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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00

Add lod calculation shader only to combiners, which use lod_frac.

This commit is contained in:
Sergey Lipskiy 2013-05-18 20:11:47 +07:00
parent f50df09373
commit baf51c449b

View File

@ -4,6 +4,7 @@
#include <stdio.h>
#include <iostream>
#include <fstream>
#include <assert.h>
#else
# include "winlnxdefs.h"
# include <stdlib.h> // malloc()
@ -85,68 +86,63 @@ const char *AlphaInput[] = {
"0.0"
};
static const char* fragment_shader_header =
"uniform sampler2D texture0; \n"
"uniform sampler2D texture1; \n"
"uniform sampler2D lod_texture; \n"
"uniform vec4 prim_color; \n"
"uniform vec4 env_color; \n"
"uniform vec4 center_color; \n"
"uniform vec4 scale_color; \n"
"uniform float k4; \n"
"uniform float k5; \n"
"uniform float prim_lod; \n"
"uniform int dither_enabled; \n"
"uniform int fog_enabled; \n"
"varying vec4 secondary_color; \n"
"varying vec2 noiseCoord2D; \n"
"vec3 input_color; \n"
"uniform int lod_enabled; \n"
"uniform float lod_x_scale; \n"
"uniform float lod_y_scale; \n"
"uniform float min_lod; \n"
"uniform int max_tile; \n"
"uniform int texture_detail; \n"
" \n"
"float calc_light(); \n"
"float snoise(vec2 v); \n"
"float calc_lod(); \n"
static const char* fragment_shader_header_common_variables =
"uniform sampler2D texture0; \n"
"uniform sampler2D texture1; \n"
"uniform vec4 prim_color; \n"
"uniform vec4 env_color; \n"
"uniform vec4 center_color; \n"
"uniform vec4 scale_color; \n"
"uniform float k4; \n"
"uniform float k5; \n"
"uniform float prim_lod; \n"
"uniform int dither_enabled; \n"
"uniform int fog_enabled; \n"
"varying vec4 secondary_color; \n"
"varying vec2 noiseCoord2D; \n"
"vec3 input_color; \n"
;
static const char* fragment_shader_header_lod_variables =
"uniform int lod_enabled; \n"
"uniform float lod_x_scale; \n"
"uniform float lod_y_scale; \n"
"uniform float min_lod; \n"
"uniform int max_tile; \n"
"uniform int texture_detail; \n"
"uniform sampler2D lod_texture; \n"
;
static const char* fragment_shader_header_common_functions =
" \n"
"float calc_light() { \n"
" input_color = gl_Color.rgb; \n"
" if (int(secondary_color.r) == 0) \n"
" return 1.0; \n"
" float full_intensity = 0.0; \n"
" int nLights = int(secondary_color.r); \n"
" input_color = vec3(gl_LightSource[nLights].ambient); \n"
" vec3 lightDir, lightColor; \n"
" float intensity; \n"
" vec3 n = normalize(gl_Color.rgb); \n"
" for (int i = 0; i < nLights; i++) { \n"
" lightDir = vec3(gl_LightSource[i].position); \n"
" intensity = max(dot(n,lightDir),0.0); \n"
" full_intensity += intensity; \n"
" lightColor = vec3(gl_LightSource[i].ambient)*intensity;\n"
" input_color += lightColor; \n"
" }; \n"
" return full_intensity; \n"
"} \n"
" \n"
"float snoise(vec2 v); \n"
#ifdef USE_TOONIFY
"void toonify(in float intensity); \n"
#endif
"layout(pixel_center_integer) in vec4 gl_FragCoord; \n"
"void main() \n"
"{ \n"
" vec4 vec_color, combined_color; \n"
" float alpha1, alpha2; \n"
" vec3 color1, color2; \n"
" float lod_frac = calc_lod(); \n"
;
static const char* fragment_shader_calc_light =
" \n"
"float calc_light() { \n"
" input_color = gl_Color.rgb; \n"
" if (int(secondary_color.r) == 0) \n"
" return 1.0; \n"
" float full_intensity = 0.0; \n"
" int nLights = int(secondary_color.r); \n"
" input_color = vec3(gl_LightSource[nLights].ambient); \n"
" vec3 lightDir, lightColor; \n"
" float intensity; \n"
" vec3 n = normalize(gl_Color.rgb); \n"
" for (int i = 0; i < nLights; i++) { \n"
" lightDir = vec3(gl_LightSource[i].position); \n"
" intensity = max(dot(n,lightDir),0.0); \n"
" full_intensity += intensity; \n"
" lightColor = vec3(gl_LightSource[i].ambient)*intensity; \n"
" input_color += lightColor; \n"
" }; \n"
" return full_intensity; \n"
"} \n"
;
static const char* fragment_shader_calc_lod =
" \n"
"vec2 fetchTex(in ivec2 screenpos) { \n"
// look up result from previous render pass in the texture
" vec4 color = texelFetch(lod_texture, screenpos, 0); \n"
@ -202,6 +198,16 @@ static const char* fragment_shader_calc_lod =
"} \n"
;
static const char* fragment_shader_header_main =
" \n"
"layout(pixel_center_integer) in vec4 gl_FragCoord; \n"
"void main() \n"
"{ \n"
" vec4 vec_color, combined_color; \n"
" float alpha1, alpha2; \n"
" vec3 color1, color2; \n"
;
#ifdef USE_TOONIFY
static const char* fragment_shader_toonify =
" \n"
@ -598,51 +604,58 @@ int CompileCombiner(const CombinerStage & _stage, const char** _Input, char * _f
GLSLCombiner::GLSLCombiner(Combiner *_color, Combiner *_alpha) {
m_vertexShaderObject = g_vertex_shader_object;
char *fragment_shader = (char*)malloc(9000);
strcpy(fragment_shader, fragment_shader_header);
#if 1
char *fragment_shader = (char*)malloc(8192);
strcpy(fragment_shader, fragment_shader_header_common_variables);
char strCombiner[256];
strcpy(strCombiner, " alpha1 = ");
m_nInputs = CompileCombiner(_alpha->stage[0], AlphaInput, strCombiner);
strcat(strCombiner, " color1 = ");
m_nInputs |= CompileCombiner(_color->stage[0], ColorInput, strCombiner);
strcat(strCombiner, " combined_color = vec4(color1, alpha1); \n");
if (_alpha->numStages == 2) {
strcat(strCombiner, " alpha2 = ");
m_nInputs |= CompileCombiner(_alpha->stage[1], AlphaInput, strCombiner);
} else
strcat(strCombiner, " alpha2 = alpha1; \n");
if (_color->numStages == 2) {
strcat(strCombiner, " color2 = ");
m_nInputs |= CompileCombiner(_color->stage[1], ColorInput, strCombiner);
} else
strcat(strCombiner, " color2 = color1; \n");
bool bUseLod = (m_nInputs & (1<<LOD_FRACTION)) > 0;
if (bUseLod)
strcat(fragment_shader, fragment_shader_header_lod_variables);
strcat(fragment_shader, fragment_shader_header_common_functions);
if (bUseLod)
strcat(fragment_shader, fragment_shader_calc_lod);
strcat(fragment_shader, fragment_shader_header_main);
strcat(fragment_shader, " if (dither_enabled > 0) \n");
strcat(fragment_shader, " if (snoise(noiseCoord2D) < 0.0) discard; \n");
strcat(fragment_shader, fragment_shader_readtex0color);
strcat(fragment_shader, fragment_shader_readtex1color);
if (bUseLod)
strcat(fragment_shader, " float lod_frac = calc_lod(); \n");
if ((m_nInputs & ((1<<TEXEL0)|(1<<TEXEL1)|(1<<TEXEL0_ALPHA)|(1<<TEXEL1_ALPHA))) > 0) {
strcat(fragment_shader, fragment_shader_readtex0color);
strcat(fragment_shader, fragment_shader_readtex1color);
} else {
assert(strstr(strCombiner, "readtex") == 0);
}
strcat(fragment_shader, " float intensity = calc_light(); \n");
strcat(fragment_shader, " vec_color = vec4(input_color, gl_Color.a); \n");
strcat(fragment_shader, " alpha1 = ");
m_nInputs = CompileCombiner(_alpha->stage[0], AlphaInput, fragment_shader);
strcat(fragment_shader, " color1 = ");
m_nInputs |= CompileCombiner(_color->stage[0], ColorInput, fragment_shader);
strcat(fragment_shader, " combined_color = vec4(color1, alpha1); \n");
if (_alpha->numStages == 2) {
strcat(fragment_shader, " alpha2 = ");
m_nInputs |= CompileCombiner(_alpha->stage[1], AlphaInput, fragment_shader);
} else
strcat(fragment_shader, " alpha2 = alpha1; \n");
if (_color->numStages == 2) {
strcat(fragment_shader, " color2 = ");
m_nInputs |= CompileCombiner(_color->stage[1], ColorInput, fragment_shader);
} else
strcat(fragment_shader, " color2 = color1; \n");
strcat(fragment_shader, strCombiner);
strcat(fragment_shader, " gl_FragColor = vec4(color2, alpha2); \n");
#ifdef USE_TOONIFY
strcat(fragment_shader, " toonify(intensity); \n");
#endif
strcat(fragment_shader, " if (fog_enabled > 0) \n");
strcat(fragment_shader, " gl_FragColor = vec4(mix(gl_Fog.color.rgb, gl_FragColor.rgb, gl_FogFragCoord), gl_FragColor.a); \n");
strcat(fragment_shader, fragment_shader_end);
strcat(fragment_shader, fragment_shader_calc_light);
strcat(fragment_shader, fragment_shader_calc_lod);
strcat(fragment_shader, noise_fragment_shader);
#ifdef USE_TOONIFY
strcat(fragment_shader, fragment_shader_toonify);
#endif
strcat(fragment_shader, noise_fragment_shader);
#else // #if 0
// strcat(fragment_shader, fragment_shader_default);
strcat(fragment_shader, "gl_FragColor = secondary_color; \n");
#endif
m_fragmentShaderObject = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB(m_fragmentShaderObject, 1, (const GLcharARB**)&fragment_shader, NULL);
@ -736,7 +749,7 @@ void GLSLCombiner::UpdateColors() {
}
}
int nDither = gDP.otherMode.colorDither == 2 || gDP.otherMode.alphaDither == 2 || gDP.otherMode.alphaCompare == 3 ? 1 : 0;
int nDither = (gDP.otherMode.colorDither == 2 || gDP.otherMode.alphaDither == 2 || gDP.otherMode.alphaCompare == 3) ? 1 : 0;
int dither_location = glGetUniformLocationARB(m_programObject, "dither_enabled");
glUniform1iARB(dither_location, nDither);