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https://git.suyu.dev/suyu/suyu
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OpenGL: Implement fog
This commit is contained in:
parent
ebee2513a9
commit
a12571c709
5 changed files with 124 additions and 7 deletions
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@ -62,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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uniform_block_data.lut_dirty[index] = true;
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uniform_block_data.lut_dirty[index] = true;
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}
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}
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uniform_block_data.fog_lut_dirty = true;
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// Set vertex attributes
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// Set vertex attributes
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glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
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@ -102,6 +104,18 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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// Setup the LUT for the fog
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{
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fog_lut.Create();
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state.fog_lut.texture_1d = fog_lut.handle;
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}
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state.Apply();
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glActiveTexture(GL_TEXTURE9);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Sync fixed function OpenGL state
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// Sync fixed function OpenGL state
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SyncCullMode();
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SyncCullMode();
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SyncBlendEnabled();
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SyncBlendEnabled();
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@ -215,6 +229,12 @@ void RasterizerOpenGL::DrawTriangles() {
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}
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}
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}
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}
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// Sync the fog lut
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if (uniform_block_data.fog_lut_dirty) {
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SyncFogLUT();
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uniform_block_data.fog_lut_dirty = false;
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}
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// Sync the uniform data
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// Sync the uniform data
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if (uniform_block_data.dirty) {
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if (uniform_block_data.dirty) {
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
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@ -280,6 +300,21 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncBlendColor();
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SyncBlendColor();
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break;
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break;
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// Fog state
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case PICA_REG_INDEX(fog_color):
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SyncFogColor();
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break;
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[0], 0xe8):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[1], 0xe9):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[2], 0xea):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[3], 0xeb):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[4], 0xec):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[5], 0xed):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[6], 0xee):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[7], 0xef):
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uniform_block_data.fog_lut_dirty = true;
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break;
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// Alpha test
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// Alpha test
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case PICA_REG_INDEX(output_merger.alpha_test):
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case PICA_REG_INDEX(output_merger.alpha_test):
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SyncAlphaTest();
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SyncAlphaTest();
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@ -329,6 +364,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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break;
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break;
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// TEV stages
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// TEV stages
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// (This also syncs fog_mode and fog_flip which are part of tev_combiner_buffer_input)
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case PICA_REG_INDEX(tev_stage0.color_source1):
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case PICA_REG_INDEX(tev_stage0.color_source1):
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case PICA_REG_INDEX(tev_stage0.color_modifier1):
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case PICA_REG_INDEX(tev_stage0.color_modifier1):
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case PICA_REG_INDEX(tev_stage0.color_op):
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case PICA_REG_INDEX(tev_stage0.color_op):
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@ -950,9 +986,15 @@ void RasterizerOpenGL::SetShader() {
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
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GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
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if (uniform_fog_lut != -1) { glUniform1i(uniform_fog_lut, 9); }
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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GLint block_size;
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glGetActiveUniformBlockiv(current_shader->shader.handle, block_index, GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
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ASSERT_MSG(block_size == sizeof(UniformData), "Uniform block size did not match!");
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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// Update uniforms
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// Update uniforms
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@ -974,6 +1016,8 @@ void RasterizerOpenGL::SetShader() {
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SyncLightDistanceAttenuationBias(light_index);
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SyncLightDistanceAttenuationBias(light_index);
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SyncLightDistanceAttenuationScale(light_index);
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SyncLightDistanceAttenuationScale(light_index);
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}
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}
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SyncFogColor();
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}
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}
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}
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}
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@ -1040,6 +1084,30 @@ void RasterizerOpenGL::SyncBlendColor() {
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state.blend.color.alpha = blend_color[3];
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state.blend.color.alpha = blend_color[3];
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}
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}
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void RasterizerOpenGL::SyncFogColor() {
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const auto& regs = Pica::g_state.regs;
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uniform_block_data.data.fog_color = {
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regs.fog_color.r.Value() / 255.0f,
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regs.fog_color.g.Value() / 255.0f,
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regs.fog_color.b.Value() / 255.0f
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};
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uniform_block_data.dirty = true;
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}
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void RasterizerOpenGL::SyncFogLUT() {
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std::array<GLuint, 128> new_data;
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std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(), [](const auto& entry) {
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return entry.raw;
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});
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if (new_data != fog_lut_data) {
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fog_lut_data = new_data;
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glActiveTexture(GL_TEXTURE9);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT, fog_lut_data.data());
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}
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}
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void RasterizerOpenGL::SyncAlphaTest() {
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void RasterizerOpenGL::SyncAlphaTest() {
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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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if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
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if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
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@ -76,6 +76,9 @@ union PicaShaderConfig {
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state.tev_stages[i].scales_raw = tev_stage.scales_raw;
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state.tev_stages[i].scales_raw = tev_stage.scales_raw;
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}
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}
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state.fog_mode = regs.fog_mode;
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state.fog_flip = regs.fog_flip;
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state.combiner_buffer_input =
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state.combiner_buffer_input =
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regs.tev_combiner_buffer_input.update_mask_rgb.Value() |
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regs.tev_combiner_buffer_input.update_mask_rgb.Value() |
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regs.tev_combiner_buffer_input.update_mask_a.Value() << 4;
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regs.tev_combiner_buffer_input.update_mask_a.Value() << 4;
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@ -168,13 +171,14 @@ union PicaShaderConfig {
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};
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};
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struct State {
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struct State {
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Pica::Regs::CompareFunc alpha_test_func;
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Pica::Regs::CompareFunc alpha_test_func;
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Pica::Regs::TextureConfig::TextureType texture0_type;
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Pica::Regs::TextureConfig::TextureType texture0_type;
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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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Pica::Regs::DepthBuffering depthmap_enable;
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Pica::Regs::FogMode fog_mode;
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bool fog_flip;
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struct {
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struct {
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struct {
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struct {
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@ -324,13 +328,14 @@ private:
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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_scale;
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GLfloat depth_offset;
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GLfloat depth_offset;
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alignas(16) GLvec3 fog_color;
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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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alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
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alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
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alignas(16) GLvec4 tev_combiner_buffer_color;
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alignas(16) GLvec4 tev_combiner_buffer_color;
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};
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};
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static_assert(sizeof(UniformData) == 0x390, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) == 0x3A0, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
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static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
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/// Sets the OpenGL shader in accordance with the current PICA register state
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/// Sets the OpenGL shader in accordance with the current PICA register state
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@ -354,6 +359,10 @@ private:
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/// Syncs the blend color to match the PICA register
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/// Syncs the blend color to match the PICA register
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void SyncBlendColor();
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void SyncBlendColor();
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/// Syncs the fog states to match the PICA register
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void SyncFogColor();
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void SyncFogLUT();
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/// Syncs the alpha test states to match the PICA register
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/// Syncs the alpha test states to match the PICA register
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void SyncAlphaTest();
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void SyncAlphaTest();
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@ -421,6 +430,7 @@ private:
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struct {
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struct {
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UniformData data;
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UniformData data;
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bool lut_dirty[6];
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bool lut_dirty[6];
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bool fog_lut_dirty;
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bool dirty;
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bool dirty;
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} uniform_block_data = {};
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} uniform_block_data = {};
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@ -432,4 +442,7 @@ private:
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std::array<OGLTexture, 6> lighting_luts;
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std::array<OGLTexture, 6> lighting_luts;
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std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{};
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std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{};
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OGLTexture fog_lut;
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std::array<GLuint, 128> fog_lut_data{};
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};
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};
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@ -555,6 +555,7 @@ layout (std140) uniform shader_data {
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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_scale;
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float depth_offset;
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float depth_offset;
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vec3 fog_color;
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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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vec4 const_color[NUM_TEV_STAGES];
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vec4 const_color[NUM_TEV_STAGES];
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@ -563,6 +564,7 @@ layout (std140) uniform shader_data {
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uniform sampler2D tex[3];
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uniform sampler2D tex[3];
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uniform sampler1D lut[6];
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uniform sampler1D lut[6];
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uniform usampler1D fog_lut;
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// Rotate the vector v by the quaternion q
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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@ -580,6 +582,12 @@ vec4 secondary_fragment_color = vec4(0.0);
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return out;
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return out;
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}
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}
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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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if (state.lighting.enable)
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if (state.lighting.enable)
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WriteLighting(out, config);
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WriteLighting(out, config);
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@ -596,14 +604,30 @@ vec4 secondary_fragment_color = vec4(0.0);
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out += ") discard;\n";
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out += ") discard;\n";
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}
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}
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out += "color = last_tex_env_out;\n";
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// Append fog combiner
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if (state.fog_mode == Regs::FogMode::Fog) {
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out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
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// Get index into fog LUT
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out += "float depth = z_over_w * depth_scale + depth_offset;\n";
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if (state.fog_flip) {
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if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
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out += "float fog_index = (1.0 - depth) * 128.0;\n";
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out += "depth /= gl_FragCoord.w;\n";
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} else {
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out += "float fog_index = depth * 128.0;\n";
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}
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}
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// Generate clamped fog factor from LUT for given fog index
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out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n";
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out += "float fog_f = fog_index - fog_i;\n";
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out += "uint fog_lut_entry = texelFetch(fog_lut, int(fog_i), 0).r;\n";
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out += "float fog_lut_entry_difference = float(int((fog_lut_entry & 0x1FFFU) << 19U) >> 19);\n"; // Extract signed difference
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out += "float fog_lut_entry_value = float((fog_lut_entry >> 13U) & 0x7FFU);\n";
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out += "float fog_factor = (fog_lut_entry_value + fog_lut_entry_difference * fog_f) / 2047.0;\n";
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out += "fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
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// Blend the fog
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out += "last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);\n";
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}
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out += "gl_FragDepth = depth;\n";
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out += "gl_FragDepth = depth;\n";
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out += "color = last_tex_env_out;\n";
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out += "}";
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out += "}";
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@ -58,6 +58,8 @@ OpenGLState::OpenGLState() {
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lut.texture_1d = 0;
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lut.texture_1d = 0;
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}
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}
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fog_lut.texture_1d = 0;
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draw.read_framebuffer = 0;
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draw.read_framebuffer = 0;
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draw.draw_framebuffer = 0;
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draw.draw_framebuffer = 0;
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draw.vertex_array = 0;
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draw.vertex_array = 0;
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@ -195,6 +197,12 @@ void OpenGLState::Apply() const {
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}
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}
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}
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}
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// Fog LUT
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if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) {
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
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}
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// Framebuffer
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// Framebuffer
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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@ -67,6 +67,10 @@ public:
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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} lighting_luts[6];
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} lighting_luts[6];
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||||||
|
|
||||||
|
struct {
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||||||
|
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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||||||
|
} fog_lut;
|
||||||
|
|
||||||
struct {
|
struct {
|
||||||
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
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GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
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||||||
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
|
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
|
||||||
|
|
Loading…
Reference in a new issue