mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-23 06:10:03 -06:00
remove reference to GL version 4.3 from filenames and namespaces
This commit is contained in:
974
src/GPU3D_OpenGL.cpp
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974
src/GPU3D_OpenGL.cpp
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@ -0,0 +1,974 @@
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/*
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Copyright 2016-2019 Arisotura
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#include <stdio.h>
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#include <string.h>
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#include "NDS.h"
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#include "GPU.h"
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#include "OpenGLSupport.h"
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#include "GPU3D_OpenGL_shaders.h"
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namespace GPU3D
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{
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namespace GLRenderer
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{
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// GL version requirements
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// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
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// * UBO: 3.1
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enum
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{
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RenderFlag_WBuffer = 0x01,
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RenderFlag_Trans = 0x02,
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RenderFlag_ShadowMask = 0x04,
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};
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GLuint ClearShaderPlain[3];
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GLuint RenderShader[16][3];
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struct
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{
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float uScreenSize[2];
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u32 uDispCnt;
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u32 __pad0;
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float uToonColors[32][4];
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} ShaderConfig;
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GLuint ShaderConfigUBO;
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typedef struct
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{
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Polygon* PolyData;
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u16* Indices;
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u32 RenderKey;
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} RendererPolygon;
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RendererPolygon PolygonList[2048];
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int NumFinalPolys, NumOpaqueFinalPolys;
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GLuint ClearVertexBufferID, ClearVertexArrayID;
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GLint ClearUniformLoc[4];
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// vertex buffer
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// * XYZW: 4x16bit
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// * RGBA: 4x8bit
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// * ST: 2x16bit
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// * polygon data: 3x32bit (polygon/texture attributes)
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//
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// polygon attributes:
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// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
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// * bit16-20: Z shift
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// * bit8: front-facing (?)
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// * bit9: W-buffering (?)
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GLuint VertexBufferID;
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u32 VertexBuffer[10240 * 7];
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u32 NumVertices;
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GLuint VertexArrayID;
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u16 IndexBuffer[2048 * 10];
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u32 NumTriangles;
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GLuint TexMemID;
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GLuint TexPalMemID;
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int ScaleFactor;
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bool Accelerated;
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int ScreenW, ScreenH;
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GLuint FramebufferTex[8];
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int FrontBuffer;
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GLuint FramebufferID[4], PixelbufferID;
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u32* Framebuffer = NULL;
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bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
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{
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char shadername[32];
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sprintf(shadername, "RenderShader%02X", flags);
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int headerlen = strlen(kShaderHeader);
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int vslen = strlen(vs);
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int vsclen = strlen(kRenderVSCommon);
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char* vsbuf = new char[headerlen + vsclen + vslen + 1];
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strcpy(&vsbuf[0], kShaderHeader);
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strcpy(&vsbuf[headerlen], kRenderVSCommon);
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strcpy(&vsbuf[headerlen + vsclen], vs);
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int fslen = strlen(fs);
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int fsclen = strlen(kRenderFSCommon);
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char* fsbuf = new char[headerlen + fsclen + fslen + 1];
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strcpy(&fsbuf[0], kShaderHeader);
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strcpy(&fsbuf[headerlen], kRenderFSCommon);
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strcpy(&fsbuf[headerlen + fsclen], fs);
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bool ret = OpenGL_BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername);
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delete[] vsbuf;
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delete[] fsbuf;
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if (!ret) return false;
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GLuint prog = RenderShader[flags][2];
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GLint uni_id = glGetUniformBlockIndex(prog, "uConfig");
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glUniformBlockBinding(prog, uni_id, 0);
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glBindAttribLocation(prog, 0, "vPosition");
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glBindAttribLocation(prog, 1, "vColor");
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glBindAttribLocation(prog, 2, "vTexcoord");
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glBindAttribLocation(prog, 3, "vPolygonAttr");
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glBindFragDataLocation(prog, 0, "oColor");
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glBindFragDataLocation(prog, 1, "oAttr");
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glUseProgram(prog);
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uni_id = glGetUniformLocation(prog, "TexMem");
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glUniform1i(uni_id, 0);
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uni_id = glGetUniformLocation(prog, "TexPalMem");
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glUniform1i(uni_id, 1);
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return true;
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}
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void UseRenderShader(u32 flags)
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{
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glUseProgram(RenderShader[flags][2]);
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}
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void SetupDefaultTexParams(GLuint tex)
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{
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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bool Init()
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{
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const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
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const GLubyte* version = glGetString(GL_VERSION); // version as a string
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printf("OpenGL: renderer: %s\n", renderer);
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printf("OpenGL: version: %s\n", version);
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int barg1, barg2;
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &barg1);
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &barg2);
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printf("max texture: %d\n", barg1);
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printf("max comb. texture: %d\n", barg2);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &barg1);
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printf("max tex size: %d\n", barg1);
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glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &barg1);
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printf("max arraytex levels: %d\n", barg1);
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/*glGetIntegerv(GL_NUM_EXTENSIONS, &barg1);
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printf("extensions: %d\n", barg1);
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for (int i = 0; i < barg1; i++)
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{
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const GLubyte* ext = glGetStringi(GL_EXTENSIONS, i);
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printf("- %s\n", ext);
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}*/
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glDepthRange(0, 1);
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glClearDepth(1.0);
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if (!OpenGL_BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader"))
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return false;
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glBindAttribLocation(ClearShaderPlain[2], 0, "vPosition");
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glBindFragDataLocation(ClearShaderPlain[2], 0, "oColor");
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glBindFragDataLocation(ClearShaderPlain[2], 1, "oAttr");
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ClearUniformLoc[0] = glGetUniformLocation(ClearShaderPlain[2], "uColor");
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ClearUniformLoc[1] = glGetUniformLocation(ClearShaderPlain[2], "uDepth");
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ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyId");
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ClearUniformLoc[3] = glGetUniformLocation(ClearShaderPlain[2], "uFogFlag");
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memset(RenderShader, 0, sizeof(RenderShader));
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if (!BuildRenderShader(0,
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kRenderVS_Z, kRenderFS_ZO)) return false;
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if (!BuildRenderShader(RenderFlag_WBuffer,
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kRenderVS_W, kRenderFS_WO)) return false;
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if (!BuildRenderShader(RenderFlag_Trans,
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kRenderVS_Z, kRenderFS_ZT)) return false;
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if (!BuildRenderShader(RenderFlag_Trans | RenderFlag_WBuffer,
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kRenderVS_W, kRenderFS_WT)) return false;
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if (!BuildRenderShader(RenderFlag_ShadowMask,
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kRenderVS_Z, kRenderFS_ZSM)) return false;
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if (!BuildRenderShader(RenderFlag_ShadowMask | RenderFlag_WBuffer,
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kRenderVS_W, kRenderFS_WSM)) return false;
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memset(&ShaderConfig, 0, sizeof(ShaderConfig));
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glGenBuffers(1, &ShaderConfigUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(ShaderConfig), &ShaderConfig, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, ShaderConfigUBO);
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float clearvtx[6*2] =
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{
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-1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0,
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-1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0
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};
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glGenBuffers(1, &ClearVertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(clearvtx), clearvtx, GL_STATIC_DRAW);
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glGenVertexArrays(1, &ClearVertexArrayID);
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glBindVertexArray(ClearVertexArrayID);
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glEnableVertexAttribArray(0); // position
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));
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glGenBuffers(1, &VertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBuffer), NULL, GL_DYNAMIC_DRAW);
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glGenVertexArrays(1, &VertexArrayID);
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glBindVertexArray(VertexArrayID);
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glEnableVertexAttribArray(0); // position
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glVertexAttribIPointer(0, 4, GL_UNSIGNED_SHORT, 7*4, (void*)(0));
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glEnableVertexAttribArray(1); // color
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glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 7*4, (void*)(2*4));
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glEnableVertexAttribArray(2); // texcoords
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glVertexAttribIPointer(2, 2, GL_SHORT, 7*4, (void*)(3*4));
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glEnableVertexAttribArray(3); // attrib
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glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));
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glGenFramebuffers(4, &FramebufferID[0]);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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glGenTextures(8, &FramebufferTex[0]);
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FrontBuffer = 0;
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// color buffers
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SetupDefaultTexParams(FramebufferTex[0]);
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SetupDefaultTexParams(FramebufferTex[1]);
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// depth/stencil buffer
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SetupDefaultTexParams(FramebufferTex[4]);
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SetupDefaultTexParams(FramebufferTex[6]);
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// attribute buffer
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// R: opaque polyID (for edgemarking)
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// G: opaque polyID (for shadows, suppressed when rendering translucent polygons)
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// B: stencil flag
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SetupDefaultTexParams(FramebufferTex[5]);
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SetupDefaultTexParams(FramebufferTex[7]);
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// downscale framebuffer for antialiased mode
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]);
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SetupDefaultTexParams(FramebufferTex[2]);
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// downscale framebuffer for display capture (always 256x192)
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]);
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SetupDefaultTexParams(FramebufferTex[3]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
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GLenum fbassign[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
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glDrawBuffers(2, fbassign);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[1], 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[6], 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[7], 0);
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glDrawBuffers(2, fbassign);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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glEnable(GL_BLEND);
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glBlendFuncSeparatei(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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glBlendEquationSeparatei(0, GL_ADD, GL_MAX);
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glBlendFuncSeparatei(1, GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
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glGenBuffers(1, &PixelbufferID);
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &TexMemID);
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glBindTexture(GL_TEXTURE_2D, TexMemID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, 1024, 512, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE1);
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glGenTextures(1, &TexPalMemID);
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glBindTexture(GL_TEXTURE_2D, TexPalMemID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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return true;
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}
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void DeInit()
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{
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glDeleteTextures(1, &TexMemID);
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glDeleteTextures(1, &TexPalMemID);
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||||
glDeleteFramebuffers(4, &FramebufferID[0]);
|
||||
glDeleteTextures(8, &FramebufferTex[0]);
|
||||
|
||||
glDeleteVertexArrays(1, &VertexArrayID);
|
||||
glDeleteBuffers(1, &VertexBufferID);
|
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glDeleteVertexArrays(1, &ClearVertexArrayID);
|
||||
glDeleteBuffers(1, &ClearVertexBufferID);
|
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glDeleteBuffers(1, &ShaderConfigUBO);
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
if (!RenderShader[i][2]) continue;
|
||||
OpenGL_DeleteShaderProgram(RenderShader[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
//
|
||||
}
|
||||
|
||||
void SetDisplaySettings(int scale, bool accel)
|
||||
{
|
||||
ScaleFactor = scale;
|
||||
Accelerated = accel;
|
||||
|
||||
// TODO: antialiasing setting
|
||||
ScreenW = 256 << scale;
|
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ScreenH = 192 << scale;
|
||||
|
||||
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, ScreenW/2, ScreenH/2, 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);
|
||||
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 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);
|
||||
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
|
||||
glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
|
||||
|
||||
if (Framebuffer) delete[] Framebuffer;
|
||||
if (accel) Framebuffer = new u32[256*192];
|
||||
else Framebuffer = new u32[ScreenW*ScreenH];
|
||||
}
|
||||
|
||||
int GetScale()
|
||||
{
|
||||
return ScaleFactor;
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
rp->RenderKey |= (polygon->Attr >> 10) & 0x2; // bit11 - depth write
|
||||
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
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
rp->RenderKey |= 0x30000;
|
||||
}
|
||||
}
|
||||
|
||||
void BuildPolygons(RendererPolygon* polygons, int npolys)
|
||||
{
|
||||
u32* vptr = &VertexBuffer[0];
|
||||
u32 vidx = 0;
|
||||
|
||||
u16* iptr = &IndexBuffer[0];
|
||||
u32 numtriangles = 0;
|
||||
|
||||
for (int i = 0; i < npolys; i++)
|
||||
{
|
||||
RendererPolygon* rp = &polygons[i];
|
||||
Polygon* poly = rp->PolyData;
|
||||
|
||||
rp->Indices = iptr;
|
||||
|
||||
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
|
||||
for (int j = 0; j < poly->NumVertices; j++)
|
||||
{
|
||||
Vertex* vtx = poly->Vertices[j];
|
||||
|
||||
u32 z = poly->FinalZ[j];
|
||||
u32 w = poly->FinalW[j];
|
||||
|
||||
// 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 > 0)
|
||||
{
|
||||
x = vtx->HiresPosition[0] >> (4-ScaleFactor);
|
||||
y = vtx->HiresPosition[1] >> (4-ScaleFactor);
|
||||
}
|
||||
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;
|
||||
|
||||
if (j >= 2)
|
||||
{
|
||||
// build a triangle
|
||||
*iptr++ = vidx_first;
|
||||
*iptr++ = vidx - 1;
|
||||
*iptr++ = vidx;
|
||||
numtriangles++;
|
||||
}
|
||||
|
||||
vidx++;
|
||||
}
|
||||
}
|
||||
|
||||
NumTriangles = numtriangles;
|
||||
NumVertices = vidx;
|
||||
}
|
||||
|
||||
void RenderSceneChunk(int y, int h)
|
||||
{
|
||||
u32 flags = 0;
|
||||
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
|
||||
|
||||
u16* iptr;
|
||||
u32 curkey;
|
||||
|
||||
if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor);
|
||||
|
||||
// pass 1: opaque pixels
|
||||
|
||||
UseRenderShader(flags);
|
||||
|
||||
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
|
||||
|
||||
glDepthFunc(GL_LESS);
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
glBindVertexArray(VertexArrayID);
|
||||
|
||||
iptr = PolygonList[0].Indices;
|
||||
curkey = 0xFFFFFFFF;
|
||||
|
||||
for (int i = 0; i < NumFinalPolys; i++)
|
||||
{
|
||||
RendererPolygon* rp = &PolygonList[i];
|
||||
if (rp->RenderKey != curkey)
|
||||
{
|
||||
u16* endptr = rp->Indices;
|
||||
u32 num = (u32)(endptr - iptr);
|
||||
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
|
||||
|
||||
iptr = rp->Indices;
|
||||
curkey = rp->RenderKey;
|
||||
|
||||
// zorp
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
u32 polyattr = rp->PolyData->Attr;
|
||||
u32 polyid = (polyattr >> 24) & 0x3F;
|
||||
|
||||
glStencilFunc(GL_ALWAYS, polyid, 0xFF);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
glStencilMask(0xFF);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
u16* endptr = &IndexBuffer[NumTriangles*3];
|
||||
u32 num = (u32)(endptr - iptr);
|
||||
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
|
||||
}
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
UseRenderShader(flags | RenderFlag_Trans);
|
||||
|
||||
if (NumOpaqueFinalPolys > -1)
|
||||
{
|
||||
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
|
||||
if (PolygonList[NumOpaqueFinalPolys].PolyData->IsShadow) printf("!! GLORG!!! %08X\n", PolygonList[NumOpaqueFinalPolys].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
|
||||
|
||||
if ((RenderClearAttr1 & 0x001F0000) == 0)
|
||||
{
|
||||
iptr = PolygonList[NumOpaqueFinalPolys].Indices;
|
||||
curkey = 0xFFFFFFFF;
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
for (int i = NumOpaqueFinalPolys; i < NumFinalPolys; i++)
|
||||
{
|
||||
RendererPolygon* rp = &PolygonList[i];
|
||||
if (rp->RenderKey != curkey)
|
||||
{
|
||||
u16* endptr = rp->Indices;
|
||||
u32 num = (u32)(endptr - iptr);
|
||||
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
|
||||
|
||||
iptr = rp->Indices;
|
||||
curkey = rp->RenderKey;
|
||||
|
||||
// configure new one
|
||||
|
||||
// shadows aren't likely to pass against the clear-plane, so
|
||||
if (rp->PolyData->IsShadow) continue;
|
||||
|
||||
// zorp
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
u32 polyattr = rp->PolyData->Attr;
|
||||
u32 polyid = (polyattr >> 24) & 0x3F;
|
||||
|
||||
glStencilFunc(GL_EQUAL, 0xFF, 0xFF);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
|
||||
glStencilMask(~(0x40|polyid)); // heheh
|
||||
|
||||
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
|
||||
else glDepthMask(GL_FALSE);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
u16* endptr = &IndexBuffer[NumTriangles*3];
|
||||
u32 num = (u32)(endptr - iptr);
|
||||
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
|
||||
}
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glStencilMask(0xFF);
|
||||
}
|
||||
|
||||
// pass 3: translucent pixels
|
||||
|
||||
iptr = PolygonList[NumOpaqueFinalPolys].Indices;
|
||||
curkey = 0xFFFFFFFF;
|
||||
|
||||
for (int i = NumOpaqueFinalPolys; i < NumFinalPolys; i++)
|
||||
{
|
||||
RendererPolygon* rp = &PolygonList[i];
|
||||
if (rp->RenderKey != curkey)
|
||||
{
|
||||
u16* endptr = rp->Indices;
|
||||
u32 num = (u32)(endptr - iptr);
|
||||
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
|
||||
|
||||
iptr = rp->Indices;
|
||||
curkey = rp->RenderKey;
|
||||
|
||||
// configure new one
|
||||
|
||||
if (rp->PolyData->IsShadowMask)
|
||||
{
|
||||
// clear shadow bits in stencil buffer
|
||||
|
||||
glStencilMask(0x80);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
// draw actual shadow mask
|
||||
|
||||
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);
|
||||
|
||||
glDepthFunc(GL_LESS);
|
||||
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
|
||||
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
|
||||
glBindVertexArray(VertexArrayID);
|
||||
}
|
||||
else
|
||||
{
|
||||
UseRenderShader(flags | RenderFlag_Trans);
|
||||
|
||||
u32 polyattr = rp->PolyData->Attr;
|
||||
u32 polyid = (polyattr >> 24) & 0x3F;
|
||||
|
||||
// zorp
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
if (rp->PolyData->IsShadow)
|
||||
{
|
||||
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);
|
||||
glStencilFunc(GL_EQUAL, polyid, 0x3F);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
|
||||
glStencilMask(0x80);
|
||||
|
||||
{
|
||||
u16* _endptr = &IndexBuffer[NumTriangles*3];
|
||||
for (int j = i; j < NumFinalPolys; j++)
|
||||
{
|
||||
RendererPolygon* rp = &PolygonList[j];
|
||||
if (!rp->PolyData->IsShadow)
|
||||
{
|
||||
_endptr = rp->Indices;
|
||||
break;
|
||||
}
|
||||
|
||||
// berg.
|
||||
}
|
||||
u32 num = (u32)(_endptr - iptr);
|
||||
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
|
||||
}
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
|
||||
|
||||
glStencilFunc(GL_EQUAL, 0xC0|polyid, 0x80);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
glStencilMask(0x7F);
|
||||
}
|
||||
else
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
|
||||
|
||||
glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0x7F);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
glStencilMask(0x7F);
|
||||
}
|
||||
|
||||
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
|
||||
else glDepthMask(GL_FALSE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
u16* endptr = &IndexBuffer[NumTriangles*3];
|
||||
u32 num = (u32)(endptr - iptr);
|
||||
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
|
||||
}
|
||||
}
|
||||
|
||||
glFlush();
|
||||
}
|
||||
|
||||
|
||||
void RenderFrame()
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
|
||||
glViewport(0, 0, ScreenW, ScreenH);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]);
|
||||
FrontBuffer = FrontBuffer ? 0 : 1;
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
|
||||
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;
|
||||
u32 fog = (RenderClearAttr1 >> 15) & 0x1;
|
||||
u32 a = (RenderClearAttr1 >> 16) & 0x1F;
|
||||
u32 polyid = (RenderClearAttr1 >> 24) & 0x3F;
|
||||
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
|
||||
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);
|
||||
}
|
||||
|
||||
if (RenderNumPolygons)
|
||||
{
|
||||
// render shit here
|
||||
u32 flags = 0;
|
||||
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
|
||||
|
||||
int npolys = 0;
|
||||
int firsttrans = -1;
|
||||
for (int i = 0; i < RenderNumPolygons; i++)
|
||||
{
|
||||
if (RenderPolygonRAM[i]->Degenerate) continue;
|
||||
|
||||
// zog.
|
||||
//if (RenderPolygonRAM[i]->YBottom <= 96 || RenderPolygonRAM[i]->YTop >= 144) continue;
|
||||
|
||||
SetupPolygon(&PolygonList[npolys], RenderPolygonRAM[i]);
|
||||
if (firsttrans < 0 && RenderPolygonRAM[i]->Translucent)
|
||||
firsttrans = npolys;
|
||||
|
||||
npolys++;
|
||||
}
|
||||
NumFinalPolys = npolys;
|
||||
NumOpaqueFinalPolys = firsttrans;
|
||||
|
||||
BuildPolygons(&PolygonList[0], npolys);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
|
||||
|
||||
RenderSceneChunk(0, 192);
|
||||
}
|
||||
|
||||
if (false)
|
||||
{
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[0]);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[1]);
|
||||
glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, ScreenW/2, ScreenH/2, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
|
||||
}
|
||||
|
||||
/*if (!Accelerated)
|
||||
{
|
||||
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
|
||||
|
||||
glReadPixels(0, 0, 256<<ScaleFactor, 192<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
|
||||
}*/
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[original_fb]);
|
||||
//glFlush();
|
||||
}
|
||||
|
||||
u32* GetLine(int line)
|
||||
{
|
||||
int stride = 256;// << (ScaleFactor*2);
|
||||
|
||||
if (line == 0)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
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];
|
||||
}
|
||||
|
||||
void SetupAccelFrame()
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user