mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 21:37:42 -07:00
1333 lines
42 KiB
C++
1333 lines
42 KiB
C++
/*
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Copyright 2016-2022 melonDS team
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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 "GPU3D_OpenGL.h"
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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 "GPU3D_OpenGL_shaders.h"
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namespace GPU3D
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{
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bool GLRenderer::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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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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if (!OpenGL::LinkShaderProgram(RenderShader[flags]))
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return false;
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GLint uni_id = glGetUniformBlockIndex(prog, "uConfig");
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glUniformBlockBinding(prog, uni_id, 0);
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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 GLRenderer::UseRenderShader(u32 flags)
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{
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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)
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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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GLRenderer::GLRenderer()
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: Renderer3D(true)
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{
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}
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bool GLRenderer::Init()
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{
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GLint uni_id;
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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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if (!OpenGL::LinkShaderProgram(ClearShaderPlain))
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return false;
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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_Edge,
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kRenderVS_Z, kRenderFS_ZE)) return false;
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if (!BuildRenderShader(RenderFlag_Edge | RenderFlag_WBuffer,
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kRenderVS_W, kRenderFS_WE)) 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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if (!OpenGL::BuildShaderProgram(kFinalPassVS, kFinalPassEdgeFS, FinalPassEdgeShader, "FinalPassEdgeShader"))
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return false;
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if (!OpenGL::BuildShaderProgram(kFinalPassVS, kFinalPassFogFS, FinalPassFogShader, "FinalPassFogShader"))
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return false;
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glBindAttribLocation(FinalPassEdgeShader[2], 0, "vPosition");
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glBindFragDataLocation(FinalPassEdgeShader[2], 0, "oColor");
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if (!OpenGL::LinkShaderProgram(FinalPassEdgeShader))
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return false;
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uni_id = glGetUniformBlockIndex(FinalPassEdgeShader[2], "uConfig");
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glUniformBlockBinding(FinalPassEdgeShader[2], uni_id, 0);
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glUseProgram(FinalPassEdgeShader[2]);
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uni_id = glGetUniformLocation(FinalPassEdgeShader[2], "DepthBuffer");
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glUniform1i(uni_id, 0);
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uni_id = glGetUniformLocation(FinalPassEdgeShader[2], "AttrBuffer");
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glUniform1i(uni_id, 1);
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glBindAttribLocation(FinalPassFogShader[2], 0, "vPosition");
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glBindFragDataLocation(FinalPassFogShader[2], 0, "oColor");
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if (!OpenGL::LinkShaderProgram(FinalPassFogShader))
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return false;
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uni_id = glGetUniformBlockIndex(FinalPassFogShader[2], "uConfig");
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glUniformBlockBinding(FinalPassFogShader[2], uni_id, 0);
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glUseProgram(FinalPassFogShader[2]);
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uni_id = glGetUniformLocation(FinalPassFogShader[2], "DepthBuffer");
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glUniform1i(uni_id, 0);
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uni_id = glGetUniformLocation(FinalPassFogShader[2], "AttrBuffer");
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glUniform1i(uni_id, 1);
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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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static_assert((sizeof(ShaderConfig) & 15) == 0, "");
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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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glGenBuffers(1, &IndexBufferID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexBufferID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(IndexBuffer), NULL, GL_DYNAMIC_DRAW);
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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: edge flag
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// B: fog flag
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SetupDefaultTexParams(FramebufferTex[5]);
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SetupDefaultTexParams(FramebufferTex[7]);
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// downscale framebuffer for display capture (always 256x192)
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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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glEnable(GL_BLEND);
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glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
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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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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return true;
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}
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void GLRenderer::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]);
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glDeleteTextures(8, &FramebufferTex[0]);
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glDeleteVertexArrays(1, &VertexArrayID);
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glDeleteBuffers(1, &VertexBufferID);
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glDeleteVertexArrays(1, &ClearVertexArrayID);
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glDeleteBuffers(1, &ClearVertexBufferID);
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glDeleteBuffers(1, &ShaderConfigUBO);
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for (int i = 0; i < 16; i++)
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{
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if (!RenderShader[i][2]) continue;
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OpenGL::DeleteShaderProgram(RenderShader[i]);
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}
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}
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void GLRenderer::Reset()
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{
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}
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void GLRenderer::SetRenderSettings(GPU::RenderSettings& settings)
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{
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int scale = settings.GL_ScaleFactor;
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ScaleFactor = scale;
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BetterPolygons = settings.GL_BetterPolygons;
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ScreenW = 256 * scale;
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ScreenH = 192 * scale;
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
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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]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenW, ScreenH, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]);
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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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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
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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 GLRenderer::SetupPolygon(GLRenderer::RendererPolygon* rp, Polygon* polygon)
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{
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rp->PolyData = polygon;
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// render key: depending on what we're drawing
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// opaque polygons:
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// - depthfunc
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// -- alpha=0
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// regular translucent polygons:
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// - depthfunc
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// -- depthwrite
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// --- polyID
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// ---- need opaque
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// shadow mask polygons:
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// - depthfunc?????
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// shadow polygons:
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// - depthfunc
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// -- depthwrite
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// --- polyID
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rp->RenderKey = (polygon->Attr >> 14) & 0x1; // bit14 - depth func
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if (!polygon->IsShadowMask)
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{
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if (polygon->Translucent)
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{
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if (polygon->IsShadow) rp->RenderKey |= 0x20000;
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else rp->RenderKey |= 0x10000;
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rp->RenderKey |= (polygon->Attr >> 10) & 0x2; // bit11 - depth write
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rp->RenderKey |= (polygon->Attr >> 13) & 0x4; // bit15 - fog
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rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
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if ((polygon->Attr & 0x001F0000) == 0x001F0000) // need opaque
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rp->RenderKey |= 0x4000;
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}
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else
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{
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if ((polygon->Attr & 0x001F0000) == 0)
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rp->RenderKey |= 0x2;
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rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
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}
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}
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else
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{
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rp->RenderKey |= 0x30000;
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}
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}
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u32* GLRenderer::SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr)
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{
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u32 z = poly->FinalZ[vid];
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u32 w = poly->FinalW[vid];
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u32 alpha = (poly->Attr >> 16) & 0x1F;
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// Z should always fit within 16 bits, so it's okay to do this
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u32 zshift = 0;
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while (z > 0xFFFF) { z >>= 1; zshift++; }
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u32 x, y;
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if (ScaleFactor > 1)
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{
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x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
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y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
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}
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else
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{
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x = vtx->FinalPosition[0];
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y = vtx->FinalPosition[1];
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}
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// correct nearly-vertical edges that would look vertical on the DS
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/*{
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int vtopid = vid - 1;
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if (vtopid < 0) vtopid = poly->NumVertices-1;
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Vertex* vtop = poly->Vertices[vtopid];
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if (vtop->FinalPosition[1] >= vtx->FinalPosition[1])
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{
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vtopid = vid + 1;
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if (vtopid >= poly->NumVertices) vtopid = 0;
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vtop = poly->Vertices[vtopid];
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}
|
|
if ((vtop->FinalPosition[1] < vtx->FinalPosition[1]) &&
|
|
(vtx->FinalPosition[0] == vtop->FinalPosition[0]-1))
|
|
{
|
|
if (ScaleFactor > 1)
|
|
x = (vtop->HiresPosition[0] * ScaleFactor) >> 4;
|
|
else
|
|
x = vtop->FinalPosition[0];
|
|
}
|
|
}*/
|
|
|
|
*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;
|
|
}
|
|
|
|
void GLRenderer::BuildPolygons(GLRenderer::RendererPolygon* polygons, int npolys)
|
|
{
|
|
u32* vptr = &VertexBuffer[0];
|
|
u32 vidx = 0;
|
|
|
|
u32 iidx = 0;
|
|
u32 eidx = EdgeIndicesOffset;
|
|
|
|
for (int i = 0; i < npolys; i++)
|
|
{
|
|
RendererPolygon* rp = &polygons[i];
|
|
Polygon* poly = rp->PolyData;
|
|
|
|
rp->IndicesOffset = iidx;
|
|
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 (u32 j = 0; j < poly->NumVertices; j++)
|
|
{
|
|
Vertex* vtx = poly->Vertices[j];
|
|
|
|
if (j > 0)
|
|
{
|
|
if (lastx == vtx->FinalPosition[0] &&
|
|
lasty == vtx->FinalPosition[1]) continue;
|
|
}
|
|
|
|
lastx = vtx->FinalPosition[0];
|
|
lasty = vtx->FinalPosition[1];
|
|
|
|
vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
|
|
|
|
IndexBuffer[iidx++] = 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
|
|
IndexBuffer[iidx++] = vidx_first;
|
|
IndexBuffer[iidx++] = vidx - 2;
|
|
IndexBuffer[iidx++] = vidx - 1;
|
|
rp->NumIndices += 3;
|
|
}
|
|
else // quad, pentagon, etc
|
|
{
|
|
rp->PrimType = GL_TRIANGLES;
|
|
|
|
if (!BetterPolygons)
|
|
{
|
|
// regular triangle-splitting
|
|
|
|
for (u32 j = 0; j < poly->NumVertices; j++)
|
|
{
|
|
Vertex* vtx = poly->Vertices[j];
|
|
|
|
vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
|
|
|
|
if (j >= 2)
|
|
{
|
|
// build a triangle
|
|
IndexBuffer[iidx++] = vidx_first;
|
|
IndexBuffer[iidx++] = vidx - 1;
|
|
IndexBuffer[iidx++] = 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 (u32 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 (u32 j = 0; j < poly->NumVertices; j++)
|
|
{
|
|
Vertex* vtx = poly->Vertices[j];
|
|
|
|
vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
|
|
|
|
if (j >= 1)
|
|
{
|
|
// build a triangle
|
|
IndexBuffer[iidx++] = vidx_first;
|
|
IndexBuffer[iidx++] = vidx - 1;
|
|
IndexBuffer[iidx++] = vidx;
|
|
rp->NumIndices += 3;
|
|
}
|
|
|
|
vidx++;
|
|
}
|
|
|
|
IndexBuffer[iidx++] = vidx_first;
|
|
IndexBuffer[iidx++] = vidx - 1;
|
|
IndexBuffer[iidx++] = vidx_first + 1;
|
|
rp->NumIndices += 3;
|
|
}
|
|
}
|
|
|
|
rp->EdgeIndicesOffset = eidx;
|
|
rp->NumEdgeIndices = 0;
|
|
|
|
u32 vidx_cur = vidx_first;
|
|
for (u32 j = 1; j < poly->NumVertices; j++)
|
|
{
|
|
IndexBuffer[eidx++] = vidx_cur;
|
|
IndexBuffer[eidx++] = vidx_cur + 1;
|
|
vidx_cur++;
|
|
rp->NumEdgeIndices += 2;
|
|
}
|
|
IndexBuffer[eidx++] = vidx_cur;
|
|
IndexBuffer[eidx++] = vidx_first;
|
|
rp->NumEdgeIndices += 2;
|
|
}
|
|
|
|
NumVertices = vidx;
|
|
NumIndices = iidx;
|
|
NumEdgeIndices = eidx - EdgeIndicesOffset;
|
|
}
|
|
|
|
int GLRenderer::RenderSinglePolygon(int i)
|
|
{
|
|
RendererPolygon* rp = &PolygonList[i];
|
|
|
|
glDrawElements(rp->PrimType, rp->NumIndices, GL_UNSIGNED_SHORT, (void*)(uintptr_t)(rp->IndicesOffset * 2));
|
|
|
|
return 1;
|
|
}
|
|
|
|
int GLRenderer::RenderPolygonBatch(int i)
|
|
{
|
|
RendererPolygon* rp = &PolygonList[i];
|
|
GLuint primtype = rp->PrimType;
|
|
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;
|
|
if (cur_rp->RenderKey != key) break;
|
|
|
|
numpolys++;
|
|
numindices += cur_rp->NumIndices;
|
|
}
|
|
|
|
glDrawElements(primtype, numindices, GL_UNSIGNED_SHORT, (void*)(uintptr_t)(rp->IndicesOffset * 2));
|
|
return numpolys;
|
|
}
|
|
|
|
int GLRenderer::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, (void*)(uintptr_t)(rp->EdgeIndicesOffset * 2));
|
|
return numpolys;
|
|
}
|
|
|
|
void GLRenderer::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);
|
|
|
|
GLboolean fogenable = (RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
|
|
|
|
// TODO: proper 'equal' depth test!
|
|
// (has margin of +-0x200 in Z-buffer mode, +-0xFF in W-buffer mode)
|
|
// for now we're using GL_LEQUAL to make it work to some extent
|
|
|
|
// pass 1: opaque pixels
|
|
|
|
UseRenderShader(flags);
|
|
glLineWidth(1.0);
|
|
|
|
glColorMaski(1, GL_TRUE, GL_TRUE, fogenable, GL_FALSE);
|
|
|
|
glDepthFunc(GL_LESS);
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glBindVertexArray(VertexArrayID);
|
|
|
|
for (int i = 0; i < NumFinalPolys; )
|
|
{
|
|
RendererPolygon* rp = &PolygonList[i];
|
|
|
|
if (rp->PolyData->IsShadowMask) { i++; continue; }
|
|
if (rp->PolyData->Translucent) { i++; continue; }
|
|
|
|
if (rp->PolyData->Attr & (1<<14))
|
|
glDepthFunc(GL_LEQUAL);
|
|
else
|
|
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);
|
|
|
|
i += RenderPolygonBatch(i);
|
|
}
|
|
|
|
// if edge marking is enabled, mark all opaque edges
|
|
// TODO BETTER EDGE MARKING!!! THIS SUCKS
|
|
/*if (RenderDispCnt & (1<<5))
|
|
{
|
|
UseRenderShader(flags | RenderFlag_Edge);
|
|
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);
|
|
}*/
|
|
|
|
glEnable(GL_BLEND);
|
|
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);
|
|
|
|
glLineWidth(1.0);
|
|
|
|
if (NumOpaqueFinalPolys > -1)
|
|
{
|
|
// 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)
|
|
{
|
|
glDisable(GL_BLEND);
|
|
|
|
for (int i = 0; i < NumFinalPolys; )
|
|
{
|
|
RendererPolygon* rp = &PolygonList[i];
|
|
|
|
if (rp->PolyData->IsShadowMask)
|
|
{
|
|
// 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_EQUAL, 0xFF, 0xFF);
|
|
glStencilOp(GL_KEEP, GL_INVERT, GL_KEEP);
|
|
glStencilMask(0x01);
|
|
|
|
i += RenderPolygonBatch(i);
|
|
}
|
|
else if (rp->PolyData->Translucent)
|
|
{
|
|
bool needopaque = ((rp->PolyData->Attr & 0x001F0000) == 0x001F0000);
|
|
|
|
u32 polyattr = rp->PolyData->Attr;
|
|
u32 polyid = (polyattr >> 24) & 0x3F;
|
|
|
|
if (polyattr & (1<<14))
|
|
glDepthFunc(GL_LEQUAL);
|
|
else
|
|
glDepthFunc(GL_LESS);
|
|
|
|
if (needopaque)
|
|
{
|
|
UseRenderShader(flags);
|
|
|
|
glDisable(GL_BLEND);
|
|
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glColorMaski(1, GL_TRUE, GL_TRUE, fogenable, GL_FALSE);
|
|
|
|
glStencilFunc(GL_ALWAYS, polyid, 0xFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
glStencilMask(0xFF);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
RenderSinglePolygon(i);
|
|
}
|
|
|
|
UseRenderShader(flags | RenderFlag_Trans);
|
|
|
|
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
|
|
u32 clrpolyid = (RenderClearAttr1 >> 24) & 0x3F;
|
|
if (polyid != clrpolyid) { i++; continue; }
|
|
|
|
glEnable(GL_BLEND);
|
|
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
|
|
|
|
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 += needopaque ? RenderSinglePolygon(i) : RenderPolygonBatch(i);
|
|
}
|
|
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
|
|
|
|
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
|
|
else glDepthMask(GL_FALSE);
|
|
|
|
i += needopaque ? RenderSinglePolygon(i) : RenderPolygonBatch(i);
|
|
}
|
|
}
|
|
else
|
|
i++;
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glStencilMask(0xFF);
|
|
}
|
|
|
|
// pass 3: translucent pixels
|
|
|
|
for (int i = 0; i < NumFinalPolys; )
|
|
{
|
|
RendererPolygon* rp = &PolygonList[i];
|
|
|
|
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);
|
|
|
|
i += RenderPolygonBatch(i);
|
|
}
|
|
else if (rp->PolyData->Translucent)
|
|
{
|
|
bool needopaque = ((rp->PolyData->Attr & 0x001F0000) == 0x001F0000);
|
|
|
|
u32 polyattr = rp->PolyData->Attr;
|
|
u32 polyid = (polyattr >> 24) & 0x3F;
|
|
|
|
if (polyattr & (1<<14))
|
|
glDepthFunc(GL_LEQUAL);
|
|
else
|
|
glDepthFunc(GL_LESS);
|
|
|
|
if (needopaque)
|
|
{
|
|
UseRenderShader(flags);
|
|
|
|
glDisable(GL_BLEND);
|
|
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glColorMaski(1, GL_TRUE, GL_TRUE, fogenable, GL_FALSE);
|
|
|
|
glStencilFunc(GL_ALWAYS, polyid, 0xFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
glStencilMask(0xFF);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
RenderSinglePolygon(i);
|
|
}
|
|
|
|
UseRenderShader(flags | RenderFlag_Trans);
|
|
|
|
GLboolean transfog;
|
|
if (!(polyattr & (1<<15))) transfog = fogenable;
|
|
else transfog = GL_FALSE;
|
|
|
|
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);
|
|
|
|
RenderSinglePolygon(i);
|
|
|
|
glEnable(GL_BLEND);
|
|
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
|
|
|
|
glStencilFunc(GL_EQUAL, 0xC0|polyid, 0x80);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
glStencilMask(0x7F);
|
|
|
|
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
|
|
else glDepthMask(GL_FALSE);
|
|
|
|
i += RenderSinglePolygon(i);
|
|
}
|
|
else
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glColorMaski(1, GL_FALSE, GL_FALSE, transfog, 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);
|
|
|
|
i += needopaque ? RenderSinglePolygon(i) : RenderPolygonBatch(i);
|
|
}
|
|
}
|
|
else
|
|
i++;
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
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[FrontBuffer ? 6 : 4]);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer ? 7 : 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void GLRenderer::RenderFrame()
|
|
{
|
|
CurShaderID = -1;
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[FrontBuffer]);
|
|
|
|
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);
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
glViewport(0, 0, ScreenW, ScreenH);
|
|
|
|
glDisable(GL_BLEND);
|
|
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
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 (u32 i = 0; i < RenderNumPolygons; i++)
|
|
{
|
|
if (RenderPolygonRAM[i]->Degenerate) 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);
|
|
|
|
// bind to access the index buffer
|
|
glBindVertexArray(VertexArrayID);
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, NumIndices * 2, IndexBuffer);
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, EdgeIndicesOffset * 2, NumEdgeIndices * 2, IndexBuffer + EdgeIndicesOffset);
|
|
|
|
RenderSceneChunk(0, 192);
|
|
}
|
|
|
|
FrontBuffer = FrontBuffer ? 0 : 1;
|
|
}
|
|
|
|
void GLRenderer::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);
|
|
}
|
|
|
|
u32* GLRenderer::GetLine(int line)
|
|
{
|
|
int stride = 256;
|
|
|
|
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 GLRenderer::SetupAccelFrame()
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
|
|
}
|
|
|
|
}
|