diff options
Diffstat (limited to 'src/GPU3D_OpenGL.cpp')
-rw-r--r-- | src/GPU3D_OpenGL.cpp | 349 |
1 files changed, 223 insertions, 126 deletions
diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp index 8a06874..658b261 100644 --- a/src/GPU3D_OpenGL.cpp +++ b/src/GPU3D_OpenGL.cpp @@ -113,7 +113,7 @@ GLuint TexMemID; GLuint TexPalMemID; int ScaleFactor; -bool Antialias; +bool BetterPolygons; int ScreenW, ScreenH; GLuint FramebufferTex[8]; @@ -342,9 +342,6 @@ bool Init() SetupDefaultTexParams(FramebufferTex[5]); SetupDefaultTexParams(FramebufferTex[7]); - // downscale framebuffer for antialiased mode - SetupDefaultTexParams(FramebufferTex[2]); - // downscale framebuffer for display capture (always 256x192) SetupDefaultTexParams(FramebufferTex[3]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); @@ -372,6 +369,8 @@ bool Init() 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); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + return true; } @@ -404,52 +403,27 @@ void Reset() void SetRenderSettings(GPU::RenderSettings& settings) { int scale = settings.GL_ScaleFactor; - bool antialias = false; // REMOVE ME! - - if (antialias) scale *= 2; ScaleFactor = scale; - Antialias = antialias; + BetterPolygons = settings.GL_BetterPolygons; 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); - //glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH32F_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL); - glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); - //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenW, ScreenH, 0, GL_RGB, 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); - } + 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[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_RGB, ScreenW, ScreenH, 0, GL_RGB, 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_RGB, ScreenW, ScreenH, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0); @@ -464,12 +438,6 @@ void SetRenderSettings(GPU::RenderSettings& settings) 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); @@ -479,6 +447,8 @@ void SetRenderSettings(GPU::RenderSettings& settings) glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID); glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + //glLineWidth(scale); //glLineWidth(1.5); } @@ -527,6 +497,67 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon) } } +u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr) +{ + u32 z = poly->FinalZ[vid]; + u32 w = poly->FinalW[vid]; + + u32 alpha = (poly->Attr >> 16) & 0x1F; + + // 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]; + } + + // correct nearly-vertical edges that would look vertical on the DS + /*{ + int vtopid = vid - 1; + if (vtopid < 0) vtopid = poly->NumVertices-1; + Vertex* vtop = poly->Vertices[vtopid]; + if (vtop->FinalPosition[1] >= vtx->FinalPosition[1]) + { + vtopid = vid + 1; + if (vtopid >= poly->NumVertices) vtopid = 0; + vtop = poly->Vertices[vtopid]; + } + 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 BuildPolygons(RendererPolygon* polygons, int npolys) { u32* vptr = &VertexBuffer[0]; @@ -564,43 +595,16 @@ void BuildPolygons(RendererPolygon* polygons, int npolys) { 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]; - } - if (j > 0) { - if (lastx == x && lasty == y) continue; + if (lastx == vtx->FinalPosition[0] && + lasty == vtx->FinalPosition[1]) continue; } - *vptr++ = x | (y << 16); - *vptr++ = z | (w << 16); + lastx = vtx->FinalPosition[0]; + lasty = vtx->FinalPosition[1]; - *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; + vptr = SetupVertex(poly, j, vtx, vtxattr, vptr); *iptr++ = vidx; rp->NumIndices++; @@ -610,57 +614,148 @@ void BuildPolygons(RendererPolygon* polygons, int npolys) if (nout >= 2) break; } } - else + else if (poly->NumVertices == 3) // regular triangle { rp->PrimType = GL_TRIANGLES; - for (int j = 0; j < poly->NumVertices; j++) + for (int j = 0; j < 3; j++) { Vertex* vtx = poly->Vertices[j]; - u32 z = poly->FinalZ[j]; - u32 w = poly->FinalW[j]; + vptr = SetupVertex(poly, j, vtx, vtxattr, vptr); + vidx++; + } - // Z should always fit within 16 bits, so it's okay to do this - u32 zshift = 0; - while (z > 0xFFFF) { z >>= 1; zshift++; } + // build a triangle + *iptr++ = vidx_first; + *iptr++ = vidx - 2; + *iptr++ = vidx - 1; + rp->NumIndices += 3; + } + else // quad, pentagon, etc + { + rp->PrimType = GL_TRIANGLES; + + if (!BetterPolygons) + { + // regular triangle-splitting - u32 x, y; - if (ScaleFactor > 1) + for (int j = 0; j < poly->NumVertices; j++) { - x = (vtx->HiresPosition[0] * ScaleFactor) >> 4; - y = (vtx->HiresPosition[1] * ScaleFactor) >> 4; + Vertex* vtx = poly->Vertices[j]; + + vptr = SetupVertex(poly, j, vtx, vtxattr, vptr); + + if (j >= 2) + { + // build a triangle + *iptr++ = vidx_first; + *iptr++ = vidx - 1; + *iptr++ = vidx; + rp->NumIndices += 3; + } + + vidx++; } - else + } + 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 (int j = 0; j < poly->NumVertices; j++) { - x = vtx->FinalPosition[0]; - y = vtx->FinalPosition[1]; + 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; } - *vptr++ = x | (y << 16); + 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++ = (vtx->FinalColor[0] >> 1) | - ((vtx->FinalColor[1] >> 1) << 8) | - ((vtx->FinalColor[2] >> 1) << 16) | + *vptr++ = (u32)cR | + ((u32)cG << 8) | + ((u32)cB << 16) | (alpha << 24); - *vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16); + *vptr++ = (u16)cS | ((u16)cT << 16); *vptr++ = vtxattr | (zshift << 16); *vptr++ = poly->TexParam; *vptr++ = poly->TexPalette; - if (j >= 2) + vidx++; + + // build the final polygon + for (int j = 0; j < poly->NumVertices; j++) { - // build a triangle - *iptr++ = vidx_first; - *iptr++ = vidx - 1; - *iptr++ = vidx; - rp->NumIndices += 3; + Vertex* vtx = poly->Vertices[j]; + + vptr = SetupVertex(poly, j, vtx, vtxattr, vptr); + + if (j >= 1) + { + // build a triangle + *iptr++ = vidx_first; + *iptr++ = vidx - 1; + *iptr++ = vidx; + rp->NumIndices += 3; + } + + vidx++; } - vidx++; + *iptr++ = vidx_first; + *iptr++ = vidx - 1; + *iptr++ = vidx_first + 1; + rp->NumIndices += 3; } } @@ -741,6 +836,10 @@ void RenderSceneChunk(int y, int h) 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); @@ -759,8 +858,10 @@ void RenderSceneChunk(int y, int h) if (rp->PolyData->IsShadowMask) { i++; continue; } - // zorp - glDepthFunc(GL_LESS); + if (rp->PolyData->Attr & (1<<14)) + glDepthFunc(GL_LEQUAL); + else + glDepthFunc(GL_LESS); u32 polyattr = rp->PolyData->Attr; u32 polyid = (polyattr >> 24) & 0x3F; @@ -845,8 +946,10 @@ void RenderSceneChunk(int y, int h) { UseRenderShader(flags | RenderFlag_Trans); - // zorp - glDepthFunc(GL_LESS); + if (rp->PolyData->Attr & (1<<14)) + glDepthFunc(GL_LEQUAL); + else + glDepthFunc(GL_LESS); u32 polyattr = rp->PolyData->Attr; u32 polyid = (polyattr >> 24) & 0x3F; @@ -936,8 +1039,10 @@ void RenderSceneChunk(int y, int h) if (!(polyattr & (1<<15))) transfog = fogenable; else transfog = GL_FALSE; - // zorp - glDepthFunc(GL_LESS); + if (rp->PolyData->Attr & (1<<14)) + glDepthFunc(GL_LEQUAL); + else + glDepthFunc(GL_LESS); if (rp->PolyData->IsShadow) { @@ -1003,9 +1108,9 @@ void RenderSceneChunk(int y, int h) glStencilMask(0); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer ? 6 : 4]); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); + glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer ? 7 : 5]); glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID); glBindVertexArray(ClearVertexArrayID); @@ -1055,8 +1160,8 @@ void RenderFrame() { CurShaderID = -1; - if (Antialias) glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]); - else glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[FrontBuffer]); ShaderConfig.uScreenSize[0] = ScreenW; ShaderConfig.uScreenSize[1] = ScreenH; @@ -1218,14 +1323,6 @@ void RenderFrame() 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; } |