStencilFunc(GL_EQUAL, 0xFF, 0xFE);
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
glStencilMask(~(0x40|polyid)); // heheh
@ -727,6 +761,10 @@ void RenderSceneChunk(int y, int h)
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
GLboolean transfog;
if (!(polyattr & (1<<15))) transfog = fogenable;
else transfog = GL_FALSE;
// zorp
glDepthFunc(GL_LESS);
@ -744,7 +782,7 @@ void RenderSceneChunk(int y, int h)
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
glStencilFunc(GL_EQUAL, 0xC0|polyid, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
@ -760,7 +798,7 @@ void RenderSceneChunk(int y, int h)
{
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
@ -778,11 +816,33 @@ void RenderSceneChunk(int y, int h)
}
glFlush();
if (RenderDispCnt & 0x00A0) // fog/edge enabled
{
glUseProgram(FinalPassShader[2]);
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);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
}
void RenderFrame()
{
CurShaderID = -1;
ShaderConfig.uScreenSize[0] = ScreenW;
ShaderConfig.uScreenSize[1] = ScreenH;
ShaderConfig.uDispCnt = RenderDispCnt;
@ -799,6 +859,40 @@ void RenderFrame()
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));

View File

@ -47,13 +47,94 @@ out uvec3 oAttr;
void main()
{
oColor = vec4(uColor).bgra / 31.0;
oAttr.r = uint(0);
oAttr.g = uOpaquePolyID;
oAttr.b = uint(0);
oAttr.r = uOpaquePolyID;
oAttr.g = uint(0);
oAttr.b = uFogFlag;
}
)";
const char* kFinalPassVS = kShaderHeader R"(
in vec2 vPosition;
void main()
{
// heh
gl_Position = vec4(vPosition, 0.0, 1.0);
}
)";
const char* kFinalPassFS = kShaderHeader R"(
uniform sampler2D DepthBuffer;
uniform usampler2D AttrBuffer;
layout(std140) uniform uConfig
{
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
out vec4 oColor;
vec4 CalculateFog(float depth)
{
int idepth = int(depth * 16777216.0);
int densityid, densityfrac;
if (idepth < uFogOffset)
{
densityid = 0;
densityfrac = 0;
}
else
{
uint udepth = uint(idepth);
udepth -= uint(uFogOffset);
udepth = (udepth >> 2) << uint(uFogShift);
densityid = int(udepth >> 17);
if (densityid >= 32)
{
densityid = 32;
densityfrac = 0;
}
else
densityfrac = int(udepth & uint(0x1FFFF));
}
float density =
((uFogDensity[densityid] * float(0x20000-densityfrac)) +
(uFogDensity[densityid+1] * float(densityfrac))) / float(0x20000);
return vec4(uFogColor.bgr,density);
return uFogColor * density;
}
void main()
{
ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 ret = vec4(0,0,0,0);
vec4 depth = texelFetch(DepthBuffer, coord, 0);
ivec4 attr = ivec4(texelFetch(AttrBuffer, coord, 0));
if (attr.b != 0) ret = CalculateFog(depth.r);
oColor = ret;
}
)";
const char* kRenderVSCommon = R"(
layout(std140) uniform uConfig
@ -61,6 +142,11 @@ layout(std140) uniform uConfig
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
in uvec4 vPosition;
@ -83,6 +169,11 @@ layout(std140) uniform uConfig
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
smooth in vec4 fColor;
@ -530,7 +621,8 @@ void main()
if (col.a < 30.5/31) discard;
oColor = col;
oAttr.g = uint((fPolygonAttr.x >> 24) & 0x3F);
oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
}
)";
@ -544,7 +636,8 @@ void main()
if (col.a < 30.5/31) discard;
oColor = col;
oAttr.g = uint((fPolygonAttr.x >> 24) & 0x3F);
oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
gl_FragDepth = fZ;
}
)";
@ -558,7 +651,7 @@ void main()
if (col.a >= 30.5/31) discard;
oColor = col;
oAttr.g = uint(0xFF);
oAttr.b = uint(0);
}
)";
@ -573,7 +666,7 @@ void main()
if (col.a >= 30.5/31) discard;
oColor = col;
oAttr.g = uint(0xFF);
oAttr.b = uint(0);
gl_FragDepth = fZ;
}
)";
@ -583,7 +676,6 @@ const char* kRenderFS_ZSM = R"(
void main()
{
oColor = vec4(0,0,0,1);
oAttr.g = uint(0xFF);
}
)";
@ -594,7 +686,6 @@ smooth in float fZ;
void main()
{
oColor = vec4(0,0,0,1);
oAttr.g = uint(0xFF);
gl_FragDepth = fZ;
}
)";

View File

@ -71,6 +71,10 @@ bool OpenGL_BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, cons
//printf("shader source:\n--\n%s\n--\n", fs);
delete[] log;
FILE* logf = fopen("shaderfail.log", "w");
fwrite(fs, len+1, 1, logf);
fclose(logf);
glDeleteShader(ids[0]);
glDeleteShader(ids[1]);