daedalus/Source/SysGL/HLEGraphics/RendererGL.cpp

1265 lines
37 KiB
C++

#include "Base/Types.h"
#include <vector>
#include <GL/glew.h>
#include <fstream>
#include <iostream>
#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 "SysGL/GL.h"
#include "SysGL/HLEGraphics/RendererGL.h"
#include "Base/Macros.h"
#include "Utility/Paths.h"
#include "Utility/Profiler.h"
BaseRenderer * gRenderer = NULL;
RendererGL * gRendererGL = NULL;
static bool gAccurateUVPipe = true;
// We read n64.psh into this.
std::string gN64FragmentLibrary;
static const u32 kNumTextures = 2;
#define RESOLVE_GL_FCN(type, var, name) \
if (status == GL_TRUE) \
{\
var = (type)SDL_GL_GetProcAddress((name));\
if ((var) == NULL)\
{\
status = GL_FALSE;\
}\
}
const float kShiftScales[] = {
1.f / (float)(1 << 0),
1.f / (float)(1 << 1),
1.f / (float)(1 << 2),
1.f / (float)(1 << 3),
1.f / (float)(1 << 4),
1.f / (float)(1 << 5),
1.f / (float)(1 << 6),
1.f / (float)(1 << 7),
1.f / (float)(1 << 8),
1.f / (float)(1 << 9),
1.f / (float)(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];
bool loadShader(const std::filesystem::path& shader_path)
{
std::ifstream shader_file(shader_path);
if (shader_file.is_open())
{
if (!shader_file)
{
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);
// Truncate shader code if it ends with newline characters
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");
loadShader(p);
// Only do software emulation of mirror_s/mirror_t if we're not doing accurate UV handling
gRDPStateManager.SetEmulateMirror(!gAccurateUVPipe);
// FIXME(strmnnrmn): we shouldn't need these with GLEW, but they don't seem to resolve on OSX.
GLboolean status [[maybe_unused]] = GL_TRUE;
glGenVertexArrays(1, &gVAO);
glBindVertexArray(gVAO);
glGenBuffers(kNumBuffers, gVBOs);
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kPositionBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(gPositionBuffer), gPositionBuffer, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kTexCoordBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(gTexCoordBuffer), gTexCoordBuffer, GL_DYNAMIC_DRAW);
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));
}
}
// This defines all the state that is expressed by a given shader.
// If any of these fields change, it requires building a different shader.
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;
/* Creates a shader object of the specified type using the specified text
*/
static GLuint make_shader(GLenum type, const char** lines, size_t num_lines)
{
//printf("%d - %s\n", type, shader_src);
GLuint shader = glCreateShader(type);
if (shader != 0)
{
glShaderSource(shader, num_lines, lines, NULL);
glCompileShader(shader);
GLint shader_ok;
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;
}
/* Creates a program object using the specified vertex and fragment text
*/
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 =
"#version 150\n"
"uniform mat4 uProject;\n"
"in vec3 in_pos;\n"
"in vec2 in_uv;\n"
"in vec4 in_col;\n"
"out vec2 v_st;\n"
"out vec4 v_col;\n"
"\n"
"void main()\n"
"{\n"
" v_st = in_uv;\n"
" v_col = in_col;\n"
" gl_Position = uProject * vec4(in_pos, 1.0);\n"
"}\n";
// FIXME(strmnnrmn): texel fetch filter changes between cycles.
static const char* default_fragment_shader_fmt =
"void main()\n"
"{\n"
" ivec2 sti = ivec2(v_st);\n"
"\n"
" vec4 shade = v_col;\n"
" vec4 prim = uPrimColour;\n"
" vec4 env = uEnvColour;\n"
" vec4 one = vec4(1,1,1,1);\n"
" vec4 zero = vec4(0,0,0,0);\n"
" vec4 col;\n"
" vec4 combined = vec4(0,0,0,1);\n"
" float lod_frac = 0.0; // FIXME\n"
" float prim_lod_frac = uPrimLODFrac;\n"
" float k5 = 0.0; // FIXME\n"
"%s // Body is injected here\n"
" fragcol = col;\n"
"}\n";
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(body), 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");
program->uloc_tileclamp[0] = glGetUniformLocation(shader_program, "uTileClampEnable0");
program->uloc_tiletl[0] = glGetUniformLocation(shader_program, "uTileTL0");
program->uloc_tilebr[0] = glGetUniformLocation(shader_program, "uTileBR0");
program->uloc_tileshift[0] = glGetUniformLocation(shader_program, "uTileShift0");
program->uloc_tilemask[0] = glGetUniformLocation(shader_program, "uTileMask0");
program->uloc_tilemirror[0] = glGetUniformLocation(shader_program, "uTileMirror0");
program->uloc_texscale[0] = glGetUniformLocation(shader_program, "uTexScale0");
program->uloc_texture [0] = glGetUniformLocation(shader_program, "uTexture0");
program->uloc_tileclamp[1] = glGetUniformLocation(shader_program, "uTileClampEnable1");
program->uloc_tiletl[1] = glGetUniformLocation(shader_program, "uTileTL1");
program->uloc_tilebr[1] = glGetUniformLocation(shader_program, "uTileBR1");
program->uloc_tileshift[1] = glGetUniformLocation(shader_program, "uTileShift1");
program->uloc_tilemask[1] = glGetUniformLocation(shader_program, "uTileMask1");
program->uloc_tilemirror[1] = glGetUniformLocation(shader_program, "uTileMirror1");
program->uloc_texscale[1] = glGetUniformLocation(shader_program, "uTexScale1");
program->uloc_texture[1] = glGetUniformLocation(shader_program, "uTexture1");
GLuint attrloc;
attrloc = glGetAttribLocation(program->program, "in_pos");
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kPositionBuffer]);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 3, GL_FLOAT, GL_FALSE, 0, 0);
attrloc = glGetAttribLocation(program->program, "in_uv");
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kTexCoordBuffer]);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 2, GL_SHORT, GL_FALSE, 0, 0);
attrloc = glGetAttribLocation(program->program, "in_col");
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kColorBuffer]);
glEnableVertexAttribArray(attrloc);
glVertexAttribPointer(attrloc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
}
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;
}
}
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::RestoreRenderStates()
{
// Initialise the device to our default state
// No fog
glDisable(GL_FOG);
// We do our own culling
glDisable(GL_CULL_FACE);
u32 width, height;
CGraphicsContext::Get()->GetScreenSize(&width, &height);
glScissor(0,0, width,height);
glEnable(GL_SCISSOR_TEST);
// We do our own lighting
glDisable(GL_LIGHTING);
glBlendColor(0.f, 0.f, 0.f, 0.f);
glBlendEquation(GL_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable( GL_BLEND );
// Default is ZBuffer disabled
glDepthMask(GL_FALSE); // GL_FALSE to disable z-writes
glDepthFunc(GL_LEQUAL);
glDisable(GL_DEPTH_TEST);
// Initialise all the renderstate to our defaults.
glShadeModel(GL_SMOOTH);
//glFog(near,far,mFogColour);
// Enable this for rendering decals (glPolygonOffset).
glEnable(GL_POLYGON_OFFSET_FILL);
}
// Strip out vertex stream into separate buffers.
// TODO(strmnnrmn): Renderer should support generating this data directly.
void RendererGL::RenderDaedalusVtx(int prim, const DaedalusVtx * vertices, int count)
{
DAEDALUS_ASSERT(count <= kMaxVertices, "Too many vertices!");
// Avoid crashing in the unlikely even that our buffers aren't long enough.
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)
{
const DaedalusVtx * vtx = &vertices[i];
gPositionBuffer[i][0] = vtx->Position.x;
gPositionBuffer[i][1] = vtx->Position.y;
gPositionBuffer[i][2] = vtx->Position.z;
// FIXME(strmnnrmn): maintain the texture coords in 10.5 format.
gTexCoordBuffer[i].s = (int)(vtx->Texture.x * scale);
gTexCoordBuffer[i].t = (int)(vtx->Texture.y * scale);
gColorBuffer[i] = vtx->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)
{
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kPositionBuffer]);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * 3 * count, positions);
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kTexCoordBuffer]);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(TexCoord) * count, uvs);
glBindBuffer(GL_ARRAY_BUFFER, gVBOs[kColorBuffer]);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(u32) * count, colours);
glDrawArrays(prim, 0, count);
}
/*
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;
}
glUseProgram(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);
}
}
}
// FIXME(strmnnrmn): for fill/copy modes this does more work than needed.
// It ends up copying colour/uv coords when not needed, and can use a shader uniform for the fill colour.
void RendererGL::RenderTriangles( DaedalusVtx * p_vertices, u32 num_vertices, bool disable_zbuffer )
{
if (mTnL.Flags.Texture)
{
UpdateTileSnapshots( mTextureTile );
// FIXME: this should be applied in SetNewVertexInfo, and use TextureScaleX/Y to set the scale
if (mTnL.Flags.Light && mTnL.Flags.TexGen)
{
if (std::shared_ptr<CNativeTexture> texture = mBoundTexture[0])
{
// FIXME(strmnnrmn): I don't understand why the tile t/l is used here,
// but without it the Goldeneye Rareware logo looks off.
// It implies that the RSP code is checking RDP tile state, which seems wrong.
// gsDPSetHilite1Tile might set up some RSP state?
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 == NULL);
gRendererGL = new RendererGL();
gRenderer = gRendererGL;
return true;
}
void DestroyRenderer()
{
delete gRendererGL;
gRendererGL = NULL;
gRenderer = NULL;
}