mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-27 17:42:40 -06:00
OpenGL: Implement W-Buffers and fix depth-mapping
This commit is contained in:
parent
4c98113b57
commit
fc9cc21024
3 changed files with 23 additions and 4 deletions
|
@ -260,6 +260,11 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
|
|||
SyncDepthModifiers();
|
||||
break;
|
||||
|
||||
// Depth buffering
|
||||
case PICA_REG_INDEX(depthmap_enable):
|
||||
shader_dirty = true;
|
||||
break;
|
||||
|
||||
// Blending
|
||||
case PICA_REG_INDEX(output_merger.alphablend_enable):
|
||||
SyncBlendEnabled();
|
||||
|
@ -910,10 +915,10 @@ void RasterizerOpenGL::SyncCullMode() {
|
|||
}
|
||||
|
||||
void RasterizerOpenGL::SyncDepthModifiers() {
|
||||
float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32();
|
||||
float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_near_plane).ToFloat32() / 2.0f;
|
||||
float depth_scale = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32();
|
||||
float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_near_plane).ToFloat32();
|
||||
|
||||
// TODO: Implement scale modifier
|
||||
uniform_block_data.data.depth_scale = depth_scale;
|
||||
uniform_block_data.data.depth_offset = depth_offset;
|
||||
uniform_block_data.dirty = true;
|
||||
}
|
||||
|
|
|
@ -56,6 +56,8 @@ union PicaShaderConfig {
|
|||
|
||||
const auto& regs = Pica::g_state.regs;
|
||||
|
||||
state.depthmap_enable = regs.depthmap_enable;
|
||||
|
||||
state.alpha_test_func = regs.output_merger.alpha_test.enable ?
|
||||
regs.output_merger.alpha_test.func.Value() : Pica::Regs::CompareFunc::Always;
|
||||
|
||||
|
@ -171,6 +173,8 @@ union PicaShaderConfig {
|
|||
std::array<TevStageConfigRaw, 6> tev_stages;
|
||||
u8 combiner_buffer_input;
|
||||
|
||||
Pica::Regs::DepthBuffering depthmap_enable;
|
||||
|
||||
struct {
|
||||
struct {
|
||||
unsigned num;
|
||||
|
@ -315,6 +319,7 @@ private:
|
|||
GLvec4 const_color[6];
|
||||
GLvec4 tev_combiner_buffer_color;
|
||||
GLint alphatest_ref;
|
||||
GLfloat depth_scale;
|
||||
GLfloat depth_offset;
|
||||
alignas(16) GLvec3 lighting_global_ambient;
|
||||
LightSrc light_src[8];
|
||||
|
|
|
@ -540,6 +540,7 @@ layout (std140) uniform shader_data {
|
|||
vec4 const_color[NUM_TEV_STAGES];
|
||||
vec4 tev_combiner_buffer_color;
|
||||
int alphatest_ref;
|
||||
float depth_scale;
|
||||
float depth_offset;
|
||||
vec3 lighting_global_ambient;
|
||||
LightSrc light_src[NUM_LIGHTS];
|
||||
|
@ -581,7 +582,15 @@ vec4 secondary_fragment_color = vec4(0.0);
|
|||
}
|
||||
|
||||
out += "color = last_tex_env_out;\n";
|
||||
out += "gl_FragDepth = gl_FragCoord.z + depth_offset;\n}";
|
||||
|
||||
out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
|
||||
out += "float depth = z_over_w * depth_scale + depth_offset;\n";
|
||||
if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
|
||||
out += "depth /= gl_FragCoord.w;\n";
|
||||
}
|
||||
out += "gl_FragDepth = depth;\n";
|
||||
|
||||
out += "}";
|
||||
|
||||
return out;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue