diff options
author | Arisotura <thetotalworm@gmail.com> | 2019-05-25 20:42:27 +0200 |
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committer | Arisotura <thetotalworm@gmail.com> | 2019-05-25 20:42:27 +0200 |
commit | 94f5ecb64714c3a4026bebe4f81a99ca4dba0362 (patch) | |
tree | cfc88ac94ce13bb1332aadde9f15c6eb4e61aee5 /src/GPU3D_OpenGL.cpp | |
parent | 63e42bf90fa9d78c92123dcbc9c2b8ca5bb5e3ba (diff) | |
parent | 9ed1dda9ca18e571fc6613885ac944bbb938cd9a (diff) |
Merge branch 'blackmagic'
BAHAHAHHAHAHAHAAHAHAHAHHH
HARK HARK HARK HARK HA-*~
Diffstat (limited to 'src/GPU3D_OpenGL.cpp')
-rw-r--r-- | src/GPU3D_OpenGL.cpp | 1124 |
1 files changed, 1124 insertions, 0 deletions
diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp new file mode 100644 index 0000000..c759147 --- /dev/null +++ b/src/GPU3D_OpenGL.cpp @@ -0,0 +1,1124 @@ +/* + Copyright 2016-2019 Arisotura + + This file is part of melonDS. + + melonDS is free software: you can redistribute it and/or modify it under + the terms of the GNU General Public License as published by the Free + Software Foundation, either version 3 of the License, or (at your option) + any later version. + + melonDS is distributed in the hope that it will be useful, but WITHOUT ANY + WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS + FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with melonDS. If not, see http://www.gnu.org/licenses/. +*/ + +#include <stdio.h> +#include <string.h> +#include "NDS.h" +#include "GPU.h" +#include "Config.h" +#include "OpenGLSupport.h" +#include "GPU3D_OpenGL_shaders.h" + +namespace GPU3D +{ +namespace GLRenderer +{ + +// GL version requirements +// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS) +// * UBO: 3.1 + + +enum +{ + RenderFlag_WBuffer = 0x01, + RenderFlag_Trans = 0x02, + RenderFlag_ShadowMask = 0x04, +}; + + +GLuint ClearShaderPlain[3]; + +GLuint RenderShader[16][3]; +GLuint CurShaderID = -1; + +GLuint FinalPassShader[3]; + +struct +{ + float uScreenSize[2]; + u32 uDispCnt; + u32 __pad0; + float uToonColors[32][4]; + float uEdgeColors[8][4]; + float uFogColor[4]; + float uFogDensity[34][4]; + u32 uFogOffset; + u32 uFogShift; + +} ShaderConfig; + +GLuint ShaderConfigUBO; + +typedef struct +{ + Polygon* PolyData; + + u32 NumIndices; + u16* Indices; + u32 NumEdgeIndices; + u16* EdgeIndices; + + u32 RenderKey; + +} RendererPolygon; + +RendererPolygon PolygonList[2048]; +int NumFinalPolys, NumOpaqueFinalPolys; + +GLuint ClearVertexBufferID, ClearVertexArrayID; +GLint ClearUniformLoc[4]; + +// vertex buffer +// * XYZW: 4x16bit +// * RGBA: 4x8bit +// * ST: 2x16bit +// * polygon data: 3x32bit (polygon/texture attributes) +// +// polygon attributes: +// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR +// * bit16-20: Z shift +// * bit8: front-facing (?) +// * bit9: W-buffering (?) + +GLuint VertexBufferID; +u32 VertexBuffer[10240 * 7]; +u32 NumVertices; + +GLuint VertexArrayID; +u16 IndexBuffer[2048 * 40]; +u32 NumTriangles; + +GLuint TexMemID; +GLuint TexPalMemID; + +int ScaleFactor; +bool Antialias; +int ScreenW, ScreenH; + +GLuint FramebufferTex[8]; +int FrontBuffer; +GLuint FramebufferID[4], PixelbufferID; +u32 Framebuffer[256*192]; + + + +bool BuildRenderShader(u32 flags, const char* vs, const char* fs) +{ + char shadername[32]; + sprintf(shadername, "RenderShader%02X", flags); + + int headerlen = strlen(kShaderHeader); + + int vslen = strlen(vs); + int vsclen = strlen(kRenderVSCommon); + char* vsbuf = new char[headerlen + vsclen + vslen + 1]; + strcpy(&vsbuf[0], kShaderHeader); + strcpy(&vsbuf[headerlen], kRenderVSCommon); + strcpy(&vsbuf[headerlen + vsclen], vs); + + int fslen = strlen(fs); + int fsclen = strlen(kRenderFSCommon); + char* fsbuf = new char[headerlen + fsclen + fslen + 1]; + strcpy(&fsbuf[0], kShaderHeader); + strcpy(&fsbuf[headerlen], kRenderFSCommon); + strcpy(&fsbuf[headerlen + fsclen], fs); + + bool ret = OpenGL_BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername); + + delete[] vsbuf; + delete[] fsbuf; + + if (!ret) return false; + + GLuint prog = RenderShader[flags][2]; + + GLint uni_id = glGetUniformBlockIndex(prog, "uConfig"); + glUniformBlockBinding(prog, uni_id, 0); + + glBindAttribLocation(prog, 0, "vPosition"); + glBindAttribLocation(prog, 1, "vColor"); + glBindAttribLocation(prog, 2, "vTexcoord"); + glBindAttribLocation(prog, 3, "vPolygonAttr"); + glBindFragDataLocation(prog, 0, "oColor"); + glBindFragDataLocation(prog, 1, "oAttr"); + + glUseProgram(prog); + + uni_id = glGetUniformLocation(prog, "TexMem"); + glUniform1i(uni_id, 0); + uni_id = glGetUniformLocation(prog, "TexPalMem"); + glUniform1i(uni_id, 1); + + return true; +} + +void UseRenderShader(u32 flags) +{ + if (CurShaderID == flags) return; + glUseProgram(RenderShader[flags][2]); + CurShaderID = flags; +} + +void SetupDefaultTexParams(GLuint tex) +{ + glBindTexture(GL_TEXTURE_2D, tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); +} + +bool Init() +{ + GLint uni_id; + + const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string + const GLubyte* version = glGetString(GL_VERSION); // version as a string + printf("OpenGL: renderer: %s\n", renderer); + printf("OpenGL: version: %s\n", version); + + glEnable(GL_DEPTH_TEST); + glEnable(GL_STENCIL_TEST); + + + glDepthRange(0, 1); + glClearDepth(1.0); + + + if (!OpenGL_BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader")) + return false; + + glBindAttribLocation(ClearShaderPlain[2], 0, "vPosition"); + glBindFragDataLocation(ClearShaderPlain[2], 0, "oColor"); + glBindFragDataLocation(ClearShaderPlain[2], 1, "oAttr"); + ClearUniformLoc[0] = glGetUniformLocation(ClearShaderPlain[2], "uColor"); + ClearUniformLoc[1] = glGetUniformLocation(ClearShaderPlain[2], "uDepth"); + ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyId"); + ClearUniformLoc[3] = glGetUniformLocation(ClearShaderPlain[2], "uFogFlag"); + + memset(RenderShader, 0, sizeof(RenderShader)); + + if (!BuildRenderShader(0, + kRenderVS_Z, kRenderFS_ZO)) return false; + if (!BuildRenderShader(RenderFlag_WBuffer, + kRenderVS_W, kRenderFS_WO)) return false; + if (!BuildRenderShader(RenderFlag_Trans, + kRenderVS_Z, kRenderFS_ZT)) return false; + if (!BuildRenderShader(RenderFlag_Trans | RenderFlag_WBuffer, + kRenderVS_W, kRenderFS_WT)) return false; + if (!BuildRenderShader(RenderFlag_ShadowMask, + kRenderVS_Z, kRenderFS_ZSM)) return false; + if (!BuildRenderShader(RenderFlag_ShadowMask | RenderFlag_WBuffer, + kRenderVS_W, kRenderFS_WSM)) return false; + + + if (!OpenGL_BuildShaderProgram(kFinalPassVS, kFinalPassFS, FinalPassShader, "FinalPassShader")) + return false; + + uni_id = glGetUniformBlockIndex(FinalPassShader[2], "uConfig"); + glUniformBlockBinding(FinalPassShader[2], uni_id, 0); + + glBindAttribLocation(FinalPassShader[2], 0, "vPosition"); + glBindFragDataLocation(FinalPassShader[2], 0, "oColor"); + + glUseProgram(FinalPassShader[2]); + + uni_id = glGetUniformLocation(FinalPassShader[2], "DepthBuffer"); + glUniform1i(uni_id, 0); + uni_id = glGetUniformLocation(FinalPassShader[2], "AttrBuffer"); + glUniform1i(uni_id, 1); + + + memset(&ShaderConfig, 0, sizeof(ShaderConfig)); + + glGenBuffers(1, &ShaderConfigUBO); + glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO); + glBufferData(GL_UNIFORM_BUFFER, sizeof(ShaderConfig), &ShaderConfig, GL_STATIC_DRAW); + glBindBufferBase(GL_UNIFORM_BUFFER, 0, ShaderConfigUBO); + + + float clearvtx[6*2] = + { + -1.0, -1.0, + 1.0, 1.0, + -1.0, 1.0, + + -1.0, -1.0, + 1.0, -1.0, + 1.0, 1.0 + }; + + glGenBuffers(1, &ClearVertexBufferID); + glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID); + glBufferData(GL_ARRAY_BUFFER, sizeof(clearvtx), clearvtx, GL_STATIC_DRAW); + + glGenVertexArrays(1, &ClearVertexArrayID); + glBindVertexArray(ClearVertexArrayID); + glEnableVertexAttribArray(0); // position + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0)); + + + glGenBuffers(1, &VertexBufferID); + glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID); + glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBuffer), NULL, GL_DYNAMIC_DRAW); + + glGenVertexArrays(1, &VertexArrayID); + glBindVertexArray(VertexArrayID); + glEnableVertexAttribArray(0); // position + glVertexAttribIPointer(0, 4, GL_UNSIGNED_SHORT, 7*4, (void*)(0)); + glEnableVertexAttribArray(1); // color + glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 7*4, (void*)(2*4)); + glEnableVertexAttribArray(2); // texcoords + glVertexAttribIPointer(2, 2, GL_SHORT, 7*4, (void*)(3*4)); + glEnableVertexAttribArray(3); // attrib + glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4)); + + + glGenFramebuffers(4, &FramebufferID[0]); + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]); + + glGenTextures(8, &FramebufferTex[0]); + FrontBuffer = 0; + + // color buffers + SetupDefaultTexParams(FramebufferTex[0]); + SetupDefaultTexParams(FramebufferTex[1]); + + // depth/stencil buffer + SetupDefaultTexParams(FramebufferTex[4]); + SetupDefaultTexParams(FramebufferTex[6]); + + // attribute buffer + // R: opaque polyID (for edgemarking) + // G: edge flag + // B: fog flag + SetupDefaultTexParams(FramebufferTex[5]); + SetupDefaultTexParams(FramebufferTex[7]); + + // downscale framebuffer for antialiased mode + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]); + SetupDefaultTexParams(FramebufferTex[2]); + + // downscale framebuffer for display capture (always 256x192) + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]); + SetupDefaultTexParams(FramebufferTex[3]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0); + + GLenum fbassign[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0); + glDrawBuffers(2, fbassign); + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[1], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0); + glDrawBuffers(2, fbassign); + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[6], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[7], 0); + glDrawBuffers(2, fbassign); + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]); + + glEnable(GL_BLEND); + glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); + + glGenBuffers(1, &PixelbufferID); + + glActiveTexture(GL_TEXTURE0); + glGenTextures(1, &TexMemID); + glBindTexture(GL_TEXTURE_2D, TexMemID); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, 1024, 512, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); + + glActiveTexture(GL_TEXTURE1); + glGenTextures(1, &TexPalMemID); + glBindTexture(GL_TEXTURE_2D, TexPalMemID); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL); + + return true; +} + +void DeInit() +{ + glDeleteTextures(1, &TexMemID); + glDeleteTextures(1, &TexPalMemID); + + glDeleteFramebuffers(4, &FramebufferID[0]); + glDeleteTextures(8, &FramebufferTex[0]); + + glDeleteVertexArrays(1, &VertexArrayID); + glDeleteBuffers(1, &VertexBufferID); + glDeleteVertexArrays(1, &ClearVertexArrayID); + glDeleteBuffers(1, &ClearVertexBufferID); + + glDeleteBuffers(1, &ShaderConfigUBO); + + for (int i = 0; i < 16; i++) + { + if (!RenderShader[i][2]) continue; + OpenGL_DeleteShaderProgram(RenderShader[i]); + } +} + +void Reset() +{ + UpdateDisplaySettings(); +} + +void UpdateDisplaySettings() +{ + int scale = Config::GL_ScaleFactor; + bool antialias = false; //Config::GL_Antialias; + + if (antialias) scale *= 2; + + ScaleFactor = scale; + Antialias = antialias; + + ScreenW = 256 * scale; + ScreenH = 192 * scale; + + if (!antialias) + { + 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, 1, 1, 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, 1, 1, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL); + } + else + { + glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW/2, ScreenH/2, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW/2, ScreenH/2, 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); + + //glLineWidth(scale); +} + + +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 >> 13) & 0x4; // bit15 - fog + 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]; + u16* eiptr = &IndexBuffer[2048*30]; + u32 numtriangles = 0; + + for (int i = 0; i < npolys; i++) + { + RendererPolygon* rp = &polygons[i]; + Polygon* poly = rp->PolyData; + + rp->Indices = iptr; + 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 + 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 > 1) + { + x = (vtx->HiresPosition[0] * ScaleFactor) >> 4; + y = (vtx->HiresPosition[1] * ScaleFactor) >> 4; + } + 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++; + rp->NumIndices += 3; + } + + vidx++; + } + + rp->EdgeIndices = eiptr; + rp->NumEdgeIndices = 0; + + for (int j = 1; j < poly->NumVertices; j++) + { + *eiptr++ = vidx_first; + *eiptr++ = vidx_first + 1; + vidx_first++; + rp->NumEdgeIndices += 2; + } + } + + NumTriangles = numtriangles; + NumVertices = vidx; +} + +void RenderSinglePolygon(int i) +{ + RendererPolygon* rp = &PolygonList[i]; + + glDrawElements(GL_TRIANGLES, rp->NumIndices, GL_UNSIGNED_SHORT, rp->Indices); +} + +int RenderPolygonBatch(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->NumIndices; + } + + glDrawElements(GL_TRIANGLES, numindices, GL_UNSIGNED_SHORT, rp->Indices); + return numpolys; +} + +int RenderPolygonEdges() +{ + RendererPolygon* rp = &PolygonList[0]; + int numpolys = 0; + u32 numindices = 0; + + for (int iend = 0; iend < NumOpaqueFinalPolys; iend++) + { + RendererPolygon* cur_rp = &PolygonList[iend]; + + numpolys++; + numindices += cur_rp->NumEdgeIndices; + } + + glDrawElements(GL_LINES, numindices, GL_UNSIGNED_SHORT, rp->EdgeIndices); + return numpolys; +} + +void 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; + + // pass 1: opaque pixels + + UseRenderShader(flags); + + glColorMaski(1, GL_TRUE, GL_FALSE, 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; } + + // 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); + + i += RenderPolygonBatch(i); + } + + glEnable(GL_BLEND); + 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); + + UseRenderShader(flags | RenderFlag_Trans); + + 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) + { + // zorp + glDepthFunc(GL_LESS); + + u32 polyattr = rp->PolyData->Attr; + u32 polyid = (polyattr >> 24) & 0x3F; + + GLboolean transfog; + if (!(polyattr & (1<<15))) transfog = fogenable; + else transfog = GL_FALSE; + + if (rp->PolyData->IsShadow) + { + // shadow against clear-plane will only pass if its polyID matches that of the clear plane + 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 += 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 += 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) + { + UseRenderShader(flags | RenderFlag_Trans); + + u32 polyattr = rp->PolyData->Attr; + u32 polyid = (polyattr >> 24) & 0x3F; + + GLboolean transfog; + if (!(polyattr & (1<<15))) transfog = fogenable; + else transfog = GL_FALSE; + + // zorp + glDepthFunc(GL_LESS); + + 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); + + RenderSinglePolygon(i); + 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 += RenderPolygonBatch(i); + } + } + else + i++; + } + } + + glFlush(); + + if (RenderDispCnt & 0x00A0) // fog/edge enabled + { + glUseProgram(FinalPassShader[2]); + + glEnable(GL_BLEND); + 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); + } + + glDepthFunc(GL_ALWAYS); + glDepthMask(GL_FALSE); + glStencilFunc(GL_ALWAYS, 0, 0); + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + glStencilMask(0); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); + + glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID); + glBindVertexArray(ClearVertexArrayID); + glDrawArrays(GL_TRIANGLES, 0, 2*3); + + glFlush(); + } +} + + +void RenderFrame() +{ + CurShaderID = -1; + + 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); + + if (Antialias) glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]); + else glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]); + + 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 (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 (Antialias) + { + glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[2]); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[FrontBuffer]); + glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, ScreenW/2, ScreenH/2, GL_COLOR_BUFFER_BIT, GL_LINEAR); + } + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]); + FrontBuffer = FrontBuffer ? 0 : 1; +} + +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); +} + +u32* 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 SetupAccelFrame() +{ + glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]); +} + +} +} |