Implemented noise effects in OpenGL. (#6)
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@ -23,3 +23,4 @@ enum {
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#define SHADER_OPT_ALPHA (1 << 24)
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#define SHADER_OPT_FOG (1 << 25)
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#define SHADER_OPT_TEXTURE_EDGE (1 << 26)
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#define SHADER_OPT_NOISE (1 << 27)
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@ -46,12 +46,18 @@ struct ShaderProgram {
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GLint attrib_locations[7];
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uint8_t attrib_sizes[7];
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uint8_t num_attribs;
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bool used_noise;
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GLint frame_count_location;
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GLint window_height_location;
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};
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static struct ShaderProgram shader_program_pool[64];
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static uint8_t shader_program_pool_size;
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static GLuint opengl_vbo;
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static uint32_t frame_count;
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static uint32_t current_height;
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static bool gfx_opengl_z_is_from_0_to_1(void) {
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return false;
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}
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@ -62,11 +68,18 @@ static void gfx_opengl_vertex_array_set_attribs(struct ShaderProgram *prg) {
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for (int i = 0; i < prg->num_attribs; i++) {
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glEnableVertexAttribArray(prg->attrib_locations[i]);
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glVertexAttribPointer(prg->attrib_locations[i], prg->attrib_sizes[i], GL_FLOAT, GL_FALSE, num_floats * sizeof(float), (void *)(pos * sizeof(float)));
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glVertexAttribPointer(prg->attrib_locations[i], prg->attrib_sizes[i], GL_FLOAT, GL_FALSE, num_floats * sizeof(float), (void *) (pos * sizeof(float)));
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pos += prg->attrib_sizes[i];
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}
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}
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static void gfx_opengl_set_uniforms(struct ShaderProgram *prg) {
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if (prg->used_noise) {
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glUniform1i(prg->frame_count_location, frame_count);
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glUniform1i(prg->window_height_location, current_height);
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}
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}
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static void gfx_opengl_unload_shader(struct ShaderProgram *old_prg) {
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if (old_prg != NULL) {
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for (int i = 0; i < old_prg->num_attribs; i++) {
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@ -78,6 +91,7 @@ static void gfx_opengl_unload_shader(struct ShaderProgram *old_prg) {
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static void gfx_opengl_load_shader(struct ShaderProgram *new_prg) {
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glUseProgram(new_prg->opengl_program_id);
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gfx_opengl_vertex_array_set_attribs(new_prg);
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gfx_opengl_set_uniforms(new_prg);
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}
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static void append_str(char *buf, size_t *len, const char *str) {
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@ -168,7 +182,9 @@ static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shad
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bool opt_alpha = (shader_id & SHADER_OPT_ALPHA) != 0;
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bool opt_fog = (shader_id & SHADER_OPT_FOG) != 0;
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bool opt_texture_edge = (shader_id & SHADER_OPT_TEXTURE_EDGE) != 0;
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bool used_textures[2] = {0, 0};
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bool opt_noise = (shader_id & SHADER_OPT_NOISE) != 0;
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bool used_textures[2] = { 0, 0 };
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int num_inputs = 0;
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < 4; j++) {
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@ -185,9 +201,9 @@ static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shad
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}
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}
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}
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bool do_single[2] = {c[0][2] == 0, c[1][2] == 0};
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bool do_multiply[2] = {c[0][1] == 0 && c[0][3] == 0, c[1][1] == 0 && c[1][3] == 0};
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bool do_mix[2] = {c[0][1] == c[0][3], c[1][1] == c[1][3]};
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bool do_single[2] = { c[0][2] == 0, c[1][2] == 0 };
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bool do_multiply[2] = { c[0][1] == 0 && c[0][3] == 0, c[1][1] == 0 && c[1][3] == 0 };
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bool do_mix[2] = { c[0][1] == c[0][3], c[1][1] == c[1][3] };
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bool color_alpha_same = (shader_id & 0xfff) == ((shader_id >> 12) & 0xfff);
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char vs_buf[1024];
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@ -254,15 +270,26 @@ static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shad
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if (used_textures[1]) {
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append_line(fs_buf, &fs_len, "uniform sampler2D uTex1;");
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}
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if (opt_alpha && opt_noise) {
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append_line(fs_buf, &fs_len, "uniform int frame_count;");
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append_line(fs_buf, &fs_len, "uniform int window_height;");
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append_line(fs_buf, &fs_len, "float random(in vec3 value) {");
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append_line(fs_buf, &fs_len, " float random = dot(sin(value), vec3(12.9898, 78.233, 37.719));");
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append_line(fs_buf, &fs_len, " return fract(sin(random) * 143758.5453);");
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append_line(fs_buf, &fs_len, "}");
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}
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append_line(fs_buf, &fs_len, "void main() {");
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if (used_textures[0]) {
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append_line(fs_buf, &fs_len, "vec4 texVal0 = texture2D(uTex0, vTexCoord);");
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}
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if (used_textures[1]) {
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append_line(fs_buf, &fs_len, "vec4 texVal1 = texture2D(uTex1, vTexCoord);");
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}
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append_str(fs_buf, &fs_len, opt_alpha ? "vec4 texel = " : "vec3 texel = ");
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if (!color_alpha_same && opt_alpha) {
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append_str(fs_buf, &fs_len, "vec4(");
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@ -274,7 +301,7 @@ static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shad
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append_formula(fs_buf, &fs_len, c, do_single[0], do_multiply[0], do_mix[0], opt_alpha, false, opt_alpha);
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}
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append_line(fs_buf, &fs_len, ";");
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if (opt_texture_edge && opt_alpha) {
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append_line(fs_buf, &fs_len, "if (texel.a > 0.3) texel.a = 1.0; else discard;");
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}
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@ -286,27 +313,31 @@ static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shad
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append_line(fs_buf, &fs_len, "texel = mix(texel, vFog.rgb, vFog.a);");
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}
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}
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if (opt_alpha && opt_noise) {
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append_line(fs_buf, &fs_len, "texel.a *= floor(random(vec3(floor(gl_FragCoord.xy * (240.0 / float(window_height))), float(frame_count))) + 0.5);");
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}
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if (opt_alpha) {
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append_line(fs_buf, &fs_len, "gl_FragColor = texel;");
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} else {
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append_line(fs_buf, &fs_len, "gl_FragColor = vec4(texel, 1.0);");
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}
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append_line(fs_buf, &fs_len, "}");
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vs_buf[vs_len] = '\0';
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fs_buf[fs_len] = '\0';
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/*puts("Vertex shader:");
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puts(vs_buf);
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puts("Fragment shader:");
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puts(fs_buf);
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puts("End");*/
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const GLchar *sources[2] = {vs_buf, fs_buf};
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const GLint lengths[2] = {vs_len, fs_len};
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const GLchar *sources[2] = { vs_buf, fs_buf };
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const GLint lengths[2] = { vs_len, fs_len };
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GLint success;
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &sources[0], &lengths[0]);
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glCompileShader(vertex_shader);
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@ -320,7 +351,7 @@ static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shad
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fprintf(stderr, "%s\n", &error_log[0]);
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sys_fatal("vertex shader compilation failed (see terminal)");
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}
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GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &sources[1], &lengths[1]);
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glCompileShader(fragment_shader);
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@ -334,31 +365,31 @@ static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shad
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fprintf(stderr, "%s\n", &error_log[0]);
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sys_fatal("fragment shader compilation failed (see terminal)");
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}
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GLuint shader_program = glCreateProgram();
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glLinkProgram(shader_program);
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size_t cnt = 0;
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struct ShaderProgram *prg = &shader_program_pool[shader_program_pool_size++];
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prg->attrib_locations[cnt] = glGetAttribLocation(shader_program, "aVtxPos");
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prg->attrib_sizes[cnt] = 4;
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++cnt;
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if (used_textures[0] || used_textures[1]) {
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prg->attrib_locations[cnt] = glGetAttribLocation(shader_program, "aTexCoord");
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prg->attrib_sizes[cnt] = 2;
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++cnt;
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}
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if (opt_fog) {
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prg->attrib_locations[cnt] = glGetAttribLocation(shader_program, "aFog");
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prg->attrib_sizes[cnt] = 4;
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++cnt;
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}
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for (int i = 0; i < num_inputs; i++) {
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char name[16];
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sprintf(name, "aInput%d", i + 1);
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@ -366,7 +397,7 @@ static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shad
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prg->attrib_sizes[cnt] = opt_alpha ? 4 : 3;
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++cnt;
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}
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prg->shader_id = shader_id;
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prg->opengl_program_id = shader_program;
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prg->num_inputs = num_inputs;
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@ -374,18 +405,26 @@ static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shad
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prg->used_textures[1] = used_textures[1];
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prg->num_floats = num_floats;
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prg->num_attribs = cnt;
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gfx_opengl_load_shader(prg);
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if (used_textures[0]) {
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GLint sampler_attrib = glGetUniformLocation(shader_program, "uTex0");
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glUniform1i(sampler_attrib, 0);
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GLint sampler_location = glGetUniformLocation(shader_program, "uTex0");
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glUniform1i(sampler_location, 0);
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}
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if (used_textures[1]) {
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GLint sampler_attrib = glGetUniformLocation(shader_program, "uTex1");
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glUniform1i(sampler_attrib, 1);
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GLint sampler_location = glGetUniformLocation(shader_program, "uTex1");
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glUniform1i(sampler_location, 1);
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}
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if (opt_alpha && opt_noise) {
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prg->frame_count_location = glGetUniformLocation(shader_program, "frame_count");
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prg->window_height_location = glGetUniformLocation(shader_program, "window_height");
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prg->used_noise = true;
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} else {
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prg->used_noise = false;
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}
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return prg;
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}
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@ -459,6 +498,7 @@ static void gfx_opengl_set_zmode_decal(bool zmode_decal) {
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static void gfx_opengl_set_viewport(int x, int y, int width, int height) {
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glViewport(x, y, width, height);
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current_height = height;
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}
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static void gfx_opengl_set_scissor(int x, int y, int width, int height) {
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@ -517,6 +557,8 @@ static void gfx_opengl_init(void) {
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}
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static void gfx_opengl_start_frame(void) {
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frame_count++;
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glDisable(GL_SCISSOR_TEST);
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glDepthMask(GL_TRUE); // Must be set to clear Z-buffer
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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@ -934,6 +934,7 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx) {
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bool use_alpha = (rdp.other_mode_l & (G_BL_A_MEM << 18)) == 0;
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bool use_fog = (rdp.other_mode_l >> 30) == G_BL_CLR_FOG;
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bool texture_edge = (rdp.other_mode_l & CVG_X_ALPHA) == CVG_X_ALPHA;
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bool use_noise = (rdp.other_mode_l & G_AC_DITHER) == G_AC_DITHER;
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if (texture_edge) {
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use_alpha = true;
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@ -942,6 +943,7 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx) {
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if (use_alpha) cc_id |= SHADER_OPT_ALPHA;
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if (use_fog) cc_id |= SHADER_OPT_FOG;
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if (texture_edge) cc_id |= SHADER_OPT_TEXTURE_EDGE;
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if (use_noise) cc_id |= SHADER_OPT_NOISE;
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if (!use_alpha) {
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cc_id &= ~0xfff000;
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