renderer_opengl: Implement diffuse component of HW fragment lighting.
This commit is contained in:
parent
b003075570
commit
afbef52516
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@ -662,17 +662,18 @@ struct Regs {
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LN = 3, // Cosine of the angle between the light and the normal vectors
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};
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struct {
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union LightColor {
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BitField< 0, 10, u32> b;
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BitField<10, 10, u32> g;
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BitField<20, 10, u32> r;
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Math::Vec3f ToVec3f() const {
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// These fields are 10 bits wide, however 255 corresponds to 1.0f for each color component
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return Math::MakeVec((f32)r / 255.f, (f32)g / 255.f, (f32)b / 255.f);
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}
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};
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struct {
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struct LightSrc {
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LightColor specular_0; // material.specular_0 * light.specular_0
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LightColor specular_1; // material.specular_1 * light.specular_1
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@ -75,6 +75,12 @@ void RasterizerOpenGL::InitObjects() {
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1);
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2);
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glVertexAttribPointer(GLShader::ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, normquat));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_NORMQUAT);
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glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
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SetShader();
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// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
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@ -283,6 +289,98 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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case PICA_REG_INDEX(tev_combiner_buffer_color):
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SyncCombinerColor();
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break;
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// Fragment lighting diffuse color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
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SyncLightDiffuse(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10):
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SyncLightDiffuse(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10):
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SyncLightDiffuse(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10):
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SyncLightDiffuse(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10):
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SyncLightDiffuse(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].diffuse, 0x142 + 5 * 0x10):
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SyncLightDiffuse(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].diffuse, 0x142 + 6 * 0x10):
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SyncLightDiffuse(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].diffuse, 0x142 + 7 * 0x10):
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SyncLightDiffuse(7);
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break;
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// Fragment lighting ambient color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].ambient, 0x143 + 0 * 0x10):
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SyncLightAmbient(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].ambient, 0x143 + 1 * 0x10):
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SyncLightAmbient(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].ambient, 0x143 + 2 * 0x10):
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SyncLightAmbient(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].ambient, 0x143 + 3 * 0x10):
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SyncLightAmbient(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].ambient, 0x143 + 4 * 0x10):
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SyncLightAmbient(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].ambient, 0x143 + 5 * 0x10):
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SyncLightAmbient(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].ambient, 0x143 + 6 * 0x10):
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SyncLightAmbient(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].ambient, 0x143 + 7 * 0x10):
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SyncLightAmbient(7);
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break;
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// Fragment lighting position
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].x, 0x144 + 0 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].z, 0x145 + 0 * 0x10):
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SyncLightPosition(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].x, 0x144 + 1 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].z, 0x145 + 1 * 0x10):
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SyncLightPosition(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].x, 0x144 + 2 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].z, 0x145 + 2 * 0x10):
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SyncLightPosition(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].x, 0x144 + 3 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].z, 0x145 + 3 * 0x10):
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SyncLightPosition(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].x, 0x144 + 4 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].z, 0x145 + 4 * 0x10):
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SyncLightPosition(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].x, 0x144 + 5 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].z, 0x145 + 5 * 0x10):
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SyncLightPosition(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].x, 0x144 + 6 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].z, 0x145 + 6 * 0x10):
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SyncLightPosition(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].x, 0x144 + 7 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].z, 0x145 + 7 * 0x10):
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SyncLightPosition(7);
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break;
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// Fragment lighting global ambient color (emission + ambient * ambient)
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case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
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SyncGlobalAmbient();
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break;
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}
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}
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@ -503,6 +601,13 @@ void RasterizerOpenGL::SetShader() {
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auto& tev_stages = Pica::g_state.regs.GetTevStages();
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for (int index = 0; index < tev_stages.size(); ++index)
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SyncTevConstColor(index, tev_stages[index]);
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SyncGlobalAmbient();
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for (int light_index = 0; light_index < 8; light_index++) {
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SyncLightDiffuse(light_index);
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SyncLightAmbient(light_index);
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SyncLightPosition(light_index);
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}
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}
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void RasterizerOpenGL::SyncFramebuffer() {
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@ -683,6 +788,42 @@ void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevS
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}
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}
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void RasterizerOpenGL::SyncGlobalAmbient() {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.global_ambient);
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if (color != uniform_block_data.data.lighting_global_ambient) {
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uniform_block_data.data.lighting_global_ambient = color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
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if (color != uniform_block_data.data.light_src[light_index].diffuse) {
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uniform_block_data.data.light_src[light_index].diffuse = color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightAmbient(int light_index) {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].ambient);
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if (color != uniform_block_data.data.light_src[light_index].ambient) {
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uniform_block_data.data.light_src[light_index].ambient = color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightPosition(int light_index) {
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std::array<GLfloat, 3> position = {
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Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
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Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
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Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
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if (position != uniform_block_data.data.light_src[light_index].position) {
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uniform_block_data.data.light_src[light_index].position = position;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncDrawState() {
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const auto& regs = Pica::g_state.regs;
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@ -71,6 +71,18 @@ struct PicaShaderConfig {
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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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// Fragment lighting
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res.lighting_enabled = !regs.lighting.disable;
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res.num_lights = regs.lighting.src_num + 1;
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for (unsigned light_index = 0; light_index < res.num_lights; ++light_index) {
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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res.light_src[light_index].num = num;
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res.light_src[light_index].directional = regs.lighting.light[num].w;
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res.light_src[light_index].two_sided_diffuse = regs.lighting.light[num].two_sided_diffuse;
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}
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return res;
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}
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@ -89,6 +101,16 @@ struct PicaShaderConfig {
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Pica::Regs::CompareFunc alpha_test_func;
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std::array<Pica::Regs::TevStageConfig, 6> tev_stages = {};
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u8 combiner_buffer_input;
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struct {
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unsigned num;
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bool directional;
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bool two_sided_diffuse;
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bool dist_atten_enabled;
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} light_src[8];
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bool lighting_enabled;
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unsigned num_lights;
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};
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namespace std {
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@ -182,6 +204,13 @@ private:
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tex_coord1[1] = v.tc1.y.ToFloat32();
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tex_coord2[0] = v.tc2.x.ToFloat32();
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tex_coord2[1] = v.tc2.y.ToFloat32();
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normquat[0] = v.quat.x.ToFloat32();
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normquat[1] = v.quat.y.ToFloat32();
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normquat[2] = v.quat.z.ToFloat32();
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normquat[3] = v.quat.w.ToFloat32();
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view[0] = v.view.x.ToFloat32();
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view[1] = v.view.y.ToFloat32();
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view[2] = v.view.z.ToFloat32();
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}
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GLfloat position[4];
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@ -189,6 +218,17 @@ private:
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GLfloat tex_coord0[2];
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GLfloat tex_coord1[2];
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GLfloat tex_coord2[2];
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GLfloat normquat[4];
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GLfloat view[3];
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};
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struct LightSrc {
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std::array<GLfloat, 3> diffuse;
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INSERT_PADDING_WORDS(1);
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std::array<GLfloat, 3> ambient;
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INSERT_PADDING_WORDS(1);
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std::array<GLfloat, 3> position;
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INSERT_PADDING_WORDS(1);
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};
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/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
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@ -198,11 +238,14 @@ private:
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std::array<GLfloat, 4> tev_combiner_buffer_color;
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GLint alphatest_ref;
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GLfloat depth_offset;
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INSERT_PADDING_BYTES(8);
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INSERT_PADDING_WORDS(2);
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std::array<GLfloat, 3> lighting_global_ambient;
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INSERT_PADDING_WORDS(1);
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LightSrc light_src[8];
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};
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static_assert(sizeof(UniformData) == 0x80, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16000, "UniformData structure must be less than 16kb as per the OpenGL spec");
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static_assert(sizeof(UniformData) == 0x210, "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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/// Reconfigure the OpenGL color texture to use the given format and dimensions
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void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
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@ -249,6 +292,18 @@ private:
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/// Syncs the TEV combiner color buffer to match the PICA register
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void SyncCombinerColor();
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/// Syncs the lighting global ambient color to match the PICA register
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void SyncGlobalAmbient();
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/// Syncs the specified light's diffuse color to match the PICA register
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void SyncLightDiffuse(int light_index);
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/// Syncs the specified light's ambient color to match the PICA register
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void SyncLightAmbient(int light_index);
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/// Syncs the specified light's position to match the PICA register
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void SyncLightPosition(int light_index);
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/// Syncs the remaining OpenGL drawing state to match the current PICA state
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void SyncDrawState();
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@ -32,8 +32,7 @@ static void AppendSource(std::string& out, TevStageConfig::Source source,
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out += "primary_color";
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break;
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case Source::PrimaryFragmentColor:
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// HACK: Until we implement fragment lighting, use primary_color
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out += "primary_color";
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out += "primary_fragment_color";
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break;
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case Source::SecondaryFragmentColor:
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// HACK: Until we implement fragment lighting, use zero
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@ -324,24 +323,67 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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std::string out = R"(
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#version 330 core
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#define NUM_TEV_STAGES 6
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#define NUM_LIGHTS 8
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in vec4 primary_color;
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in vec2 texcoord[3];
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in vec4 normquat;
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in vec3 view;
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out vec4 color;
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struct LightSrc {
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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};
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layout (std140) uniform shader_data {
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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int alphatest_ref;
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float depth_offset;
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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};
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uniform sampler2D tex[3];
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void main() {
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vec4 primary_fragment_color = vec4(0.0);
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)";
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if (config.lighting_enabled) {
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out += "vec3 normal = normalize(vec3(\n";
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out += " 2.f*(normquat.x*normquat.z + normquat.y*normquat.w),\n";
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out += " 2.f*(normquat.y*normquat.z + normquat.x*normquat.w),\n";
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out += " 1.f - 2.f*(normquat.x*normquat.x + normquat.y*normquat.y)));\n";
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out += "vec4 secondary_color = vec4(0.0);\n";
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out += "vec3 diffuse_sum = vec3(0.0);\n";
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out += "vec3 fragment_position = -view;\n";
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for (unsigned light_index = 0; light_index < config.num_lights; ++light_index) {
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unsigned num = config.light_src[light_index].num;
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std::string light_vector;
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if (config.light_src[light_index].directional)
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light_vector = "normalize(-light_src[" + std::to_string(num) + "].position)";
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else
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light_vector = "normalize(light_src[" + std::to_string(num) + "].position - fragment_position)";
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std::string dot_product;
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if (config.light_src[light_index].two_sided_diffuse)
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dot_product = "abs(dot(" + light_vector + ", normal))";
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else
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dot_product = "max(dot(" + light_vector + ", normal), 0.0)";
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out += "diffuse_sum += ((light_src[" + std::to_string(num) + "].diffuse * " + dot_product + ") + light_src[" + std::to_string(num) + "].ambient) * 1.0;\n";
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}
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out += "diffuse_sum += lighting_global_ambient;\n";
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out += "primary_fragment_color = vec4(clamp(diffuse_sum, vec3(0.0), vec3(1.0)), 1.0);\n";
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}
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// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
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if (config.alpha_test_func == Regs::CompareFunc::Never) {
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out += "discard; }";
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@ -369,21 +411,28 @@ void main() {
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std::string GenerateVertexShader() {
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std::string out = "#version 330 core\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) + ") in vec4 vert_position;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_COLOR) + ") in vec4 vert_color;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD0) + ") in vec2 vert_texcoord0;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD1) + ") in vec2 vert_texcoord1;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD2) + ") in vec2 vert_texcoord2;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_NORMQUAT) + ") in vec4 vert_normquat;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n";
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out += R"(
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out vec4 primary_color;
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out vec2 texcoord[3];
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out vec4 normquat;
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out vec3 view;
|
||||
|
||||
void main() {
|
||||
primary_color = vert_color;
|
||||
texcoord[0] = vert_texcoord0;
|
||||
texcoord[1] = vert_texcoord1;
|
||||
texcoord[2] = vert_texcoord2;
|
||||
normquat = vert_normquat;
|
||||
view = vert_view;
|
||||
gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
|
||||
}
|
||||
)";
|
||||
|
|
|
@ -14,6 +14,8 @@ enum Attributes {
|
|||
ATTRIBUTE_TEXCOORD0,
|
||||
ATTRIBUTE_TEXCOORD1,
|
||||
ATTRIBUTE_TEXCOORD2,
|
||||
ATTRIBUTE_NORMQUAT,
|
||||
ATTRIBUTE_VIEW,
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -183,4 +183,11 @@ inline std::array<GLfloat, 4> ColorRGBA8(const u32 color) {
|
|||
} };
|
||||
}
|
||||
|
||||
inline std::array<GLfloat, 3> LightColor(const Pica::Regs::LightColor& color) {
|
||||
return { { color.r / 255.0f,
|
||||
color.g / 255.0f,
|
||||
color.b / 255.0f
|
||||
} };
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
|
Reference in New Issue