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-rw-r--r--src/GPU3D_OpenGL43.cpp130
1 files changed, 118 insertions, 12 deletions
diff --git a/src/GPU3D_OpenGL43.cpp b/src/GPU3D_OpenGL43.cpp
index 9ad078c..2d7a757 100644
--- a/src/GPU3D_OpenGL43.cpp
+++ b/src/GPU3D_OpenGL43.cpp
@@ -98,7 +98,7 @@ out vec4 oColor;
void main()
{
- oColor = vec4(uColor).bgra / 255.0;
+ oColor = vec4(uColor).bgra / 31.0;
}
)";
@@ -327,7 +327,7 @@ vec4 TextureLookup()
vec4 FinalColor()
{
vec4 col;
- vec4 vcol = vec4(fColor.rgb,1.0);
+ vec4 vcol = fColor;
// TODO: also check DISPCNT
if (((fPolygonAttr.y >> 26) & 0x7) == 0)
@@ -342,7 +342,7 @@ vec4 FinalColor()
col = vcol * tcol;
}
- return col.bgra * vec4(63.0/255.0, 63.0/255.0, 63.0/255.0, 31.0/255.0);
+ return col.bgra;
}
)";
@@ -399,7 +399,7 @@ const char* kRenderFS_ZO = R"(
void main()
{
vec4 col = FinalColor();
- if (col.a < 31.0/255.0) discard;
+ if (col.a < 30.5/31) discard;
oColor = col;
}
@@ -412,7 +412,7 @@ smooth in float fZ;
void main()
{
vec4 col = FinalColor();
- if (col.a < 31.0/255.0) discard;
+ if (col.a < 30.5/31) discard;
oColor = col;
gl_FragDepth = fZ;
@@ -424,7 +424,8 @@ const char* kRenderFS_ZT = R"(
void main()
{
vec4 col = FinalColor();
- if (col.a > 30.0/255.0) discard;
+ if (col.a < 0.5/31) discard;
+ if (col.a >= 30.5/31) discard;
oColor = col;
}
@@ -437,7 +438,8 @@ smooth in float fZ;
void main()
{
vec4 col = FinalColor();
- if (col.a > 30.0/255.0) discard;
+ if (col.a < 0.5/31) discard;
+ if (col.a >= 30.5/31) discard;
oColor = col;
gl_FragDepth = fZ;
@@ -688,6 +690,10 @@ bool Init()
}*/
glEnable(GL_DEPTH_TEST);
+ glEnable(GL_STENCIL_TEST);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// TODO: make configurable (hires, etc)
@@ -758,7 +764,7 @@ bool Init()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
- glGenTextures(1, &FramebufferTex[1]);
+ /*glGenTextures(1, &FramebufferTex[1]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@@ -774,7 +780,16 @@ bool Init()
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_STENCIL_INDEX, 256, 192, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, NULL);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_STENCIL_INDEX, FramebufferTex[2], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, FramebufferTex[2], 0);*/
+
+ glGenTextures(1, &FramebufferTex[1]);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
+ 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_DEPTH24_STENCIL8, 256, 192, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); printf("%04X\n", glGetError());
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[1], 0);printf("%04X\n", glGetError());
glGenBuffers(1, &PixelbufferID);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
@@ -956,8 +971,12 @@ void RenderFrame()
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
}
+ glDisable(GL_BLEND);
+
// 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);
@@ -969,9 +988,20 @@ void RenderFrame()
u32 a = (RenderClearAttr1 >> 16) & 0x1F;
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
- if (r) r = r*2 + 1;
+ if (a == 0)
+ {
+ glStencilFunc(GL_ALWAYS, 0x80, 0xFF);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ }
+ else
+ {
+ glStencilFunc(GL_ALWAYS, 0, 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;
+ if (b) b = b*2 + 1;*/
glUniform4ui(0, r, g, b, a);
glUniform1ui(1, z);
@@ -988,10 +1018,16 @@ void RenderFrame()
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;
- SetupPolygon(&PolygonList[npolys++], RenderPolygonRAM[i]);
+
+ SetupPolygon(&PolygonList[npolys], RenderPolygonRAM[i]);
+ if (firsttrans < 0 && RenderPolygonRAM[i]->Translucent)
+ firsttrans = npolys;
+
+ npolys++;
}
BuildPolygons(&PolygonList[0], npolys);
@@ -1005,8 +1041,69 @@ void RenderFrame()
// zorp
glDepthFunc(GL_LESS);
+ glStencilFunc(GL_ALWAYS, 0, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
+
glBindVertexArray(VertexArrayID);
glDrawElements(GL_TRIANGLES, NumTriangles*3, GL_UNSIGNED_SHORT, IndexBuffer);
+
+ // pass 2: if needed, render translucent pixels that are against background pixels
+
+ glEnable(GL_BLEND);
+ UseRenderShader(flags | RenderFlag_Trans);
+
+ u16* iptr;
+ u32 curkey;
+
+ /*if ((RenderClearAttr1 & 0x001F0000) == 0)
+ {
+ glStencilFunc(GL_EQUAL, 0x80, 0x80);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
+
+ //
+ }*/
+
+ // pass 3: translucent pixels
+
+ if (firsttrans > -1)
+ {
+ iptr = PolygonList[firsttrans].Indices;
+ curkey = 0xFFFFFFFF;
+
+ for (int i = firsttrans; i < npolys; i++)
+ {
+ RendererPolygon* rp = &PolygonList[i];
+ if (rp->RenderKey != curkey)
+ {
+ u16* endptr = rp->Indices;
+ u32 num = (u32)(endptr - iptr);
+ if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
+
+ iptr = rp->Indices;
+ curkey = rp->RenderKey;
+
+ // configure new one
+
+ // zorp
+ glDepthFunc(GL_LESS);
+
+ u32 polyattr = rp->PolyData->Attr;
+ u32 polyid = (polyattr >> 24) & 0x3F;
+
+ glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0x7F);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
+ else glDepthMask(GL_FALSE);
+ }
+ }
+
+ {
+ u16* endptr = &IndexBuffer[NumTriangles*3];
+ u32 num = (u32)(endptr - iptr);
+ if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
+ }
+ }
}
@@ -1051,6 +1148,15 @@ void RequestLine(int line)
if (data) memcpy(&Framebuffer[4*256*144], data, 4*256*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}*/
+
+ u32* ptr = (u32*)&Framebuffer[256*4 * line];
+ for (int i = 0; i < 256; i++)
+ {
+ u32 rgb = *ptr & 0x00FCFCFC;
+ u32 a = *ptr & 0xF8000000;
+
+ *ptr++ = (rgb >> 2) | (a >> 3);
+ }
}
u32* GetLine(int line)