daedalus/Source/SysGLES/HLEGraphics/RendererGL.cpp
2025-01-31 21:15:01 -05:00

1276 lines
41 KiB
C++

#include "Base/Types.h"
#include <vector>
#include <fstream>
#include <iostream>
#include <filesystem>
#include <GLES3/gl3.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_syswm.h>
#include "Core/ROM.h"
#include "Debug/DBGConsole.h"
#include "Graphics/ColourValue.h"
#include "Graphics/GraphicsContext.h"
#include "Graphics/NativeTexture.h"
#include "HLEGraphics/DLDebug.h"
#include "HLEGraphics/RDPStateManager.h"
#include "Ultra/ultra_gbi.h"
#include "SysGLES/HLEGraphics/RendererGL.h"
#include "Base/Macros.h"
#include "Utility/Paths.h"
#include "Utility/Profiler.h"
BaseRenderer* gRenderer = nullptr;
RendererGL* gRendererGL = nullptr;
static bool gAccurateUVPipe = true;
std::string gN64FragmentLibrary;
static const u32 kNumTextures = 2;
const float kShiftScales[] =
{
1.f / (1 << 0),
1.f / (1 << 1),
1.f / (1 << 2),
1.f / (1 << 3),
1.f / (1 << 4),
1.f / (1 << 5),
1.f / (1 << 6),
1.f / (1 << 7),
1.f / (1 << 8),
1.f / (1 << 9),
1.f / (1 << 10),
float(1 << 5),
float(1 << 4),
float(1 << 3),
float(1 << 2),
float(1 << 1),
};
DAEDALUS_STATIC_ASSERT(std::size(kShiftScales) == 16);
enum
{
kPositionBuffer,
kTexCoordBuffer,
kColorBuffer,
kNumBuffers,
};
static GLuint gVAO;
static GLuint gVBOs[kNumBuffers];
const int kMaxVertices = 1000;
static float gPositionBuffer[kMaxVertices][3];
static TexCoord gTexCoordBuffer[kMaxVertices];
static u32 gColorBuffer[kMaxVertices];
extern bool initgl();
bool loadShader(const std::filesystem::path& shader_path)
{
std::ifstream shader_file(shader_path);
if (!shader_file.is_open())
{
std::cerr << "ERROR: Could not load shader source: " << shader_path << std::endl;
return false;
}
shader_file.seekg(0, std::ios::end);
size_t length = shader_file.tellg();
shader_file.seekg(0, std::ios::beg);
std::string shader_code(length, '\0');
shader_file.read(&shader_code[0], length);
// Trim trailing newlines
while (!shader_code.empty() && shader_code.back() == '\n')
{
shader_code.pop_back();
}
gN64FragmentLibrary = shader_code;
return true;
}
bool initgl()
{
std::filesystem::path p = setBasePath("n64.psh");
if (!loadShader(p))
{
std::cerr << "Failed to load N64 fragment library.\n";
return false;
}
// Toggle mirror emulation
gRDPStateManager.SetEmulateMirror(!gAccurateUVPipe);
// Generate VAO
glGenVertexArrays(1, &gVAO);
glBindVertexArray(gVAO);
// Generate VBOs
glGenBuffers(kNumBuffers, gVBOs);
// Position buffer
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kPositionBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(gPositionBuffer), gPositionBuffer, GL_DYNAMIC_DRAW);
// Texcoord buffer
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kTexCoordBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(gTexCoordBuffer), gTexCoordBuffer, GL_DYNAMIC_DRAW);
// Color buffer
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kColorBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(gColorBuffer), gColorBuffer, GL_DYNAMIC_DRAW);
return true;
}
void sceGuFog(f32 mn [[maybe_unused]], f32 mx [[maybe_unused]], u32 col [[maybe_unused]])
{
// DAEDALUS_ERROR( "%s: Not implemented", __FUNCTION__ );
}
ScePspFMatrix4 gProjection;
void sceGuSetMatrix(EGuMatrixType type, const ScePspFMatrix4 * mtx)
{
if (type == GL_PROJECTION)
{
memcpy(&gProjection, mtx, sizeof(gProjection));
}
}
struct ShaderConfiguration
{
u64 Mux;
u32 CycleType : 2;
u32 BilerpFilter : 1;
u32 ClampS0 : 1;
u32 ClampT0 : 1;
u32 ClampS1 : 1;
u32 ClampT1 : 1;
u8 AlphaThreshold;
};
inline bool operator==(const ShaderConfiguration & a, const ShaderConfiguration & b)
{
return
a.Mux == b.Mux &&
a.CycleType == b.CycleType &&
a.BilerpFilter == b.BilerpFilter &&
a.ClampS0 == b.ClampS0 &&
a.ClampT0 == b.ClampT0 &&
a.ClampS1 == b.ClampS1 &&
a.ClampT1 == b.ClampT1 &&
a.AlphaThreshold == b.AlphaThreshold;
}
struct ShaderProgram
{
ShaderConfiguration config;
GLuint program;
GLint uloc_project;
GLint uloc_primcol;
GLint uloc_envcol;
GLint uloc_primlodfrac;
GLint uloc_tileclamp[kNumTextures];
GLint uloc_tiletl[kNumTextures];
GLint uloc_tilebr[kNumTextures];
GLint uloc_tileshift[kNumTextures];
GLint uloc_tilemask[kNumTextures];
GLint uloc_tilemirror[kNumTextures];
GLint uloc_texscale[kNumTextures];
GLint uloc_texture[kNumTextures];
GLint uloc_foo;
};
static std::vector<ShaderProgram*> gShaders;
static GLuint make_shader(GLenum type, const char** lines, size_t num_lines)
{
GLuint shader = glCreateShader(type);
if (shader != 0)
{
glShaderSource(shader, num_lines, lines, NULL);
glCompileShader(shader);
GLint shader_ok = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
if (shader_ok != GL_TRUE)
{
GLsizei log_length;
char info_log[8192];
fprintf(stderr, "ERROR: Failed to compile %s shader\n",
(type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex" );
glGetShaderInfoLog(shader, 8192, &log_length, info_log);
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
static GLuint make_shader_program(const char ** vertex_lines, size_t num_vertex_lines,
const char ** fragment_lines, size_t num_fragment_lines)
{
GLuint program = 0u;
GLint program_ok;
GLuint vertex_shader = 0u;
GLuint fragment_shader = 0u;
GLsizei log_length;
char info_log[8192];
vertex_shader = make_shader(GL_VERTEX_SHADER, vertex_lines, num_vertex_lines);
if (vertex_shader != 0u)
{
fragment_shader = make_shader(GL_FRAGMENT_SHADER, fragment_lines, num_fragment_lines);
if (fragment_shader != 0u)
{
/* make the program that connect the two shader and link it */
program = glCreateProgram();
if (program != 0u)
{
/* attach both shader and link */
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &program_ok);
if (program_ok != GL_TRUE)
{
fprintf(stderr, "ERROR, failed to link shader program\n");
glGetProgramInfoLog(program, 8192, &log_length, info_log);
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
glDeleteProgram(program);
glDeleteShader(fragment_shader);
glDeleteShader(vertex_shader);
program = 0u;
}
}
}
else
{
fprintf(stderr, "ERROR: Unable to load fragment shader\n");
glDeleteShader(vertex_shader);
}
}
else
{
fprintf(stderr, "ERROR: Unable to load vertex shader\n");
}
return program;
}
static const char * kRGBParams32[] =
{
"combined.rgb", "tex0.rgb",
"tex1.rgb", "prim.rgb",
"shade.rgb", "env.rgb",
"one.rgb", "combined.a",
"tex0.a", "tex1.a",
"prim.a", "shade.a",
"env.a", "lod_frac",
"prim_lod_frac", "k5",
"?", "?",
"?", "?",
"?", "?",
"?", "?",
"?", "?",
"?", "?",
"?", "?",
"?", "zero.rgb",
};
static const char * kRGBParams16[] = {
"combined.rgb", "tex0.rgb",
"tex1.rgb", "prim.rgb",
"shade.rgb", "env.rgb",
"one.rgb", "combined.a",
"tex0.a", "tex1.a",
"prim.a", "shade.a",
"env.a", "lod_frac",
"prim_lod_frac", "zero.rgb",
};
static const char * kRGBParams8[8] = {
"combined.rgb", "tex0.rgb",
"tex1.rgb", "prim.rgb",
"shade.rgb", "env.rgb",
"one.rgb", "zero.rgb",
};
static const char * kAlphaParams8[8] = {
"combined.a", "tex0.a",
"tex1.a", "prim.a",
"shade.a", "env.a",
"one.a", "zero.a"
};
static const char* default_vertex_shader =
R"(#version 310 es
precision highp float;
precision highp int;
uniform mat4 uProject;
in vec3 in_pos;
in vec2 in_uv;
in vec4 in_col;
out vec2 v_st;
out vec4 v_col;
void main()
{
v_st = in_uv;
v_col = in_col;
gl_Position = uProject * vec4(in_pos, 1.0);
}
)";
static const char* default_fragment_shader_fmt =
R"(void main()
{
// We'll cast to integer if needed
ivec2 sti = ivec2(v_st);
vec4 shade = v_col;
vec4 prim = uPrimColour;
vec4 env = uEnvColour;
vec4 one = vec4(1.0, 1.0, 1.0, 1.0);
vec4 zero = vec4(0.0, 0.0, 0.0, 0.0);
vec4 col;
vec4 combined = vec4(0.0, 0.0, 0.0, 1.0);
float lod_frac = 0.0; // or define properly
float prim_lod_frac = uPrimLODFrac;
float k5 = 0.0; // define properly
%s
fragcol = col;
}
)";
static inline const char * GetFilter(bool bilerp, bool clamp_s, bool clamp_t)
{
if (bilerp)
{
if (clamp_s && clamp_t) return "fetchBilinearClampedST";
else if (clamp_s) return "fetchBilinearClampedS";
else if (clamp_t) return "fetchBilinearClampedT";
else return "fetchBilinear";
}
return "fetchPoint";
}
static void SprintShader(char (&frag_shader)[2048], const ShaderConfiguration & config)
{
u32 mux0 = (u32)(config.Mux>>32);
u32 mux1 = (u32)(config.Mux);
u32 aRGB0 = (mux0>>20)&0x0F; // c1 c1 // a0
u32 bRGB0 = (mux1>>28)&0x0F; // c1 c2 // b0
u32 cRGB0 = (mux0>>15)&0x1F; // c1 c3 // c0
u32 dRGB0 = (mux1>>15)&0x07; // c1 c4 // d0
u32 aA0 = (mux0>>12)&0x07; // c1 a1 // Aa0
u32 bA0 = (mux1>>12)&0x07; // c1 a2 // Ab0
u32 cA0 = (mux0>>9 )&0x07; // c1 a3 // Ac0
u32 dA0 = (mux1>>9 )&0x07; // c1 a4 // Ad0
u32 aRGB1 = (mux0>>5 )&0x0F; // c2 c1 // a1
u32 bRGB1 = (mux1>>24)&0x0F; // c2 c2 // b1
u32 cRGB1 = (mux0 )&0x1F; // c2 c3 // c1
u32 dRGB1 = (mux1>>6 )&0x07; // c2 c4 // d1
u32 aA1 = (mux1>>21)&0x07; // c2 a1 // Aa1
u32 bA1 = (mux1>>3 )&0x07; // c2 a2 // Ab1
u32 cA1 = (mux1>>18)&0x07; // c2 a3 // Ac1
u32 dA1 = (mux1 )&0x07; // c2 a4 // Ad1
char body[1024];
u32 cycle_type = config.CycleType;
if (cycle_type == CYCLE_FILL)
{
strcpy(body, "\tcol = shade;\n");
}
else if (cycle_type == CYCLE_COPY)
{
strcpy(body, "\tcol = fetchCopy(sti, uTileShift0, uTileMirror0, uTileMask0, uTileTL0, uTileBR0, uTileClampEnable0, uTexture0, uTexScale0);\n");
}
else if (cycle_type == CYCLE_1CYCLE)
{
const char * filter0 = GetFilter(config.BilerpFilter, config.ClampS0, config.ClampT0);
const char * filter1 = GetFilter(config.BilerpFilter, config.ClampS1, config.ClampT1);
snprintf(body, sizeof(body), "\tvec4 tex0 = %s(sti, uTileShift0, uTileMirror0, uTileMask0, uTileTL0, uTileBR0, uTileClampEnable0, uTexture0, uTexScale0);\n"
"\tvec4 tex1 = %s(sti, uTileShift1, uTileMirror1, uTileMask1, uTileTL1, uTileBR1, uTileClampEnable1, uTexture1, uTexScale1);\n"
"\tcol.rgb = (%s - %s) * %s + %s;\n"
"\tcol.a = (%s - %s) * %s + %s;\n",
filter0, filter1,
kRGBParams16[aRGB0], kRGBParams16[bRGB0], kRGBParams32[cRGB0], kRGBParams8[dRGB0],
kAlphaParams8[aA0], kAlphaParams8[bA0], kAlphaParams8[cA0], kAlphaParams8[dA0]);
}
else
{
const char * filter0 = GetFilter(config.BilerpFilter, config.ClampS0, config.ClampT0);
const char * filter1 = GetFilter(config.BilerpFilter, config.ClampS1, config.ClampT1);
snprintf(body, sizeof(body), "\tvec4 tex0 = %s(sti, uTileShift0, uTileMirror0, uTileMask0, uTileTL0, uTileBR0, uTileClampEnable0, uTexture0, uTexScale0);\n"
"\tvec4 tex1 = %s(sti, uTileShift1, uTileMirror1, uTileMask1, uTileTL1, uTileBR1, uTileClampEnable1, uTexture1, uTexScale1);\n"
"\tcol.rgb = (%s - %s) * %s + %s;\n"
"\tcol.a = (%s - %s) * %s + %s;\n"
"\tcombined = col;\n"
"\ttex0 = tex1;\n" // NB: tex0 becomes tex1 on the second cycle - see mame.
"\tcol.rgb = (%s - %s) * %s + %s;\n"
"\tcol.a = (%s - %s) * %s + %s;\n",
filter0, filter1,
kRGBParams16[aRGB0], kRGBParams16[bRGB0], kRGBParams32[cRGB0], kRGBParams8[dRGB0],
kAlphaParams8[aA0], kAlphaParams8[bA0], kAlphaParams8[cA0], kAlphaParams8[dA0],
kRGBParams16[aRGB1], kRGBParams16[bRGB1], kRGBParams32[cRGB1], kRGBParams8[dRGB1],
kAlphaParams8[aA1], kAlphaParams8[bA1], kAlphaParams8[cA1], kAlphaParams8[dA1]);
}
if (config.AlphaThreshold > 0)
{
char * p = body + strlen(body);
snprintf(p, sizeof(body) - (p - body), "\tif(col.a < %f) discard;\n", (float)config.AlphaThreshold / 255.f);
}
snprintf(frag_shader, sizeof(frag_shader), default_fragment_shader_fmt, body);
}
static void InitShaderProgram(ShaderProgram* program, const ShaderConfiguration & config, GLuint shader_program)
{
program->config = config;
program->program = shader_program;
program->uloc_project = glGetUniformLocation(shader_program, "uProject");
program->uloc_primcol = glGetUniformLocation(shader_program, "uPrimColour");
program->uloc_envcol = glGetUniformLocation(shader_program, "uEnvColour");
program->uloc_primlodfrac = glGetUniformLocation(shader_program, "uPrimLODFrac");
program->uloc_foo = glGetUniformLocation(shader_program, "uFoo");
// For both textures (0 & 1):
for (u32 i = 0; i < kNumTextures; i++)
{
char uniform_name[64];
snprintf(uniform_name, sizeof(uniform_name), "uTileClampEnable%u", i);
program->uloc_tileclamp[i] = glGetUniformLocation(shader_program, uniform_name);
snprintf(uniform_name, sizeof(uniform_name), "uTileTL%u", i);
program->uloc_tiletl[i] = glGetUniformLocation(shader_program, uniform_name);
snprintf(uniform_name, sizeof(uniform_name), "uTileBR%u", i);
program->uloc_tilebr[i] = glGetUniformLocation(shader_program, uniform_name);
snprintf(uniform_name, sizeof(uniform_name), "uTileShift%u", i);
program->uloc_tileshift[i] = glGetUniformLocation(shader_program, uniform_name);
snprintf(uniform_name, sizeof(uniform_name), "uTileMask%u", i);
program->uloc_tilemask[i] = glGetUniformLocation(shader_program, uniform_name);
snprintf(uniform_name, sizeof(uniform_name), "uTileMirror%u", i);
program->uloc_tilemirror[i] = glGetUniformLocation(shader_program, uniform_name);
snprintf(uniform_name, sizeof(uniform_name), "uTexScale%u", i);
program->uloc_texscale[i] = glGetUniformLocation(shader_program, uniform_name);
snprintf(uniform_name, sizeof(uniform_name), "uTexture%u", i);
program->uloc_texture[i] = glGetUniformLocation(shader_program, uniform_name);
}
// Setup vertex attributes
GLuint attrloc;
// Position
attrloc = glGetAttribLocation(program->program, "in_pos");
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kPositionBuffer]);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 3, GL_FLOAT, GL_FALSE, 0, 0);
// UV
attrloc = glGetAttribLocation(program->program, "in_uv");
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kTexCoordBuffer]);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 2, GL_SHORT, GL_FALSE, 0, 0);
// Color
attrloc = glGetAttribLocation(program->program, "in_col");
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kColorBuffer]);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
}
static ShaderProgram * GetShaderForConfig(const ShaderConfiguration & config)
{
for (u32 i = 0; i < gShaders.size(); ++i)
{
ShaderProgram * program = gShaders[i];
if (program->config == config)
return program;
}
char frag_shader[2048];
SprintShader(frag_shader, config);
const char * vertex_lines[] = { default_vertex_shader };
const char * fragment_lines[] = { gN64FragmentLibrary.c_str(), frag_shader };
GLuint shader_program = make_shader_program(
vertex_lines, std::size(vertex_lines),
fragment_lines, std::size(fragment_lines));
if (shader_program == 0)
{
fprintf(stderr, "ERROR: during creation of the shader program\n");
return NULL;
}
ShaderProgram * program = new ShaderProgram;
InitShaderProgram(program, config, shader_program);
gShaders.push_back(program);
return program;
}
void RendererGL::MakeShaderConfigFromCurrentState(ShaderConfiguration * config) const
{
config->Mux = mMux;
config->CycleType = gRDPOtherMode.cycle_type;
config->AlphaThreshold = 0;
config->BilerpFilter = true;
config->ClampS0 = false;
config->ClampT0 = false;
config->ClampS1 = false;
config->ClampT1 = false;
// Initiate Alpha test
if( (gRDPOtherMode.alpha_compare == G_AC_THRESHOLD) && !gRDPOtherMode.alpha_cvg_sel )
{
// G_AC_THRESHOLD || G_AC_DITHER
// FIXME(strmnnrmn): alpha func: (mAlphaThreshold | g_ROM.ALPHA_HACK) ? GL_GEQUAL : GL_GREATER
config->AlphaThreshold = mBlendColour.GetA();
}
else if (gRDPOtherMode.cvg_x_alpha)
{
// Going over 0x70 brakes OOT, but going lesser than that makes lines on games visible...ex: Paper Mario.
// ALso going over 0x30 breaks the birds in Tarzan :(. Need to find a better way to leverage this.
config->AlphaThreshold = 0x70;
}
else
{
// Use CVG for pixel alpha
config->AlphaThreshold = 0;
}
// In fill/cycle modes, we ignore the mux. Set it to zero so we don't create unecessary shaders.
u32 cycle_type = config->CycleType;
if (cycle_type == CYCLE_FILL || cycle_type == CYCLE_COPY)
config->Mux = 0;
// Not sure about this. Should CYCLE_FILL have alpha kill?
if (cycle_type == CYCLE_FILL)
config->AlphaThreshold = 0;
config->BilerpFilter = (gRDPOtherMode.text_filt != G_TF_POINT) || (gGlobalPreferences.ForceLinearFilter);
// If running the bilinear filter, check if we need to clamp in S or T.
// Really, this is checking to see how we set mTexWrap in PrepareTexRectUVs.
// Fixes California Speed, Mario Kart backgrounds.
// (NB: better fix for California Speed is just to force a point filter...)
if (config->BilerpFilter)
{
config->ClampS0 = mTexWrap[0].u == GU_CLAMP;
config->ClampT0 = mTexWrap[0].v == GU_CLAMP;
config->ClampS1 = mTexWrap[1].u == GU_CLAMP;
config->ClampT1 = mTexWrap[1].v == GU_CLAMP;
}
}
// -----------------------------------------------------------------------------
// RendererGL - the class from your snippet
// -----------------------------------------------------------------------------
RendererGL::RendererGL() {}
RendererGL::~RendererGL() {}
// -----------------------------------------------------------------------------
// RestoreRenderStates() - remove desktop-only calls like glShadeModel, glDisable(GL_FOG)
// -----------------------------------------------------------------------------
void RendererGL::RestoreRenderStates()
{
// In ES 3.2, no GL_FOG, no fixed-function lighting, no glShadeModel:
// glDisable(GL_FOG);
// glDisable(GL_LIGHTING);
// glShadeModel(GL_SMOOTH);
// We do our own culling
glDisable(GL_CULL_FACE);
// Scissor
u32 width, height;
CGraphicsContext::Get()->GetScreenSize(&width, &height);
glScissor(0, 0, width, height);
glEnable(GL_SCISSOR_TEST);
// Blend
glBlendColor(0.f, 0.f, 0.f, 0.f);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
// Depth
glDepthMask(GL_FALSE);
glDepthFunc(GL_LEQUAL);
glDisable(GL_DEPTH_TEST);
// Polygon offset
glEnable(GL_POLYGON_OFFSET_FILL);
}
// -----------------------------------------------------------------------------
// RenderDaedalusVtx - fill CPU buffers and upload
// -----------------------------------------------------------------------------
void RendererGL::RenderDaedalusVtx(int prim, const DaedalusVtx* vertices, int count)
{
DAEDALUS_ASSERT(count <= kMaxVertices, "Too many vertices!");
if (count > kMaxVertices) count = kMaxVertices;
// Hack to fix the sun in Zelda OOT/MM
const f32 scale = ( g_ROM.ZELDA_HACK &&(gRDPOtherMode.L == 0x0c184241) ) ? 16.f : 32.f;
for (int i = 0; i < count; ++i)
{
gPositionBuffer[i][0] = vertices[i].Position.x;
gPositionBuffer[i][1] = vertices[i].Position.y;
gPositionBuffer[i][2] = vertices[i].Position.z;
gTexCoordBuffer[i].s = (int)(vertices[i].Texture.x * 32.f);
gTexCoordBuffer[i].t = (int)(vertices[i].Texture.y * 32.f);
gColorBuffer[i] = vertices[i].Colour.GetColour();
}
RenderDaedalusVtxStreams(prim, &gPositionBuffer[0][0], &gTexCoordBuffer[0], &gColorBuffer[0], count);
}
void RendererGL::RenderDaedalusVtxStreams(int prim, const float * positions, const TexCoord * uvs, const u32 * colours, int count)
{
// --- Update positions ---
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kPositionBuffer]);
// Orphan the buffer (allocate full size with NULL data)
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * kMaxVertices, NULL, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * 3 * count, positions);
// --- Update texture coordinates ---
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kTexCoordBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(TexCoord) * kMaxVertices, NULL, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(TexCoord) * count, uvs);
// --- Update colors ---
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kColorBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(u32) * kMaxVertices, NULL, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(u32) * count, colours);
glDrawArrays(prim, 0, count);
}
extern u32 gRDPFrame;
/*
Possible Blending Inputs:
In - Input from color combiner
Mem - Input from current frame buffer
Fog - Fog generator
BL - Blender
Possible Blending Factors:
A-IN - Alpha from color combiner
A-MEM - Alpha from current frame buffer
(1-A) -
A-FOG - Alpha of fog color
A-SHADE - Alpha of shade
1 - 1
0 - 0
*/
#ifdef DAEDALUS_DEBUG_DISPLAYLIST
static const char * const kBlendCl[] = { "In", "Mem", "Bl", "Fog" };
static const char * const kBlendA1[] = { "AIn", "AFog", "AShade", "0" };
static const char * const kBlendA2[] = { "1-A", "AMem", "1", "?" };
static inline void DebugBlender(u32 cycle_type, u32 blender, u32 alpha_cvg_sel, u32 cvg_x_alpha)
{
static u32 last_blender = 0;
if(last_blender != blender)
{
printf( "********************************\n\n" );
printf( "Unknown Blender. alpha_cvg_sel: %d cvg_x_alpha: %d\n",
alpha_cvg_sel, cvg_x_alpha );
printf( "0x%04x: // %s * %s + %s * %s",
blender,
kBlendCl[(blender>>14) & 0x3],
kBlendA1[(blender>>10) & 0x3],
kBlendCl[(blender>> 6) & 0x3],
kBlendA2[(blender>> 2) & 0x3]);
if (cycle_type == CYCLE_2CYCLE)
{
printf( " | %s * %s + %s * %s",
kBlendCl[(blender>>12) & 0x3],
kBlendA1[(blender>> 8) & 0x3],
kBlendCl[(blender>> 4) & 0x3],
kBlendA2[(blender ) & 0x3]);
}
printf( "\n********************************\n\n" );
last_blender = blender;
}
}
#endif
static void InitBlenderMode()
{
u32 cycle_type = gRDPOtherMode.cycle_type;
u32 cvg_x_alpha = gRDPOtherMode.cvg_x_alpha;
u32 alpha_cvg_sel = gRDPOtherMode.alpha_cvg_sel;
u32 blendmode = gRDPOtherMode.blender;
// NB: If we're running in 1cycle mode, ignore the 2nd cycle.
u32 active_mode = (cycle_type == CYCLE_2CYCLE) ? blendmode : (blendmode & 0xcccc);
enum BlendType
{
kBlendModeOpaque,
kBlendModeAlphaTrans,
kBlendModeFade,
};
BlendType type = kBlendModeOpaque;
// FIXME(strmnnrmn): lots of these need fog!
switch (active_mode)
{
case 0x0040: // In * AIn + Mem * 1-A
// MarioKart (spinning logo).
type = kBlendModeAlphaTrans;
break;
case 0x0050: // In * AIn + Mem * 1-A | In * AIn + Mem * 1-A
// Extreme-G.
type = kBlendModeAlphaTrans;
break;
case 0x0440: // In * AFog + Mem * 1-A
// Bomberman64. alpha_cvg_sel: 1 cvg_x_alpha: 1
type = kBlendModeAlphaTrans;
break;
case 0x04d0: // In * AFog + Fog * 1-A | In * AIn + Mem * 1-A
// Conker.
type = kBlendModeAlphaTrans;
break;
case 0x0150: // In * AIn + Mem * 1-A | In * AFog + Mem * 1-A
// Spiderman.
type = kBlendModeAlphaTrans;
break;
case 0x0c08: // In * 0 + In * 1
// MarioKart (spinning logo)
// This blend mode doesn't use the alpha value
type = kBlendModeOpaque;
break;
case 0x0c18: // In * 0 + In * 1 | In * AIn + Mem * 1-A
// StarFox main menu.
type = kBlendModeAlphaTrans;
break;
case 0x0c40: // In * 0 + Mem * 1-A
// Extreme-G.
type = kBlendModeFade;
break;
case 0x0c48: // In * 0 + Mem * 1
// SOTE text and hud
type = kBlendModeFade;
break;
case 0x0f0a: // In * 0 + In * 1 | In * 0 + In * 1
// Zelda OoT.
type = kBlendModeOpaque;
break;
case 0x4c40: // Mem * 0 + Mem * 1-A
//Waverace - alpha_cvg_sel: 0 cvg_x_alpha: 1
type = kBlendModeFade;
break;
case 0x8410: // Bl * AFog + In * 1-A | In * AIn + Mem * 1-A
// Paper Mario.
type = kBlendModeAlphaTrans;
break;
case 0xc410: // Fog * AFog + In * 1-A | In * AIn + Mem * 1-A
// Donald Duck (Dust)
type = kBlendModeAlphaTrans;
break;
case 0xc440: // Fog * AFog + Mem * 1-A
// Banjo Kazooie
// Banjo Tooie sun glare
// FIXME: blends fog over existing?
type = kBlendModeAlphaTrans;
break;
case 0xc800: // Fog * AShade + In * 1-A
//Bomberman64. alpha_cvg_sel: 0 cvg_x_alpha: 1
type = kBlendModeOpaque;
break;
case 0xc810: // Fog * AShade + In * 1-A | In * AIn + Mem * 1-A
// AeroGauge (ingame)
type = kBlendModeAlphaTrans;
break;
// case 0x0321: // In * 0 + Bl * AMem
// // Hmm - not sure about what this is doing. Zelda OoT pause screen.
// type = kBlendModeAlphaTrans;
// break;
default:
#ifdef DAEDALUS_DEBUG_DISPLAYLIST
DebugBlender( cycle_type, active_mode, alpha_cvg_sel, cvg_x_alpha );
DL_PF( " Blend: SRCALPHA/INVSRCALPHA (default: 0x%04x)", active_mode );
#endif
break;
}
// NB: we only have alpha in the blender is alpha_cvg_sel is 0 or cvg_x_alpha is 1.
bool have_alpha = !alpha_cvg_sel || cvg_x_alpha;
if (type == kBlendModeAlphaTrans && !have_alpha)
type = kBlendModeOpaque;
switch (type)
{
case kBlendModeOpaque:
glDisable(GL_BLEND);
break;
case kBlendModeAlphaTrans:
glBlendColor(0.f, 0.f, 0.f, 0.f);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
break;
case kBlendModeFade:
glBlendColor(0.f, 0.f, 0.f, 0.f);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
break;
}
}
inline u32 MakeMask(u32 m)
{
return m ? ((1<<m)-1) : 0xffffffff;
}
inline u32 MakeMirror(u32 mirror, u32 m)
{
return (mirror && m) ? (1<<m) : 0;
}
void RendererGL::PrepareRenderState(const float (&mat_project)[16], bool disable_zbuffer) {
DAEDALUS_PROFILE("RendererGL::PrepareRenderState");
if (disable_zbuffer) {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
} else {
if (gRDPOtherMode.zmode == 3) {
glPolygonOffset(-1.0, -1.0);
} else {
glPolygonOffset(0.0, 0.0);
}
if ((mTnL.Flags.Zbuffer & gRDPOtherMode.z_cmp) | gRDPOtherMode.z_upd) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
glDepthMask(gRDPOtherMode.z_upd ? GL_TRUE : GL_FALSE);
}
u32 cycle_mode = gRDPOtherMode.cycle_type;
if (cycle_mode < CYCLE_COPY && gRDPOtherMode.force_bl) {
InitBlenderMode();
} else {
glDisable(GL_BLEND);
}
ShaderConfiguration config;
MakeShaderConfigFromCurrentState(&config);
const ShaderProgram* program = GetShaderForConfig(config);
if (program == nullptr) {
DBGConsole_Msg(0, "Couldn't generate a shader for mux %llx, cycle %d, alpha %d\n", config.Mux, config.CycleType, config.AlphaThreshold);
return;
}
// --- Cache shader program to avoid redundant glUseProgram calls ---
static GLuint sCurrentProgram = 0;
if (sCurrentProgram != program->program)
{
glUseProgram(program->program);
sCurrentProgram = program->program;
}
glUniformMatrix4fv(program->uloc_project, 1, GL_FALSE, mat_project);
glUniform4f(program->uloc_primcol, mPrimitiveColour.GetRf(), mPrimitiveColour.GetGf(), mPrimitiveColour.GetBf(), mPrimitiveColour.GetAf());
glUniform4f(program->uloc_envcol, mEnvColour.GetRf(), mEnvColour.GetGf(), mEnvColour.GetBf(), mEnvColour.GetAf());
glUniform1f(program->uloc_primlodfrac, mPrimLODFraction);
bool use_t1 = cycle_mode == CYCLE_2CYCLE;
bool install_textures[] = { true, use_t1 };
extern u32 gRDPFrame;
glUniform1i(program->uloc_foo, gRDPFrame);
for (u32 i = 0; i < kNumTextures; ++i) {
if (!install_textures[i])
continue;
std::shared_ptr<CNativeTexture> texture = mBoundTexture[i];
if (texture != nullptr) {
glActiveTexture(GL_TEXTURE0 + i);
texture->InstallTexture();
u8 tile_idx = mActiveTile[i];
const RDP_Tile& rdp_tile = gRDPStateManager.GetTile(tile_idx);
const RDP_TileSize& tile_size = gRDPStateManager.GetTileSize(tile_idx);
glUniform1i(program->uloc_texture[i], i);
bool clamp_s = rdp_tile.clamp_s || (rdp_tile.mask_s == 0);
bool clamp_t = rdp_tile.clamp_t || (rdp_tile.mask_t == 0);
u32 mirror_bits_s = MakeMirror(rdp_tile.mirror_s, rdp_tile.mask_s);
u32 mirror_bits_t = MakeMirror(rdp_tile.mirror_t, rdp_tile.mask_t);
u32 mask_bits_s = MakeMask(rdp_tile.mask_s);
u32 mask_bits_t = MakeMask(rdp_tile.mask_t);
glUniform2i(program->uloc_tileclamp[i], clamp_s, clamp_t);
glUniform2f(program->uloc_tileshift[i], kShiftScales[rdp_tile.shift_s], kShiftScales[rdp_tile.shift_t]);
glUniform2i(program->uloc_tilemask[i], mask_bits_s, mask_bits_t);
glUniform2i(program->uloc_tilemirror[i], mirror_bits_s, mirror_bits_t);
glUniform2i(program->uloc_tiletl[i], mTileTopLeft[i].s, mTileTopLeft[i].t);
glUniform2i(program->uloc_tilebr[i], tile_size.right, tile_size.bottom);
glUniform2f(program->uloc_texscale[i], 1.f / texture->GetCorrectedWidth(), 1.f / texture->GetCorrectedHeight());
if ((gRDPOtherMode.text_filt != G_TF_POINT) | (gGlobalPreferences.ForceLinearFilter)) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mTexWrap[i].u);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mTexWrap[i].v);
}
}
}
void RendererGL::RenderTriangles(DaedalusVtx* p_vertices, u32 num_vertices, bool disable_zbuffer)
{
if (mTnL.Flags.Texture)
{
UpdateTileSnapshots(mTextureTile);
// NB: we have to do this after UpdateTileSnapshot, as it set up mTileTopLeft etc.
// We have to do it before PrepareRenderState, because those values are applied to the graphics state.
if (mTnL.Flags.Light && mTnL.Flags.TexGen)
{
if (std::shared_ptr<CNativeTexture> texture = mBoundTexture[0])
{
float x = float(mTileTopLeft[0].s) / 4.f;
float y = float(mTileTopLeft[0].t) / 4.f;
float w = float(texture->GetCorrectedWidth());
float h = float(texture->GetCorrectedHeight());
for (u32 i = 0; i < num_vertices; ++i)
{
p_vertices[i].Texture.x = (p_vertices[i].Texture.x * w) + x;
p_vertices[i].Texture.y = (p_vertices[i].Texture.y * h) + y;
}
}
}
}
PrepareRenderState(gProjection.m, disable_zbuffer);
RenderDaedalusVtx(GL_TRIANGLES, p_vertices, num_vertices);
}
void RendererGL::TexRect( u32 tile_idx, const v2 & xy0, const v2 & xy1, TexCoord st0, TexCoord st1 )
{
// FIXME(strmnnrmn): in copy mode, depth buffer is always disabled. Might not need to check this explicitly.
UpdateTileSnapshots( tile_idx );
// NB: we have to do this after UpdateTileSnapshot, as it set up mTileTopLeft etc.
// We have to do it before PrepareRenderState, because those values are applied to the graphics state.
PrepareTexRectUVs(&st0, &st1);
PrepareRenderState(mScreenToDevice.mRaw, gRDPOtherMode.depth_source ? false : true);
v2 screen0;
v2 screen1;
ConvertN64ToScreen( xy0, screen0 );
ConvertN64ToScreen( xy1, screen1 );
DL_PF( " Screen: %.1f,%.1f -> %.1f,%.1f", screen0.x, screen0.y, screen1.x, screen1.y );
DL_PF( " Texture: %.1f,%.1f -> %.1f,%.1f", st0.s / 32.f, st0.t / 32.f, st1.s / 32.f, st1.t / 32.f );
const f32 depth = gRDPOtherMode.depth_source ? mPrimDepth : 0.0f;
float positions[] = {
screen0.x, screen0.y, depth,
screen1.x, screen0.y, depth,
screen0.x, screen1.y, depth,
screen1.x, screen1.y, depth,
};
TexCoord uvs[] = {
TexCoord( st0.s, st0.t ),
TexCoord( st1.s, st0.t ),
TexCoord( st0.s, st1.t ),
TexCoord( st1.s, st1.t ),
};
u32 colours[] = {
0xffffffff,
0xffffffff,
0xffffffff,
0xffffffff,
};
RenderDaedalusVtxStreams(GL_TRIANGLE_STRIP, positions, uvs, colours, 4);
#ifdef DAEDALUS_DEBUG_DISPLAYLIST
++mNumRect;
#endif
}
void RendererGL::TexRectFlip( u32 tile_idx, const v2 & xy0, const v2 & xy1, TexCoord st0, TexCoord st1 )
{
UpdateTileSnapshots( tile_idx );
// NB: we have to do this after UpdateTileSnapshot, as it set up mTileTopLeft etc.
// We have to do it before PrepareRenderState, because those values are applied to the graphics state.
PrepareTexRectUVs(&st0, &st1);
PrepareRenderState(mScreenToDevice.mRaw, gRDPOtherMode.depth_source ? false : true);
v2 screen0;
v2 screen1;
ConvertN64ToScreen( xy0, screen0 );
ConvertN64ToScreen( xy1, screen1 );
DL_PF( " Screen: %.1f,%.1f -> %.1f,%.1f", screen0.x, screen0.y, screen1.x, screen1.y );
DL_PF( " Texture: %.1f,%.1f -> %.1f,%.1f", st0.s / 32.f, st0.t / 32.f, st1.s / 32.f, st1.t / 32.f );
const f32 depth = gRDPOtherMode.depth_source ? mPrimDepth : 0.0f;
float positions[] = {
screen0.x, screen0.y, depth,
screen1.x, screen0.y, depth,
screen0.x, screen1.y, depth,
screen1.x, screen1.y, depth,
};
TexCoord uvs[] = {
TexCoord( st0.s, st0.t ),
TexCoord( st0.s, st1.t ),
TexCoord( st1.s, st0.t ),
TexCoord( st1.s, st1.t ),
};
u32 colours[] = {
0xffffffff,
0xffffffff,
0xffffffff,
0xffffffff,
};
RenderDaedalusVtxStreams(GL_TRIANGLE_STRIP, positions, uvs, colours, 4);
#ifdef DAEDALUS_DEBUG_DISPLAYLIST
++mNumRect;
#endif
}
void RendererGL::FillRect( const v2 & xy0, const v2 & xy1, u32 color )
{
PrepareRenderState(mScreenToDevice.mRaw, gRDPOtherMode.depth_source ? false : true);
v2 screen0;
v2 screen1;
ConvertN64ToScreen( xy0, screen0 );
ConvertN64ToScreen( xy1, screen1 );
DL_PF( " Screen: %.1f,%.1f -> %.1f,%.1f", screen0.x, screen0.y, screen1.x, screen1.y );
const f32 depth = gRDPOtherMode.depth_source ? mPrimDepth : 0.0f;
float positions[] = {
screen0.x, screen0.y, depth,
screen1.x, screen0.y, depth,
screen0.x, screen1.y, depth,
screen1.x, screen1.y, depth,
};
// NB - these aren't needed. Could just pass NULL to RenderDaedalusVtxStreams?
TexCoord uvs[] = {
TexCoord( 0.f, 0.f ),
TexCoord( 1.f, 0.f ),
TexCoord( 0.f, 1.f ),
TexCoord( 1.f, 1.f ),
};
u32 colours[] = {
color,
color,
color,
color,
};
RenderDaedalusVtxStreams(GL_TRIANGLE_STRIP, positions, uvs, colours, 4);
#ifdef DAEDALUS_DEBUG_DISPLAYLIST
++mNumRect;
#endif
}
void RendererGL::Draw2DTexture(f32 x0, f32 y0, f32 x1, f32 y1,
f32 u0, f32 v0, f32 u1, f32 v1, std::shared_ptr<CNativeTexture> texture)
{
DAEDALUS_PROFILE( "RendererGL::Draw2DTexture" );
texture->InstallTexture();
// FIXME(strmnnrmn): is this right? Gross anyway.
gRDPOtherMode.cycle_type = CYCLE_COPY;
PrepareRenderState(mScreenToDevice.mRaw, false /* disable_depth */);
glEnable(GL_BLEND);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
float sx0 = N64ToScreenX(x0);
float sy0 = N64ToScreenY(y0);
float sx1 = N64ToScreenX(x1);
float sy1 = N64ToScreenY(y1);
const f32 depth = 0.0f;
float positions[] = {
sx0, sy0, depth,
sx1, sy0, depth,
sx0, sy1, depth,
sx1, sy1, depth,
};
TexCoord uvs[] = {
TexCoord( u0, v0 ),
TexCoord( u1, v0 ),
TexCoord( u0, v1 ),
TexCoord( u1, v1 ),
};
u32 colours[] = {
0xffffffff,
0xffffffff,
0xffffffff,
0xffffffff,
};
RenderDaedalusVtxStreams(GL_TRIANGLE_STRIP, positions, uvs, colours, 4);
}
void RendererGL::Draw2DTextureR(f32 x0, f32 y0,
f32 x1, f32 y1,
f32 x2, f32 y2,
f32 x3, f32 y3,
f32 s, f32 t, std::shared_ptr<CNativeTexture> texture) // With Rotation
{
texture->InstallTexture();
DAEDALUS_PROFILE( "RendererGL::Draw2DTextureR" );
// FIXME(strmnnrmn): is this right? Gross anyway.
gRDPOtherMode.cycle_type = CYCLE_COPY;
PrepareRenderState(mScreenToDevice.mRaw, false /* disable_depth */);
glEnable(GL_BLEND);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
const f32 depth = 0.0f;
float positions[] = {
N64ToScreenX(x0), N64ToScreenY(y0), depth,
N64ToScreenX(x1), N64ToScreenY(y1), depth,
N64ToScreenX(x2), N64ToScreenY(y2), depth,
N64ToScreenX(x3), N64ToScreenY(y3), depth,
};
TexCoord uvs[] = {
TexCoord( 0.f, 0.f ),
TexCoord( s, 0.f ),
TexCoord( s, t ),
TexCoord( 0.f, t ),
};
u32 colours[] = {
0xffffffff,
0xffffffff,
0xffffffff,
0xffffffff,
};
RenderDaedalusVtxStreams(GL_TRIANGLE_FAN, positions, uvs, colours, 4);
}
bool CreateRenderer()
{
DAEDALUS_ASSERT_Q(gRenderer == nullptr);
gRendererGL = new RendererGL();
gRenderer = gRendererGL;
return true;
}
void DestroyRenderer()
{
delete gRendererGL;
gRendererGL = nullptr;
gRenderer = nullptr;
}