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