1
0
mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00
GLideN64/GLSLCombiner.cpp
Sergey Lipskiy c9ddb8e1a6 Fix read alpha from frame buffer textures.
When gDP.otherMode.imageRead is off, alpha is replaced by the fixed value.
2015-05-13 10:09:47 +06:00

863 lines
28 KiB
C++

#ifndef __LINUX__
# include <windows.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <fstream>
#include <assert.h>
#else
# include "winlnxdefs.h"
# include <stdlib.h> // malloc()
#endif
#include "OpenGL.h"
#include "Combiner.h"
#include "GLSLCombiner.h"
#include "Noise_shader.h"
static GLhandleARB g_vertex_shader_object;
static GLhandleARB g_lod_program;
static GLhandleARB g_lod_clear_program;
static GLhandleARB g_lod_program_test;
static GLuint g_lod_fbo = 0;
static GLuint g_lod_tex = 0;
static
void display_warning(const char *text, ...)
{
static int first_message = 100;
if (first_message)
{
char buf[1000];
va_list ap;
va_start(ap, text);
vsprintf(buf, text, ap);
va_end(ap);
first_message--;
}
}
const char *ColorInput_1cycle[] = {
"combined_color.rgb",
"readtex0.rgb",
"readtex1.rgb",
"prim_color.rgb",
"vec_color.rgb",
"env_color.rgb",
"center_color.rgb",
"scale_color.rgb",
"combined_color.a",
"readtex0.a",
"readtex1.a",
"prim_color.a",
"vec_color.a",
"env_color.a",
"lod_frac", // TODO: emulate lod_fraction
"vec3(prim_lod)",
"vec3(0.5 + 0.5*snoise(noiseCoord2D))",
"vec3(k4)",
"vec3(k5)",
"vec3(1.0)",
"vec3(0.0)"
};
const char *ColorInput_2cycle[] = {
"combined_color.rgb",
"readtex1.rgb",
"readtex0.rgb",
"prim_color.rgb",
"vec_color.rgb",
"env_color.rgb",
"center_color.rgb",
"scale_color.rgb",
"combined_color.a",
"readtex1.a",
"readtex0.a",
"prim_color.a",
"vec_color.a",
"env_color.a",
"lod_frac", // TODO: emulate lod_fraction
"vec3(prim_lod)",
"vec3(0.5 + 0.5*snoise(noiseCoord2D))",
"vec3(k4)",
"vec3(k5)",
"vec3(1.0)",
"vec3(0.0)"
};
const char *AlphaInput_1cycle[] = {
"combined_color.a",
"readtex0.a",
"readtex1.a",
"prim_color.a",
"vec_color.a",
"env_color.a",
"center_color.a",
"scale_color.a",
"combined_color.a",
"readtex0.a",
"readtex1.a",
"prim_color.a",
"vec_color.a",
"env_color.a",
"lod_frac", // TODO: emulate lod_fraction
"prim_lod",
"1.0",
"k4",
"k5",
"1.0",
"0.0"
};
const char *AlphaInput_2cycle[] = {
"combined_color.a",
"readtex1.a",
"readtex0.a",
"prim_color.a",
"vec_color.a",
"env_color.a",
"center_color.a",
"scale_color.a",
"combined_color.a",
"readtex1.a",
"readtex0.a",
"prim_color.a",
"vec_color.a",
"env_color.a",
"lod_frac", // TODO: emulate lod_fraction
"prim_lod",
"1.0",
"k4",
"k5",
"1.0",
"0.0"
};
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"
"uniform int fb_8bit_mode; \n"
"uniform int fb_fixed_alpha; \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 snoise(vec2 v); \n"
#ifdef USE_TOONIFY
"void toonify(in float intensity); \n"
#endif
;
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"
" return vec2(color); \n"
"} \n"
" \n"
"float calc_lod() { \n"
" if (lod_enabled == 0) \n"
" return prim_lod; \n"
// convert fragment position to integers
" int x0 = int(gl_FragCoord.x); \n"
" int y0 = int(gl_FragCoord.y); \n"
" float lod = 0.0; \n"
" vec2 lodtex0 = 255.0*fetchTex(ivec2(x0, y0)); \n"
" lodtex0.x *= lod_x_scale; \n"
" lodtex0.y *= lod_y_scale; \n"
" vec2 lodtex1 = 255.0*fetchTex(ivec2(x0+1, y0)); \n"
" if (length(lodtex1) > 0.0) { \n"
" lodtex1.x *= lod_x_scale; \n"
" lodtex1.y *= lod_y_scale; \n"
" lod = distance(lodtex0, lodtex1); \n"
" } \n"
" if (lod < 1.0) { \n"
" lodtex1 = 255.0*fetchTex(ivec2(x0, y0+1)); \n"
" if (length(lodtex1) > 0.0) { \n"
" lodtex1.x *= lod_x_scale; \n"
" lodtex1.y *= lod_y_scale; \n"
" lod = distance(lodtex0, lodtex1); \n"
" } \n"
" } \n"
" if (lod < 1.0) { \n"
" lodtex1 = 255.0*fetchTex(ivec2(x0-1, y0)); \n"
" if (length(lodtex1) > 0.0) { \n"
" lodtex1.x *= lod_x_scale; \n"
" lodtex1.y *= lod_y_scale; \n"
" lod = distance(lodtex0, lodtex1); \n"
" } \n"
" } \n"
" if (lod < 1.0) { \n"
" lodtex1 = 255.0*fetchTex(ivec2(x0, y0-1)); \n"
" if (length(lodtex1) > 0.0) { \n"
" lodtex1.x *= lod_x_scale; \n"
" lodtex1.y *= lod_y_scale; \n"
" lod = distance(lodtex0, lodtex1); \n"
" } \n"
" } \n"
" if (texture_detail > 0 && lod < min_lod) \n"
" lod = min_lod; \n"
" if (lod < 1.0) \n"
" return 0.0; \n"
" float tile = min(float(max_tile), floor(log2(floor(lod)))); \n"
" return fract(lod/pow(2.0, tile)); \n"
"} \n"
;
static const char* fragment_shader_header_main =
" \n"
"layout(pixel_center_integer) in vec4 gl_FragCoord; \n"
"void main() \n"
"{ \n"
" if (dither_enabled > 0) \n"
" if (snoise(noiseCoord2D) < 0.0) discard; \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"
"void toonify(in float intensity) { \n"
" if (intensity > 0.5) \n"
" return; \n"
" else if (intensity > 0.125) \n"
" gl_FragColor = vec4(vec3(gl_FragColor)*0.5, gl_FragColor.a);\n"
" else \n"
" gl_FragColor = vec4(vec3(gl_FragColor)*0.2, gl_FragColor.a);\n"
"} \n"
;
#endif
static const char* fragment_shader_default =
//" gl_FragColor = texture2D(texture0, gl_TexCoord[0].st); \n"
//" gl_FragColor = gl_Color; \n"
" vec4 color = texture2D(texture0, gl_TexCoord[0].st); \n"
" gl_FragColor = gl_Color*color; \n"
;
static const char* fragment_shader_readtex0color =
" vec4 readtex0 = texture2D(texture0, gl_TexCoord[0].st); \n"
" if (fb_8bit_mode == 1 || fb_8bit_mode == 3) readtex0 = vec4(readtex0.r); \n"
" if (fb_fixed_alpha == 1 || fb_fixed_alpha == 3) readtex0.a = 0.825; \n"
;
static const char* fragment_shader_readtex1color =
" vec4 readtex1 = texture2D(texture1, gl_TexCoord[1].st); \n"
" if (fb_8bit_mode == 2 || fb_8bit_mode == 3) readtex1 = vec4(readtex1.r); \n"
" if (fb_fixed_alpha == 2 || fb_fixed_alpha == 3) readtex1.a = 0.825; \n"
;
static const char* fragment_shader_end =
"} \n"
;
static const char* vertex_shader =
"uniform float time; \n"
"varying vec2 noiseCoord2D; \n"
"varying vec4 secondary_color; \n"
"void main() \n"
"{ \n"
" gl_Position = ftransform(); \n"
" gl_FrontColor = gl_Color; \n"
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
" gl_TexCoord[1] = gl_MultiTexCoord1; \n"
" gl_FogFragCoord = (gl_Fog.end - gl_FogCoord) * gl_Fog.scale; \n"
" gl_FogFragCoord = clamp(gl_FogFragCoord, 0.0, 1.0); \n"
" secondary_color = gl_SecondaryColor; \n"
" noiseCoord2D = gl_Vertex.xy + vec2(0.0, time); \n"
"} \n"
;
static const char* lod_vertex_shader =
"varying vec4 secondary_color; \n"
"void main() \n"
"{ \n"
" gl_Position = ftransform(); \n"
" gl_FrontColor = gl_Color; \n"
" secondary_color = gl_SecondaryColor; \n"
"} \n"
;
static const char* lod_fragment_shader =
"varying vec4 secondary_color; \n"
"layout (location = 0) out vec4 texCoordOut; \n"
"void main() \n"
"{texCoordOut = vec4(secondary_color.g, secondary_color.b, 0.0, 1.0);} \n"
;
static const char* lod_clear_fragment_shader =
"varying vec4 secondary_color; \n"
"layout (location = 0) out vec4 texCoordOut; \n"
"void main() \n"
"{texCoordOut = vec4(0.0, 0.0, 0.0, 1.0);} \n"
;
static const char* lod_fragment_shader_test =
// texture with the previous render pass
"uniform sampler2D mytex; \n"
"layout(pixel_center_integer) in vec4 gl_FragCoord; \n"
"vec2 fetchTex(in ivec2 screenpos) { \n"
// look up result from previous render pass in the texture
" vec4 color = texelFetch(mytex, screenpos, 0); \n"
" return vec2(color); \n"
"} \n"
"vec2 fetchCoord(in ivec2 screenpos) { \n"
// look up result from previous render pass in the texture
" vec4 color = texelFetch(mytex, screenpos, 0); \n"
" return vec2(color.b, color.a); \n"
"} \n"
"void main() \n"
#if 0
"{ \n"
" int x0 = int(gl_FragCoord.x); \n"
" int y0 = int(gl_FragCoord.y); \n"
" float maxDist = 0.0; \n"
" vec2 lodtex0 = 255.0*fetchTex(ivec2(x0, y0)); \n"
" vec2 lodtex1 = 255.0*fetchTex(ivec2(x0+1, y0)); \n"
" if (length(lodtex1) > 0.0) { \n"
" float dist = distance(lodtex0, lodtex1); \n"
" maxDist = max(dist, maxDist); \n"
" } \n"
" if (maxDist < 1.0) { \n"
" lodtex1 = 255.0*fetchTex(ivec2(x0, y0+1)); \n"
" if (length(lodtex1) > 0.0) { \n"
" float dist = distance(lodtex0, lodtex1); \n"
" maxDist = max(dist, maxDist); \n"
" } \n"
" } \n"
" if (maxDist < 1.0) { \n"
" lodtex1 = 255.0*fetchTex(ivec2(x0-1, y0)); \n"
" if (length(lodtex1) > 0.0) { \n"
" float dist = distance(lodtex0, lodtex1); \n"
" maxDist = max(dist, maxDist); \n"
" } \n"
" } \n"
" if (maxDist < 1.0) { \n"
" lodtex1 = 255.0*fetchTex(ivec2(x0, y0-1)); \n"
" if (length(lodtex1) > 0.0) { \n"
" float dist = distance(lodtex0, lodtex1); \n"
" maxDist = max(dist, maxDist); \n"
" } \n"
" } \n"
" float f_lod = 1.0; \n"
" if (maxDist >= 1.0) \n"
" f_lod = fract(maxDist); \n"
//" maxDist = lodtex0.x;\n"
//" maxDist = abs(lodtex0.y - lodtex1.y);\n"
//" if (maxDist < 1.0) maxDist = abs(lodtex0.y - lodtex1.y);\n"
//" maxDist = distance(lodtex0,lodtex1);\n"
//" float f_lod = fract(maxDist); \n"
//" float f_lod = maxDist/4.0; \n"
" gl_FragColor = vec4(f_lod, 0.0, 0.0, 1.0); \n"
"} \n"
#else
"{ \n"
// convert fragment position to integers
" ivec2 screenpos = ivec2(gl_FragCoord.xy); \n"
// look up result from previous render pass in the texture
#if 0
" vec4 color = 8.0*texelFetch(mytex, screenpos, 0); \n"
" gl_FragColor = vec4(color.r, color.g, 0.0, 1.0); \n"
#else
" vec4 color = 255.0*texelFetch(mytex, screenpos, 0); \n"
" gl_FragColor = vec4(fract(color.r), fract(color.g), 0.0, 1.0); \n"
#endif
// now use the value from the previous render pass ...
//" gl_FragColor = color; \n"
"} \n"
#endif
;
void InitGLSLCombiner()
{
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
g_vertex_shader_object = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
glShaderSourceARB(g_vertex_shader_object, 1, &vertex_shader, NULL);
glCompileShaderARB(g_vertex_shader_object);
GLhandleARB lod_vertex_shader_object = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
glShaderSourceARB(lod_vertex_shader_object, 1, &lod_vertex_shader, NULL);
glCompileShaderARB(lod_vertex_shader_object);
GLhandleARB lod_fragment_shader_object = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB(lod_fragment_shader_object, 1, &lod_fragment_shader, NULL);
glCompileShaderARB(lod_fragment_shader_object);
g_lod_program = glCreateProgramObjectARB();
glAttachObjectARB(g_lod_program, lod_vertex_shader_object);
glAttachObjectARB(g_lod_program, lod_fragment_shader_object);
glLinkProgramARB(g_lod_program);
GLhandleARB lod_clear_fragment_shader_object = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB(lod_clear_fragment_shader_object, 1, &lod_clear_fragment_shader, NULL);
glCompileShaderARB(lod_clear_fragment_shader_object);
g_lod_clear_program = glCreateProgramObjectARB();
glAttachObjectARB(g_lod_clear_program, lod_vertex_shader_object);
glAttachObjectARB(g_lod_clear_program, lod_clear_fragment_shader_object);
glLinkProgramARB(g_lod_clear_program);
#ifdef LOD_TEST
GLhandleARB lod_vertex_shader_object2 = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
glShaderSourceARB(lod_vertex_shader_object2, 1, &lod_vertex_shader, NULL);
glCompileShaderARB(lod_vertex_shader_object2);
GLhandleARB lod_fragment_shader_object2 = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB(lod_fragment_shader_object2, 1, &lod_fragment_shader_test, NULL);
glCompileShaderARB(lod_fragment_shader_object2);
g_lod_program_test = glCreateProgramObjectARB();
glAttachObjectARB(g_lod_program_test, lod_vertex_shader_object2);
glAttachObjectARB(g_lod_program_test, lod_fragment_shader_object2);
glLinkProgramARB(g_lod_program_test);
#ifdef _DEBUG
int log_length;
glGetObjectParameterivARB(g_lod_program_test, GL_OBJECT_LINK_STATUS_ARB , &log_length);
if(!log_length)
{
const int nLogSize = 1024;
char shader_log[nLogSize];
glGetInfoLogARB(lod_fragment_shader_object2,
nLogSize, &log_length, shader_log);
if(log_length)
display_warning(shader_log);
glGetInfoLogARB(lod_vertex_shader_object2, nLogSize, &log_length, shader_log);
if(log_length)
display_warning(shader_log);
glGetInfoLogARB(g_lod_program_test,
nLogSize, &log_length, shader_log);
if(log_length)
display_warning(shader_log);
}
#endif
#endif // LOD_TEST
// generate a framebuffer
ogl_glGenFramebuffers(1, &g_lod_fbo);
// bind it as the target for rendering commands
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, g_lod_fbo);
glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &g_lod_tex);
glBindTexture(GL_TEXTURE_2D, g_lod_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA16F,
OGL.width <= 1024 ? 1024 : 2048,
OGL.height <= 1024 ? 1024 : 2048,
0, GL_RGBA, GL_FLOAT,
NULL);
glBindTexture(GL_TEXTURE_2D, 0);
ogl_glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, g_lod_tex, 0);
// check if everything is OK
assert(checkFBO());
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void DestroyGLSLCombiner() {
if (g_lod_tex > 0)
glDeleteTextures(1, &g_lod_tex);
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ogl_glDeleteFramebuffers(1, &g_lod_fbo);
}
static
int CompileCombiner(const CombinerStage & _stage, const char** _Input, char * _fragment_shader) {
char buf[128];
bool bBracketOpen = false;
int nRes = 0;
for (int i = 0; i < _stage.numOps; ++i) {
switch(_stage.op[i].op) {
case LOAD:
sprintf(buf, "(%s ", _Input[_stage.op[i].param1]);
strcat(_fragment_shader, buf);
bBracketOpen = true;
nRes |= 1 << _stage.op[i].param1;
break;
case SUB:
if (bBracketOpen) {
sprintf(buf, "- %s)", _Input[_stage.op[i].param1]);
bBracketOpen = false;
} else
sprintf(buf, "- %s", _Input[_stage.op[i].param1]);
strcat(_fragment_shader, buf);
nRes |= 1 << _stage.op[i].param1;
break;
case ADD:
if (bBracketOpen) {
sprintf(buf, "+ %s)", _Input[_stage.op[i].param1]);
bBracketOpen = false;
} else
sprintf(buf, "+ %s", _Input[_stage.op[i].param1]);
strcat(_fragment_shader, buf);
nRes |= 1 << _stage.op[i].param1;
break;
case MUL:
if (bBracketOpen) {
sprintf(buf, ")*%s", _Input[_stage.op[i].param1]);
bBracketOpen = false;
} else
sprintf(buf, "*%s", _Input[_stage.op[i].param1]);
strcat(_fragment_shader, buf);
nRes |= 1 << _stage.op[i].param1;
break;
case INTER:
sprintf(buf, "mix(%s, %s, %s)", _Input[_stage.op[0].param2], _Input[_stage.op[0].param1], _Input[_stage.op[0].param3]);
strcat(_fragment_shader, buf);
nRes |= 1 << _stage.op[i].param1;
nRes |= 1 << _stage.op[i].param2;
nRes |= 1 << _stage.op[i].param3;
break;
// default:
// assert(false);
}
}
if (bBracketOpen)
strcat(_fragment_shader, ")");
strcat(_fragment_shader, "; \n");
return nRes;
}
GLSLCombiner::GLSLCombiner(Combiner *_color, Combiner *_alpha) {
m_vertexShaderObject = g_vertex_shader_object;
char *fragment_shader = (char*)malloc(8192);
strcpy(fragment_shader, fragment_shader_header_common_variables);
char strCombiner[512];
strcpy(strCombiner, " alpha1 = ");
m_nInputs = CompileCombiner(_alpha->stage[0], AlphaInput_1cycle, strCombiner);
strcat(strCombiner, " color1 = ");
m_nInputs |= CompileCombiner(_color->stage[0], ColorInput_1cycle, strCombiner);
strcat(strCombiner, " combined_color = vec4(color1, alpha1); \n");
if (_alpha->numStages == 2) {
strcat(strCombiner, " alpha2 = ");
m_nInputs |= CompileCombiner(_alpha->stage[1], AlphaInput_2cycle, strCombiner);
} else
strcat(strCombiner, " alpha2 = alpha1; \n");
if (_color->numStages == 2) {
strcat(strCombiner, " color2 = ");
m_nInputs |= CompileCombiner(_color->stage[1], ColorInput_2cycle, strCombiner);
} else
strcat(strCombiner, " color2 = color1; \n");
const bool bUseLod = (m_nInputs & (1<<LOD_FRACTION)) > 0;
if (bUseLod) {
strcat(fragment_shader, fragment_shader_header_lod_variables);
strcat(fragment_shader, fragment_shader_calc_lod);
}
if (bHWLightingCalculation)
strcat(fragment_shader, fragment_shader_calc_light);
strcat(fragment_shader, fragment_shader_header_common_functions);
strcat(fragment_shader, fragment_shader_header_main);
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);
}
if (bHWLightingCalculation)
strcat(fragment_shader, " float intensity = calc_light(); \n");
else
strcat(fragment_shader, " input_color = gl_Color.rgb;\n");
strcat(fragment_shader, " vec_color = vec4(input_color, gl_Color.a); \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, noise_fragment_shader);
#ifdef USE_TOONIFY
strcat(fragment_shader, fragment_shader_toonify);
#endif
m_fragmentShaderObject = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB(m_fragmentShaderObject, 1, (const GLcharARB**)&fragment_shader, NULL);
free(fragment_shader);
glCompileShaderARB(m_fragmentShaderObject);
m_programObject = glCreateProgramObjectARB();
glAttachObjectARB(m_programObject, m_fragmentShaderObject);
glAttachObjectARB(m_programObject, m_vertexShaderObject);
glLinkProgramARB(m_programObject);
}
void GLSLCombiner::Set() {
combiner.usesT0 = FALSE;
combiner.usesT1 = FALSE;
combiner.usesLOD = (m_nInputs & (1<<LOD_FRACTION)) > 0 ? TRUE : FALSE;
combiner.vertex.color = COMBINED;
combiner.vertex.alpha = COMBINED;
combiner.vertex.secondaryColor = LIGHT;
glUseProgramObjectARB(m_programObject);
int texture0_location = glGetUniformLocationARB(m_programObject, "texture0");
if (texture0_location != -1) {
glUniform1iARB(texture0_location, 0);
combiner.usesT0 = TRUE;
}
int texture1_location = glGetUniformLocationARB(m_programObject, "texture1");
if (texture1_location != -1) {
glUniform1iARB(texture1_location, 1);
combiner.usesT1 = TRUE;
}
UpdateColors();
#ifdef _DEBUG
int log_length;
glGetObjectParameterivARB(m_programObject, GL_OBJECT_LINK_STATUS_ARB , &log_length);
if(!log_length)
{
const int nLogSize = 1024;
char shader_log[nLogSize];
glGetInfoLogARB(m_fragmentShaderObject,
nLogSize, &log_length, shader_log);
if(log_length)
display_warning(shader_log);
glGetInfoLogARB(m_vertexShaderObject, nLogSize, &log_length, shader_log);
if(log_length)
display_warning(shader_log);
glGetInfoLogARB(m_programObject,
nLogSize, &log_length, shader_log);
if(log_length)
display_warning(shader_log);
}
#endif
}
void GLSLCombiner::UpdateColors() {
int prim_color_location = glGetUniformLocationARB(m_programObject, "prim_color");
glUniform4fARB(prim_color_location, gDP.primColor.r, gDP.primColor.g, gDP.primColor.b, gDP.primColor.a);
int env_color_location = glGetUniformLocationARB(m_programObject, "env_color");
glUniform4fARB(env_color_location, gDP.envColor.r, gDP.envColor.g, gDP.envColor.b, gDP.envColor.a);
int prim_lod_location = glGetUniformLocationARB(m_programObject, "prim_lod");
glUniform1fARB(prim_lod_location, gDP.primColor.l);
if (combiner.usesLOD) {
BOOL bCalcLOD = gDP.otherMode.textureLOD == G_TL_LOD;
int lod_en_location = glGetUniformLocationARB(m_programObject, "lod_enabled");
glUniform1iARB(lod_en_location, bCalcLOD);
if (bCalcLOD) {
glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, g_lod_tex);
int lod_texture_location = glGetUniformLocationARB(m_programObject, "lod_texture");
glUniform1iARB(lod_texture_location, 2);
int scale_x_location = glGetUniformLocationARB(m_programObject, "lod_x_scale");
glUniform1fARB(scale_x_location, OGL.scaleX);
int scale_y_location = glGetUniformLocationARB(m_programObject, "lod_y_scale");
glUniform1fARB(scale_y_location, OGL.scaleY);
int min_lod_location = glGetUniformLocationARB(m_programObject, "min_lod");
glUniform1fARB(min_lod_location, gDP.primColor.m);
int max_tile_location = glGetUniformLocationARB(m_programObject, "max_tile");
glUniform1iARB(max_tile_location, gSP.texture.level);
int texture_detail_location = glGetUniformLocationARB(m_programObject, "texture_detail");
glUniform1iARB(texture_detail_location, gDP.otherMode.textureDetail);
}
}
int nDither = (gDP.otherMode.alphaCompare == 3 && (gDP.otherMode.colorDither == 2 || gDP.otherMode.alphaDither == 2)) ? 1 : 0;
int dither_location = glGetUniformLocationARB(m_programObject, "dither_enabled");
glUniform1iARB(dither_location, nDither);
if ((m_nInputs & (1<<NOISE)) + nDither > 0) {
int time_location = glGetUniformLocationARB(m_programObject, "time");
glUniform1fARB(time_location, (float)(rand()&255));
}
int fog_location = glGetUniformLocationARB(m_programObject, "fog_enabled");
glUniform1iARB(fog_location, (gSP.geometryMode & G_FOG) > 0 ? 1 : 0);
int fb8bit_location = glGetUniformLocationARB(m_programObject, "fb_8bit_mode");
glUniform1iARB(fb8bit_location, 0);
}
void GLSLCombiner::UpdateFBInfo() {
int nFb8bitMode = 0, nFbFixedAlpha = 0;
if (cache.current[0] != NULL && cache.current[0]->frameBufferTexture == TRUE) {
if (cache.current[0]->size == G_IM_SIZ_8b) {
nFb8bitMode |= 1;
if (gDP.otherMode.imageRead == 0)
nFbFixedAlpha |= 1;
}
}
if (cache.current[1] != NULL && cache.current[1]->frameBufferTexture == TRUE) {
if (cache.current[1]->size == G_IM_SIZ_8b) {
nFb8bitMode |= 2;
if (gDP.otherMode.imageRead == 0)
nFbFixedAlpha |= 2;
}
}
int fb8bit_location = glGetUniformLocationARB(m_programObject, "fb_8bit_mode");
glUniform1iARB(fb8bit_location, nFb8bitMode);
int fbFixedAlpha_location = glGetUniformLocationARB(m_programObject, "fb_fixed_alpha");
glUniform1iARB(fbFixedAlpha_location, nFbFixedAlpha);
}
#include "VI.h"
void OGL_UpdateCullFace();
void OGL_UpdateViewport();
void OGL_ClearColorBuffer( float *color );
#if defined(LOD_TEST)
void drawFBO()
{
glUseProgramObjectARB(0);
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, VI.width, VI.height, 0, 1.0f, -1.0f );
glViewport( 0, OGL.heightOffset, OGL.width, OGL.height );
glActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, g_lod_tex);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
glColor4f( 1, 1, 1, 1 );
const float s0 = 0.5f;//640.0f/1024.0f;
const float t0 = 0.5f;//480.0f/1024.0f;
glBegin( GL_QUADS );
glMultiTexCoord2fARB( GL_TEXTURE2_ARB, 0, 0 );
glVertex4f( 0, 0, 1.0f, 1.0f );
glMultiTexCoord2fARB( GL_TEXTURE2_ARB, s0, 0 );
glVertex4f( 320, 0, 1.0f, 1.0f );
glMultiTexCoord2fARB( GL_TEXTURE2_ARB, s0, t0 );
glVertex4f( 320, 240, 1.0f, 1.0f );
glMultiTexCoord2fARB( GL_TEXTURE2_ARB, 0, t0 );
glVertex4f( 0, 240, 1.0f, 1.0f );
glEnd();
glLoadIdentity();
OGL_UpdateCullFace();
OGL_UpdateViewport();
}
#endif
void GLSL_CalcLOD() {
glDisable( GL_DEPTH_TEST );
// bind a framebuffer object
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, g_lod_fbo);
// Set Drawing buffers
GLuint attachments[1] = {GL_COLOR_ATTACHMENT0};
ogl_glDrawBuffers(1, attachments, g_lod_tex);
glUseProgramObjectARB(g_lod_program);
glDrawArrays( GL_TRIANGLES, 0, OGL.numVertices );
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.top != NULL ? frameBuffer.top->fbo : 0);
// drawFBO();
#if defined(LOD_TEST)
glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, g_lod_tex);
glUseProgramObjectARB(g_lod_program_test);
int texture2_location = glGetUniformLocationARB(g_lod_program_test, "mytex");
if (texture2_location != -1)
glUniform1iARB(texture2_location, 2);
glDrawArrays( GL_TRIANGLES, 0, OGL.numVertices );
#endif
if (gSP.geometryMode & G_ZBUFFER)
glEnable( GL_DEPTH_TEST );
Combiner_SetCombine( gDP.combine.mux );
}
void GLSL_PostCalcLOD() {
glDisable( GL_DEPTH_TEST );
// bind a framebuffer object
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, g_lod_fbo);
// Set Drawing buffers
GLuint attachments[1] = {GL_COLOR_ATTACHMENT0};
ogl_glDrawBuffers(1, attachments, g_lod_tex);
glUseProgramObjectARB(g_lod_clear_program);
glDrawArrays( GL_TRIANGLES, 0, OGL.numVertices );
ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.top != NULL ? frameBuffer.top->fbo : 0);
Combiner_SetCombine( gDP.combine.mux );
}