daedalus/Source/SysVita/HLEGraphics/RendererModern.cpp
2024-09-16 19:31:30 +01:00

1235 lines
35 KiB
C++

#include "stdafx.h"
#include "RendererModern.h"
#include <vitaGL.h>
#include "Combiner/BlendConstant.h"
#include "Combiner/CombinerTree.h"
#include "Combiner/RenderSettings.h"
#include "Core/ROM.h"
#include "Debug/Dump.h"
#include "Debug/DBGConsole.h"
#include "Graphics/GraphicsContext.h"
#include "Graphics/NativeTexture.h"
#include "HLEGraphics/CachedTexture.h"
#include "HLEGraphics/DLDebug.h"
#include "HLEGraphics/RDPStateManager.h"
#include "HLEGraphics/TextureCache.h"
#include "Math/MathUtil.h"
#include "OSHLE/ultra_gbi.h"
#include "Utility/IO.h"
#include "Utility/Profiler.h"
#include "SysVita/HLEGraphics/FragmentShader.h"
#include "SysVita/UI/Menu.h"
#define MODERN_SHADER_MAGIC 1
#define NORMALIZE_C1842XX(x) ((x) > 16.5f ? ((x) / ((x) / 16.0f)) : (x))
void *vertex_shader_bin = nullptr;
int vertex_shader_size = 0;
extern BaseRenderer *gRenderer;
RendererModern *gRendererModern = nullptr;
extern float *gVertexBuffer;
extern uint32_t *gColorBuffer;
extern float *gTexCoordBuffer;
extern u32 aux_draws;
extern u32 aux_discard;
static const u32 kNumTextures = 2;
static bool use_texture_scale = false;
extern bool gUseMipmaps;
char cache_name[256];
struct ScePspFMatrix4
{
float m[16];
};
extern ScePspFMatrix4 gProjection;
extern void sceGuSetMatrix(int type, const ScePspFMatrix4 * mtx);
// 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 HasFog : 1;
float AlphaThreshold;
};
inline bool operator==(const ShaderConfiguration & a, const ShaderConfiguration & b)
{
return
a.Mux == b.Mux &&
a.CycleType == b.CycleType &&
a.HasFog == b.HasFog &&
a.AlphaThreshold == b.AlphaThreshold;
}
struct ShaderProgram
{
ShaderConfiguration config;
GLuint program;
GLint uloc_primcol;
GLint uloc_envcol;
GLint uloc_primlodfrac;
GLint uloc_fognear;
GLint uloc_fogfar;
GLint uloc_fogcolor;
GLint uloc_texscale_x;
GLint uloc_texscale_y;
};
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)
{
GLuint shader = glCreateShader(type);
if (shader != 0)
{
int32_t body_size = 0;
for (int i = 0; i < num_lines; i++) {
body_size += strlen(lines[i]);
}
char *body = (char*)malloc(body_size + 1);
memset(body, 0, body_size + 1);
strcpy(body, lines[0]);
for (int i = 1; i < num_lines; i++) {
strcat(body, lines[i]);
}
body_size = strlen(body) - 1;
glShaderSource(shader, 1, &body, &body_size);
glCompileShader(shader);
GLint shader_ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
if (shader_ok != GL_TRUE)
{
DBGConsole_Msg(0, "ERROR: Failed to compile %s shader.\n", (type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex");
glDeleteShader(shader);
shader = 0;
}
free(body);
}
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;
GLuint vertex_shader = 0u;
GLuint fragment_shader = 0u;
if (!vertex_shader_bin) {
vertex_shader = make_shader(GL_VERTEX_SHADER, vertex_lines, num_vertex_lines);
vertex_shader_bin = malloc(16 * 1024);
vglGetShaderBinary(vertex_shader, 16 * 1024, &vertex_shader_size, vertex_shader_bin);
FILE *f = fopen(DAEDALUS_VITA_PATH("ShaderCache/vert.gxp"), "wb");
fwrite(vertex_shader_bin, 1, vertex_shader_size, f);
fclose(f);
} else {
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderBinary(1, &vertex_shader, 0, vertex_shader_bin, vertex_shader_size);
}
fragment_shader = make_shader(GL_FRAGMENT_SHADER, fragment_lines, num_fragment_lines);
void *bin = malloc(16 * 1024);
GLsizei bin_len;
vglGetShaderBinary(fragment_shader, 16 * 1024, &bin_len, bin);
FILE *f = fopen(cache_name, "wb");
fwrite(bin, 1, bin_len, f);
fclose(f);
free(bin);
/* make the program that connect the two shader and link it */
program = glCreateProgram();
/* attach both shader and link */
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
vglBindAttribLocation(program, 0, "in_pos", 3, GL_FLOAT);
vglBindAttribLocation(program, 1, "in_uv" , 2, GL_FLOAT);
vglBindAttribLocation(program, 2, "in_col", 4, GL_UNSIGNED_BYTE);
glLinkProgram(program);
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 =
"void main(\n"
" float3 in_pos,\n"
" float2 in_uv,\n"
" float4 in_col,\n"
" uniform float4x4 gl_ModelViewProjectionMatrix,\n"
" uniform float tex_scale_x,\n"
" uniform float tex_scale_y,\n"
" float2 out sti : TEXCOORD0,\n"
" float4 out v_col : COLOR0,\n"
" float4 out v_pos : POSITION)\n"
"{\n"
" sti = float2(in_uv.x * tex_scale_x, in_uv.y * tex_scale_y);\n"
" v_col = in_col;\n"
" v_pos = mul(gl_ModelViewProjectionMatrix, float4(in_pos, 1.0));\n"
"}\n";
// FIXME(strmnnrmn): texel fetch filter changes between cycles.
static const char* default_fragment_shader_fmt =
"void main(float2 sti : TEXCOORD0,\n"
" float4 v_col : COLOR0,\n"
" float4 coords : WPOS,\n"
" uniform sampler2D uTexture0 : TEXUNIT0,\n"
" uniform sampler2D uTexture1 : TEXUNIT1,\n"
" uniform float fog_near,\n"
" uniform float fog_far,\n"
" uniform float4 fog_color,\n"
" uniform float4 uPrimColour,\n"
" uniform float4 uEnvColour,\n"
" uniform float uPrimLODFrac,\n"
" float4 out fragcol : COLOR)\n"
"{\n"
" float4 shade = v_col;\n"
" float4 prim = uPrimColour;\n"
" float4 env = uEnvColour;\n"
" float4 one = float4(1,1,1,1);\n"
" float4 zero = float4(0,0,0,0);\n"
" float4 col;\n"
" float4 combined = float4(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 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[2048];
u32 cycle_type = config.CycleType;
if (cycle_type == CYCLE_FILL)
{
strcpy(body, "\tcol = shade;\n");
}
else if (cycle_type == CYCLE_COPY)
{
strcpy(body, "\tcol = fetchTexel(sti, uTexture0);\n");
}
else if (cycle_type == CYCLE_1CYCLE)
{
sprintf(body, "\tfloat4 tex0 = fetchTexel(sti, uTexture0);\n"
"\tfloat4 tex1 = fetchTexel(sti, uTexture1);\n"
"\tcol.rgb = (%s - %s) * %s + %s;\n"
"\tcol.a = (%s - %s) * %s + %s;\n",
kRGBParams16[aRGB0], kRGBParams16[bRGB0], kRGBParams32[cRGB0], kRGBParams8[dRGB0],
kAlphaParams8[aA0], kAlphaParams8[bA0], kAlphaParams8[cA0], kAlphaParams8[dA0]);
}
else
{
sprintf(body, "\tfloat4 tex0 = fetchTexel(sti, uTexture0);\n"
"\tfloat4 tex1 = fetchTexel(sti, uTexture1);\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",
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);
sprintf(p, "\tif (col.a < %f) discard;\n", config.AlphaThreshold);
}
if (config.HasFog)
{
char * p = body + strlen(body);
sprintf(p, "%s", "\tfloat vFog = clamp((fog_far - coords.z) / (fog_far - fog_near), 0.0, 1.0);\n\tcol.rgb = lerp(fog_color.rgb, col.rgb, vFog);\n");
}
sprintf(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_primcol = glGetUniformLocation(shader_program, "uPrimColour");
program->uloc_envcol = glGetUniformLocation(shader_program, "uEnvColour");
program->uloc_primlodfrac = glGetUniformLocation(shader_program, "uPrimLODFrac");
program->uloc_fognear = glGetUniformLocation(shader_program, "fog_near");
program->uloc_fogfar = glGetUniformLocation(shader_program, "fog_far");
program->uloc_fogcolor = glGetUniformLocation(shader_program, "fog_color");
program->uloc_texscale_x = glGetUniformLocation(shader_program, "tex_scale_x");
program->uloc_texscale_y = glGetUniformLocation(shader_program, "tex_scale_y");
}
float RendererModern::CalculateAlphaThreshold() const
{
// Initiate Alpha test
if( (gRDPOtherMode.alpha_compare == G_AC_THRESHOLD) && !gRDPOtherMode.alpha_cvg_sel )
{
u8 alpha_threshold = mBlendColour.GetA();
return (alpha_threshold || g_ROM.ALPHA_HACK) ? mBlendColour.GetAf() - 0.001f : mBlendColour.GetAf();
}
else if (gRDPOtherMode.cvg_x_alpha)
{
return 0.4392f;
}
else
{
// Use CVG for pixel alpha
return 0.0f;
}
}
void RendererModern::MakeShaderConfigFromCurrentState(ShaderConfiguration * config) const
{
config->CycleType = gRDPOtherMode.cycle_type;
switch (config->CycleType) {
case CYCLE_FILL:
config->Mux = 0;
config->AlphaThreshold = 0;
break;
case CYCLE_COPY:
config->Mux = 0;
config->AlphaThreshold = CalculateAlphaThreshold();
break;
default:
config->Mux = mMux;
config->AlphaThreshold = CalculateAlphaThreshold();
break;
}
config->HasFog = mTnL.Flags.Fog;
}
static ShaderProgram * GetShaderForConfig(const ShaderConfiguration & config)
{
for (u32 i = 0; i < gShaders.size(); ++i)
{
ShaderProgram * program = gShaders[i];
if (program->config == config)
return program;
}
sprintf(cache_name, "%s%016llX%08X%08X%008X-%d.gxp",
DAEDALUS_VITA_PATH("ShaderCache/"), config.Mux, config.CycleType, config.HasFog, *(uint32_t *)(&config.AlphaThreshold), MODERN_SHADER_MAGIC);
GLuint shader_program;
FILE *f = fopen(cache_name, "rb");
if (f) {
fseek(f, 0, SEEK_END);
int bin_size = ftell(f);
void *bin = malloc(bin_size);
fseek(f, 0, SEEK_SET);
fread(bin, 1, bin_size, f);
fclose(f);
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderBinary(1, &fragment_shader, 0, bin, bin_size);
free(bin);
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
if (!vertex_shader_bin) {
f = fopen(DAEDALUS_VITA_PATH("ShaderCache/vert.gxp"), "rb");
fseek(f, 0, SEEK_END);
vertex_shader_size = ftell(f);
vertex_shader_bin = malloc(vertex_shader_size);
fseek(f, 0, SEEK_SET);
fread(vertex_shader_bin, 1, vertex_shader_size, f);
fclose(f);
}
glShaderBinary(1, &vertex_shader, 0, vertex_shader_bin, vertex_shader_size);
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
vglBindAttribLocation(shader_program, 0, "in_pos", 3, GL_FLOAT);
vglBindAttribLocation(shader_program, 1, "in_uv" , 2, GL_FLOAT);
vglBindAttribLocation(shader_program, 2, "in_col", 4, GL_UNSIGNED_BYTE);
glLinkProgram(shader_program);
} else {
char frag_shader[2048];
SprintShader(frag_shader, config);
const char * vertex_lines[] = { default_vertex_shader };
const char * fragment_lines[] = { gN64FragmentLibrary, frag_shader };
shader_program = make_shader_program(
vertex_lines, ARRAYSIZE(vertex_lines),
fragment_lines, ARRAYSIZE(fragment_lines));
}
glUniform1i(glGetUniformLocation(shader_program, "uTexture0"), 0);
glUniform1i(glGetUniformLocation(shader_program, "uTexture1"), 1);
ShaderProgram * program = new ShaderProgram;
InitShaderProgram(program, config, shader_program);
gShaders.push_back(program);
return program;
}
void RendererModern::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);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable( GL_BLEND );
// Default is ZBuffer disabled
glDepthMask(GL_FALSE);
glDepthFunc(GL_LEQUAL);
glDisable(GL_DEPTH_TEST);
// Enable this for rendering decals (glPolygonOffset).
glEnable(GL_POLYGON_OFFSET_FILL);
}
void RendererModern::RenderDaedalusVtxStreams(int prim, const float * positions, const float * uvs, const u32 * colours, int count)
{
vglVertexAttribPointerMapped(0, positions);
if (uvs) vglVertexAttribPointerMapped(1, uvs);
vglVertexAttribPointerMapped(2, colours);
vglDrawObjects(prim, count, GL_TRUE);
}
/*
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
*/
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);
if (alpha_cvg_sel && (gRDPOtherMode.L & 0x7000) != 0x7000) {
switch (active_mode) {
case 0x4055: // Mario Golf
case 0x5055: // Paper Mario Intro
glBlendFunc(GL_ZERO, GL_ONE);
glEnable(GL_BLEND);
break;
default:
glDisable(GL_BLEND);
}
return;
}
switch (active_mode)
{
case 0x00C0: // ISS 64
case 0x0091: // Mace special blend mode
case 0x0302: // Bomberman 2 special blend mode
case 0x0382: // Mace objects
case 0x07C2: // ISS 64
case 0x0C08: // 1080 sky
case 0xC302: // ISS 64
case 0xC702: // Donald Duck: Quack Attack
case 0xC800: // Conker's Bad Fur Day
case 0x0F0A: // DK64 blueprints
case 0xA500: // Sin and Punishment
case 0xFA00: // Bomberman second attack
glDisable(GL_BLEND);
break;
case 0x55F0: // Bust-A-Move 3 DX
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
glEnable(GL_BLEND);
break;
case 0x0F1A:
if (cycle_type == CYCLE_1CYCLE)
glDisable(GL_BLEND);
else {
glBlendFunc(GL_ZERO, GL_ONE);
glEnable(GL_BLEND);
}
break;
case 0x0448: // Space Invaders
case 0x0554:
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
break;
case 0x0F5A: // Zelda: MM
case 0x0FA5: // OOT menu
case 0x5055: // Paper Mario intro
case 0xAF50: // Zelda: MM
case 0xC712: // Pokemon Stadium
glBlendFunc(GL_ZERO, GL_ONE);
glEnable(GL_BLEND);
break;
case 0x0C40: // Extreme-G
case 0x0C48: // Star Wars: Shadow of the Empire text and hud
case 0x4C40: // Wave Race
case 0x5F50:
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
break;
case 0x0010: // Diddy Kong rare logo
case 0x0040: // F-Zero X
case 0x0050: // A Bug's Life
case 0x0051:
case 0x0055:
case 0x0150: // Spiderman
case 0x0321:
case 0x0440: // Bomberman 64
case 0x04D0: // Conker's Bad Fur Day
case 0x0550: // Bomberman 64
case 0x0C18: // StarFox 64 main menu
case 0x0F54: // Star Wars racers
case 0xC410: // Donald Duck: Quack Attack dust
case 0xC440: // Banjo-Kazooie / Banjo-Tooie
case 0xC810: // AeroGauge
case 0xCB02: // Doom 64 weapons
case 0x0D18:
case 0x8410: // Paper Mario
case 0xF550:
if (!(!alpha_cvg_sel || cvg_x_alpha)) glDisable(GL_BLEND);
else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
break;
case 0xC912: // 40 Winks
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
break;
case 0x0C19:
case 0xC811:
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
glEnable(GL_BLEND);
break;
case 0x5000: // V8 explosions
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
glEnable(GL_BLEND);
break;
default:
//DBGConsole_Msg(0, "Uncommon blender mode: 0x%04X", active_mode);
if (!(!alpha_cvg_sel || cvg_x_alpha)) glDisable(GL_BLEND);
else {
glBlendFunc(GL_SRC_ALPHA, 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 RendererModern::PrepareRenderState(const float (&mat_project)[16], bool disable_zbuffer)
{
if ( disable_zbuffer )
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
else
{
// Decal mode
if( gRDPOtherMode.zmode == 3 )
{
glPolygonOffset(-1.0, -1.0);
}
else
{
glPolygonOffset(0.0, 0.0);
}
// Enable or Disable ZBuffer test
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;
// Initiate Blender
if(cycle_mode < CYCLE_COPY && gRDPOtherMode.force_bl)
{
InitBlenderMode();
}
else if (gRDPOtherMode.clr_on_cvg)
{
if ((cycle_mode == CYCLE_1CYCLE && gRDPOtherMode.c1_m2a == 1) ||
(cycle_mode == CYCLE_2CYCLE && gRDPOtherMode.c2_m2a == 1)) {
glBlendFunc(GL_ZERO, GL_ONE);
glEnable(GL_BLEND);
} else
glDisable( GL_BLEND );
}
else
{
glDisable(GL_BLEND);
}
ShaderConfiguration config;
MakeShaderConfigFromCurrentState(&config);
const ShaderProgram * program = GetShaderForConfig(config);
if (program == NULL)
{
// There must have been some failure to compile the shader. Abort!
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);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float*)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);
if (mTnL.Flags.Fog) {
glUniform1f(program->uloc_fognear, mFogNear);
glUniform1f(program->uloc_fogfar, mFogFar);
glUniform4f(program->uloc_fogcolor, mFogColour.GetRf(), mFogColour.GetGf(), mFogColour.GetBf(), mFogColour.GetAf());
}
CNativeTexture * texture = mBoundTexture[0];
if (use_texture_scale && texture != NULL) {
float scale_x = texture->GetScaleX();
float scale_y = texture->GetScaleY();
//printf("PrepareRenderState: %X\n", gRDPOtherMode.L);
if (g_ROM.ZELDA_HACK && (gRDPOtherMode.L == 0x0C184241)) { // Hack to fix the sun in Zelda OOT/MM
scale_x *= 0.5f;
scale_y *= 0.5f;
} else if (g_ROM.TEXELS_HACK && (gRDPOtherMode.L == 0x0C184244)) { // Hack to fix texts on Rayman 2/Donald Duck Quack Attack
scale_x *= 0.125f;
scale_y *= 0.125f;
}
glUniform1f(program->uloc_texscale_x, scale_x);
glUniform1f(program->uloc_texscale_y, scale_y);
} else {
glUniform1f(program->uloc_texscale_x, 1.0f);
glUniform1f(program->uloc_texscale_y, 1.0f);
}
// Second texture is sampled in 2 cycle mode if text_lod is clear (when set,
// gRDPOtherMode.text_lod enables mipmapping, but we just set lod_frac to 0.
bool use_t1 = cycle_mode == CYCLE_2CYCLE;
bool install_textures[] = { true, use_t1 };
for (u32 i = 0; i < kNumTextures; ++i)
{
if (!install_textures[i])
continue;
texture = mBoundTexture[i];
if (texture != NULL)
{
glActiveTexture(GL_TEXTURE0 + i);
texture->InstallTexture();
if (((gRDPOtherMode.text_filt != G_TF_POINT) && cycle_mode != CYCLE_COPY) || (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);
}
}
glActiveTexture(GL_TEXTURE0);
}
// 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 RendererModern::RenderTriangles( uint32_t * p_vertices, u32 num_vertices, bool disable_zbuffer )
{
PrepareRenderState(gProjection.m, disable_zbuffer);
SetPositiveViewport();
vglVertexAttribPointerMapped(2, p_vertices);
vglDrawObjects(GL_TRIANGLES, num_vertices, GL_TRUE);
}
void RendererModern::TexRect( u32 tile_idx, const v2 & xy0, const v2 & xy1, TexCoord st0, TexCoord st1 )
{
if (g_ROM.GameHacks == POKEMON_STADIUM) {
if (aux_draws) {
aux_draws--;
if ((aux_draws < aux_discard) && (xy0.x == 52.0f)) return;
SetN64Viewport( aux_scale, aux_trans );
}
}
use_texture_scale = true;
UpdateTileSnapshots( tile_idx );
PrepareTexRectUVs(&st0, &st1);
PrepareRenderState(mScreenToDevice.mRaw, gRDPOtherMode.depth_source ? false : true);
v2 uv0( (float)st0.s / 32.f, (float)st0.t / 32.f );
v2 uv1( (float)st1.s / 32.f, (float)st1.t / 32.f );
v2 screen0;
v2 screen1;
if (gAspectRatio == RATIO_16_9_HACK) {
screen0.x = roundf( roundf( HD_SCALE * xy0.x ) * mN64ToScreenScale.x + 118 );
screen0.y = roundf( roundf( xy0.y ) * mN64ToScreenScale.y + mN64ToScreenTranslate.y );
screen1.x = roundf( roundf( HD_SCALE * xy1.x ) * mN64ToScreenScale.x + 118 );
screen1.y = roundf( roundf( xy1.y ) * mN64ToScreenScale.y + mN64ToScreenTranslate.y );
} else {
ScaleN64ToScreen( xy0, screen0 );
ScaleN64ToScreen( xy1, screen1 );
}
const f32 depth = gRDPOtherMode.depth_source ? mPrimDepth : 0.0f;
float *uvs = gTexCoordBuffer;
//printf("TexRect: %X\n", gRDPOtherMode.L);
if (g_ROM.TEXELS_HACK && (gRDPOtherMode.L == 0x0C184244)) {
gTexCoordBuffer[0] = NORMALIZE_C1842XX(uv0.x);
gTexCoordBuffer[1] = NORMALIZE_C1842XX(uv0.y);
gTexCoordBuffer[2] = NORMALIZE_C1842XX(uv1.x);
gTexCoordBuffer[3] = NORMALIZE_C1842XX(uv0.y);
gTexCoordBuffer[4] = NORMALIZE_C1842XX(uv0.x);
gTexCoordBuffer[5] = NORMALIZE_C1842XX(uv1.y);
gTexCoordBuffer[6] = NORMALIZE_C1842XX(uv1.x);
gTexCoordBuffer[7] = NORMALIZE_C1842XX(uv1.y);
} else {
gTexCoordBuffer[0] = uv0.x;
gTexCoordBuffer[1] = uv0.y;
gTexCoordBuffer[2] = uv1.x;
gTexCoordBuffer[3] = uv0.y;
gTexCoordBuffer[4] = uv0.x;
gTexCoordBuffer[5] = uv1.y;
gTexCoordBuffer[6] = uv1.x;
gTexCoordBuffer[7] = uv1.y;
}
gTexCoordBuffer += 8;
float *positions = gVertexBuffer;
gVertexBuffer[0] = screen0.x;
gVertexBuffer[1] = screen0.y;
gVertexBuffer[2] = depth;
gVertexBuffer[3] = screen1.x;
gVertexBuffer[4] = screen0.y;
gVertexBuffer[5] = depth;
gVertexBuffer[6] = screen0.x;
gVertexBuffer[7] = screen1.y;
gVertexBuffer[8] = depth;
gVertexBuffer[9] = screen1.x;
gVertexBuffer[10] = screen1.y;
gVertexBuffer[11] = depth;
gVertexBuffer += 12;
uint32_t *colours = gColorBuffer;
gColorBuffer[0] = gColorBuffer[1] = gColorBuffer[2] = gColorBuffer[3] = 0xFFFFFFFF;
gColorBuffer += 4;
SetNegativeViewport();
RenderDaedalusVtxStreams(GL_TRIANGLE_STRIP, positions, uvs, colours, 4);
}
void RendererModern::TexRectFlip( u32 tile_idx, const v2 & xy0, const v2 & xy1, TexCoord st0, TexCoord st1 )
{
UpdateTileSnapshots( tile_idx );
PrepareTexRectUVs(&st0, &st1);
v2 uv0( (float)st0.s / 32.f, (float)st0.t / 32.f );
v2 uv1( (float)st1.s / 32.f, (float)st1.t / 32.f );
use_texture_scale = true;
PrepareRenderState(mScreenToDevice.mRaw, gRDPOtherMode.depth_source ? false : true);
v2 screen0;
v2 screen1;
ScaleN64ToScreen( xy0, screen0 );
ScaleN64ToScreen( xy1, screen1 );
float *uvs = gTexCoordBuffer;
gTexCoordBuffer[0] = uv0.x;
gTexCoordBuffer[1] = uv0.y;
gTexCoordBuffer[2] = uv0.x;
gTexCoordBuffer[3] = uv1.y;
gTexCoordBuffer[4] = uv1.x;
gTexCoordBuffer[5] = uv0.y;
gTexCoordBuffer[6] = uv1.x;
gTexCoordBuffer[7] = uv1.y;
gTexCoordBuffer += 8;
float *positions = gVertexBuffer;
gVertexBuffer[0] = screen0.x;
gVertexBuffer[1] = screen0.y;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = screen1.x;
gVertexBuffer[4] = screen0.y;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = screen0.x;
gVertexBuffer[7] = screen1.y;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = screen1.x;
gVertexBuffer[10] = screen1.y;
gVertexBuffer[11] = 0.0f;
gVertexBuffer += 12;
uint32_t *colours = gColorBuffer;
gColorBuffer[0] = gColorBuffer[1] = gColorBuffer[2] = gColorBuffer[3] = 0xFFFFFFFF;
gColorBuffer += 4;
SetNegativeViewport();
RenderDaedalusVtxStreams(GL_TRIANGLE_STRIP, positions, uvs, colours, 4);
}
void RendererModern::FillRect( const v2 & xy0, const v2 & xy1, u32 color )
{
PrepareRenderState(mScreenToDevice.mRaw, gRDPOtherMode.depth_source ? false : true);
v2 screen0;
v2 screen1;
ScaleN64ToScreen( xy0, screen0 );
ScaleN64ToScreen( xy1, screen1 );
use_texture_scale = false;
float *positions = gVertexBuffer;
gVertexBuffer[0] = screen0.x;
gVertexBuffer[1] = screen0.y;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = screen1.x;
gVertexBuffer[4] = screen0.y;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = screen0.x;
gVertexBuffer[7] = screen1.y;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = screen1.x;
gVertexBuffer[10] = screen1.y;
gVertexBuffer[11] = 0.0f;
gVertexBuffer += 12;
uint32_t *colours = gColorBuffer;
gColorBuffer[0] = gColorBuffer[1] = gColorBuffer[2] = gColorBuffer[3] = color;
gColorBuffer += 4;
RenderDaedalusVtxStreams(GL_TRIANGLE_STRIP, positions, nullptr, colours, 4);
}
void RendererModern::DoGamma(float gamma)
{
glUseProgram(0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
gVertexBuffer[0] = 0.0f;
gVertexBuffer[1] = 0.0f;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = SCR_WIDTH;
gVertexBuffer[4] = 0.0f;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = 0.0f;
gVertexBuffer[7] = SCR_HEIGHT;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = SCR_WIDTH;
gVertexBuffer[10] = SCR_HEIGHT;
gVertexBuffer[11] = 0.0f;
vglVertexPointerMapped(3, gVertexBuffer);
gVertexBuffer += 12;
// Hack to use float colors without having to use a temporary buffer
gVertexBuffer[0] = gVertexBuffer[1] = gVertexBuffer[2] = 1.0f;
gVertexBuffer[3] = gamma;
gVertexBuffer[4] = gVertexBuffer[5] = gVertexBuffer[6] = 1.0f;
gVertexBuffer[7] = gamma;
gVertexBuffer[8] = gVertexBuffer[9] = gVertexBuffer[10] = 1.0f;
gVertexBuffer[11] = gamma;
gVertexBuffer[12] = gVertexBuffer[13] = gVertexBuffer[14] = 1.0f;
gVertexBuffer[15] = gamma;
vglColorPointerMapped(GL_FLOAT, gVertexBuffer);
gVertexBuffer += 16;
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float*)mScreenToDevice.mRaw);
vglDrawObjects(GL_TRIANGLE_STRIP, 4, GL_TRUE);
glDisable(GL_BLEND);
}
void RendererModern::DrawUITexture()
{
glUseProgram(0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gVertexBuffer[0] = 0.0f;
gVertexBuffer[1] = 0.0f;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = SCR_WIDTH;
gVertexBuffer[4] = 0.0f;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = 0.0f;
gVertexBuffer[7] = SCR_HEIGHT;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = SCR_WIDTH;
gVertexBuffer[10] = SCR_HEIGHT;
gVertexBuffer[11] = 0.0f;
vglVertexPointerMapped(3, gVertexBuffer);
gVertexBuffer += 12;
gTexCoordBuffer[0] = 0.0f;
gTexCoordBuffer[1] = 0.0f;
gTexCoordBuffer[2] = 1.0f;
gTexCoordBuffer[3] = 0.0f;
gTexCoordBuffer[4] = 0.0f;
gTexCoordBuffer[5] = 1.0f;
gTexCoordBuffer[6] = 1.0f;
gTexCoordBuffer[7] = 1.0f;
vglTexCoordPointerMapped(gTexCoordBuffer);
gTexCoordBuffer += 8;
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
vglDrawObjects(GL_TRIANGLE_STRIP, 4, GL_TRUE);
}
void RendererModern::Draw2DTexture(f32 x0, f32 y0, f32 x1, f32 y1, f32 u0, f32 v0, f32 u1, f32 v1)
{
const CNativeTexture * texture = mBoundTexture[0];
if (!texture) return;
gRDPOtherMode.cycle_type = CYCLE_COPY;
PrepareRenderState(mScreenToDevice.mRaw, false);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
use_texture_scale = true;
float sx0 = LightN64ToScreenX(x0);
float sy0 = LightN64ToScreenY(y0);
float sx1 = LightN64ToScreenX(x1);
float sy1 = LightN64ToScreenY(y1);
const f32 depth = 0.0f;
float *positions = gVertexBuffer;
float *uvs = gTexCoordBuffer;
gVertexBuffer[0] = sx0;
gVertexBuffer[1] = sy0;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = sx1;
gVertexBuffer[4] = sy0;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = sx0;
gVertexBuffer[7] = sy1;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = sx1;
gVertexBuffer[10] = sy1;
gVertexBuffer[11] = 0.0f;
gTexCoordBuffer[0] = u0;
gTexCoordBuffer[1] = v0;
gTexCoordBuffer[2] = u1;
gTexCoordBuffer[3] = v0;
gTexCoordBuffer[4] = u0;
gTexCoordBuffer[5] = v1;
gTexCoordBuffer[6] = u1;
gTexCoordBuffer[7] = v1;
gVertexBuffer += 12;
gTexCoordBuffer += 8;
uint32_t *colours = gColorBuffer;
gColorBuffer[0] = gColorBuffer[1] = gColorBuffer[2] = gColorBuffer[3] = 0xFFFFFFFF;
gColorBuffer += 4;
SetNegativeViewport();
RenderDaedalusVtxStreams(GL_TRIANGLE_STRIP, positions, uvs, colours, 4);
}
void RendererModern::Draw2DTextureR(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32 x3, f32 y3, f32 s, f32 t)
{
const CNativeTexture * texture = mBoundTexture[0];
if (!texture) return;
gRDPOtherMode.cycle_type = CYCLE_COPY;
PrepareRenderState(mScreenToDevice.mRaw, false);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
use_texture_scale = true;
float *positions = gVertexBuffer;
float *uvs = gTexCoordBuffer;
gVertexBuffer[0] = LightN64ToScreenX(x0);
gVertexBuffer[1] = LightN64ToScreenY(y0);
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = LightN64ToScreenX(x1);
gVertexBuffer[4] = LightN64ToScreenY(y1);
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = LightN64ToScreenX(x2);
gVertexBuffer[7] = LightN64ToScreenY(y2);
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = LightN64ToScreenX(x3);
gVertexBuffer[10] = LightN64ToScreenY(y3);
gVertexBuffer[11] = 0.0f;
gTexCoordBuffer[0] = 0.0f;
gTexCoordBuffer[1] = 0.0f;
gTexCoordBuffer[2] = s;
gTexCoordBuffer[3] = 0.0f;
gTexCoordBuffer[4] = s;
gTexCoordBuffer[5] = t;
gTexCoordBuffer[6] = 0.0f;
gTexCoordBuffer[7] = t;
uint32_t *colours = gColorBuffer;
gColorBuffer[0] = gColorBuffer[1] = gColorBuffer[2] = gColorBuffer[3] = 0xFFFFFFFF;
gColorBuffer += 4;
SetNegativeViewport();
RenderDaedalusVtxStreams(GL_TRIANGLE_FAN, positions, uvs, colours, 4);
}
uint32_t RendererModern::PrepareTrisUnclipped(uint32_t **clr)
{
const u32 num_vertices = mNumIndices;
//
// Now we just shuffle all the data across directly (potentially duplicating verts)
//
vglVertexAttribPointerMapped(0, gVertexBuffer);
*clr = gColorBuffer;
if (mTnL.Flags.Texture) {
vglVertexAttribPointerMapped(1, gTexCoordBuffer);
//printf("PrepareTrisUnclipped: %X\n", gRDPOtherMode.L);
if (g_ROM.TEXELS_HACK && ((gRDPOtherMode.L >= 0x0C184000 && gRDPOtherMode.L <= 0x0C184FFF) || gRDPOtherMode.L == 0xC8104A50)) {
UpdateTileSnapshots( mTextureTile + 1 );
} else UpdateTileSnapshots( mTextureTile );
CNativeTexture *texture = mBoundTexture[0];
//if ((gRDPOtherMode.L & 0xFFFFFF00) == 0x0C184200) CDebugConsole::Get()->Msg(1, "RenderTriangles: L: 0x%08X", gRDPOtherMode.L);
if (texture && (mTnL.Flags._u32 & (TNL_LIGHT|TNL_TEXGEN)) != (TNL_LIGHT|TNL_TEXGEN) ) {
use_texture_scale = true;
for( u32 i = 0; i < num_vertices; ++i )
{
u32 index = mIndexBuffer[ i ];
sceClibMemcpy(gVertexBuffer, mVtxProjected[ index ].TransformedPos.f, sizeof(float) * 3);
gTexCoordBuffer[0] = (mVtxProjected[ index ].Texture.x - (mTileTopLeft[ 0 ].s / 4.f));
gTexCoordBuffer[1] = (mVtxProjected[ index ].Texture.y - (mTileTopLeft[ 0 ].t / 4.f));
gColorBuffer[i] = c32(mVtxProjected[ index ].Colour).GetColour();
gVertexBuffer += 3;
gTexCoordBuffer += 2;
}
} else {
use_texture_scale = false;
for( u32 i = 0; i < num_vertices; ++i )
{
u32 index = mIndexBuffer[ i ];
sceClibMemcpy(gVertexBuffer, mVtxProjected[ index ].TransformedPos.f, sizeof(float) * 3);
sceClibMemcpy(gTexCoordBuffer, mVtxProjected[ index ].Texture.f, sizeof(float) * 2);
gColorBuffer[i] = c32(mVtxProjected[ index ].Colour).GetColour();
gVertexBuffer += 3;
gTexCoordBuffer += 2;
}
}
} else {
for( u32 i = 0; i < num_vertices; ++i )
{
u32 index = mIndexBuffer[ i ];
sceClibMemcpy(gVertexBuffer, mVtxProjected[ index ].TransformedPos.f, sizeof(float) * 3);
gColorBuffer[i] = c32(mVtxProjected[ index ].Colour).GetColour();
gVertexBuffer += 3;
}
}
gColorBuffer += num_vertices;
return num_vertices;
}
bool CreateRendererModern()
{
gRendererModern = new RendererModern();
gRenderer = gRendererModern;
return true;
}
void DestroyRendererModern()
{
delete gRendererModern;
gRendererModern = NULL;
gRenderer = NULL;
}