From 8baae4c77ff85e6fb1cacd428162804080998069 Mon Sep 17 00:00:00 2001 From: aap Date: Tue, 19 Jan 2021 11:38:51 +0100 Subject: PSP rendering and shader cleanup --- src/extras/custompipes_gl.cpp | 118 ++++++++++++++++++++---------------------- 1 file changed, 56 insertions(+), 62 deletions(-) (limited to 'src/extras/custompipes_gl.cpp') diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp index eeb62b8d..46efdd8a 100644 --- a/src/extras/custompipes_gl.cpp +++ b/src/extras/custompipes_gl.cpp @@ -132,6 +132,9 @@ leedsVehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) SetRenderState(SRCBLEND, BLENDONE); + float colorscale[4]; + colorscale[3] = 1.0f; + while(n--){ m = inst->material; @@ -147,6 +150,13 @@ leedsVehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) setMaterial(m->color, m->surfaceProps); + float cs = 1.0f; + // how does the PS2 handle this actually? probably scaled material color? + if(VehiclePipeSwitch == VEHICLEPIPE_PSP && m->texture) + cs = 2.0f; + colorscale[0] = colorscale[1] = colorscale[2] = cs; + glUniform4fv(U(u_colorscale), 1, colorscale); + setTexture(0, m->texture); drawInst(header, inst); @@ -162,6 +172,23 @@ leedsVehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) #endif } +void +uploadWorldLights(void) +{ + using namespace rw; + using namespace rw::gl3; + + RGBAf amb, emiss; + amb.red = CTimeCycle::GetAmbientRed(); + amb.green = CTimeCycle::GetAmbientGreen(); + amb.blue = CTimeCycle::GetAmbientBlue(); + amb.alpha = 1.0f; + emiss = pAmbient->color; + + glUniform4fv(U(CustomPipes::u_amb), 1, (float*)&amb); + glUniform4fv(U(CustomPipes::u_emiss), 1, (float*)&emiss); +} + static void leedsVehicleRenderCB_mobile(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) { @@ -186,15 +213,7 @@ leedsVehicleRenderCB_mobile(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *hea leedsVehicleShader_mobile->use(); - RGBAf amb, emiss; - amb.red = CTimeCycle::GetAmbientRed(); - amb.green = CTimeCycle::GetAmbientGreen(); - amb.blue = CTimeCycle::GetAmbientBlue(); - amb.alpha = 1.0f; - emiss = pAmbient->color; - - glUniform4fv(U(u_amb), 1, (float*)&amb); - glUniform4fv(U(u_emiss), 1, (float*)&emiss); + uploadWorldLights(); RGBAf skyTop, skyBot; skyTop.red = CTimeCycle::GetSkyTopRed()/255.0f; @@ -276,7 +295,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) using namespace rw::gl3; // TODO: make this less of a kludge - if(VehiclePipeSwitch == VEHICLEPIPE_PS2){ + if(VehiclePipeSwitch == VEHICLEPIPE_PSP || VehiclePipeSwitch == VEHICLEPIPE_PS2){ leedsVehicleRenderCB(atomic, header); // matFXGlobals.pipelines[rw::platform]->render(atomic); return; @@ -361,8 +380,8 @@ CreateVehiclePipe(void) { -#include "shaders/neoVehicle_fs_gl.inc" -#include "shaders/neoVehicle_vs_gl.inc" +#include "shaders/obj/neoVehicle_frag.inc" +#include "shaders/obj/neoVehicle_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil }; neoVehicleShader = Shader::create(vs, fs); @@ -370,12 +389,11 @@ CreateVehiclePipe(void) } { -#include "shaders/leedsVehicle_add_gl.inc" -#include "shaders/leedsVehicle_blend_gl.inc" -#include "shaders/leedsVehicle_vs_gl.inc" - const char *vs[] = { shaderDecl, header_vert_src, leedsVehicle_vert_src, nil }; - const char *fs_add[] = { shaderDecl, header_frag_src, leedsVehicle_add_frag_src, nil }; - const char *fs_blend[] = { shaderDecl, header_frag_src, leedsVehicle_blend_frag_src, nil }; +#include "shaders/obj/leedsDefault_vert.inc" +#include "shaders/obj/leedsDefault_frag.inc" + const char *vs[] = { shaderDecl, header_vert_src, "#define ENVMAP\n", leedsDefault_vert_src, nil }; + const char *fs_add[] = { shaderDecl, header_frag_src, "#define PASS_ADD\n", leedsDefault_frag_src, nil }; + const char *fs_blend[] = { shaderDecl, header_frag_src, "#define PASS_BLEND\n", leedsDefault_frag_src, nil }; leedsVehicleShader_add = Shader::create(vs, fs_add); assert(leedsVehicleShader_add); leedsVehicleShader_blend = Shader::create(vs, fs_blend); @@ -383,8 +401,8 @@ CreateVehiclePipe(void) } { -#include "shaders/leedsVehicle_mobile_fs_gl.inc" -#include "shaders/leedsVehicle_mobile_vs_gl.inc" +#include "shaders/obj/leedsVehicle_mobile_frag.inc" +#include "shaders/obj/leedsVehicle_mobile_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, leedsVehicle_mobile_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, leedsVehicle_mobile_frag_src, nil }; leedsVehicleShader_mobile = Shader::create(vs, fs); @@ -453,15 +471,7 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) else CustomPipes::leedsWorldShader->use(); - RGBAf amb, emiss; - amb.red = CTimeCycle::GetAmbientRed(); - amb.green = CTimeCycle::GetAmbientGreen(); - amb.blue = CTimeCycle::GetAmbientBlue(); - amb.alpha = 1.0f; - emiss = pAmbient->color; - - glUniform4fv(U(u_amb), 1, (float*)&amb); - glUniform4fv(U(u_emiss), 1, (float*)&emiss); + uploadWorldLights(); float colorscale[4]; colorscale[3] = 1.0f; @@ -470,14 +480,14 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) m = inst->material; float cs = 1.0f; - if(WorldPipeSwitch == WORLDPIPE_PS2 && m->texture) + if(WorldPipeSwitch != WORLDPIPE_MOBILE && m->texture) cs = 255/128.0f; colorscale[0] = colorscale[1] = colorscale[2] = cs; glUniform4fv(U(u_colorscale), 1, colorscale); setTexture(0, m->texture); - setMaterial(m->color, m->surfaceProps, 0.5f); + setMaterial(m->color, m->surfaceProps, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f); rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); @@ -501,9 +511,9 @@ CreateWorldPipe(void) // ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); { -#include "shaders/scale_fs_gl.inc" -#include "shaders/leedsBuilding_vs_gl.inc" -#include "shaders/leedsBuilding_mobile_vs_gl.inc" +#include "shaders/obj/scale_frag.inc" +#include "shaders/obj/leedsBuilding_vert.inc" +#include "shaders/obj/leedsBuilding_mobile_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, leedsBuilding_vert_src, nil }; const char *vs_mobile[] = { shaderDecl, header_vert_src, leedsBuilding_mobile_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, scale_frag_src, nil }; @@ -610,8 +620,8 @@ CreateGlossPipe(void) using namespace rw::gl3; { -#include "shaders/neoGloss_fs_gl.inc" -#include "shaders/neoGloss_vs_gl.inc" +#include "shaders/obj/neoGloss_frag.inc" +#include "shaders/obj/neoGloss_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil }; neoGlossShader = Shader::create(vs, fs); @@ -782,8 +792,8 @@ CreateRimLightPipes(void) } { -#include "shaders/simple_fs_gl.inc" -#include "shaders/neoRimSkin_gl.inc" +#include "shaders/obj/simple_frag.inc" +#include "shaders/obj/neoRimSkin_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; neoRimSkinShader = Shader::create(vs, fs); @@ -791,8 +801,8 @@ CreateRimLightPipes(void) } { -#include "shaders/simple_fs_gl.inc" -#include "shaders/neoRim_gl.inc" +#include "shaders/obj/simple_frag.inc" +#include "shaders/obj/neoRim_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; neoRimShader = Shader::create(vs, fs); @@ -936,25 +946,17 @@ AtomicFirstPass(RpAtomic *atomic, int pass) setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs); #endif - RGBAf amb, emiss; - amb.red = CTimeCycle::GetAmbientRed(); - amb.green = CTimeCycle::GetAmbientGreen(); - amb.blue = CTimeCycle::GetAmbientBlue(); - amb.alpha = 1.0f; - emiss = pAmbient->color; - - glUniform4fv(U(CustomPipes::u_amb), 1, (float*)&amb); - glUniform4fv(U(CustomPipes::u_emiss), 1, (float*)&emiss); + CustomPipes::uploadWorldLights(); colorscale[3] = 1.0f; setupDone = true; } - setMaterial(m->color, m->surfaceProps, 0.5f); + setMaterial(m->color, m->surfaceProps, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f); float cs = 1.0f; - if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 && m->texture) + if(CustomPipes::WorldPipeSwitch != CustomPipes::WORLDPIPE_MOBILE && m->texture) cs = 255/128.0f; colorscale[0] = colorscale[1] = colorscale[2] = cs; glUniform4fv(U(CustomPipes::u_colorscale), 1, colorscale); @@ -999,15 +1001,7 @@ RenderBlendPass(int pass) else CustomPipes::leedsWorldShader->use(); - RGBAf amb, emiss; - amb.red = CTimeCycle::GetAmbientRed(); - amb.green = CTimeCycle::GetAmbientGreen(); - amb.blue = CTimeCycle::GetAmbientBlue(); - amb.alpha = 1.0f; - emiss = pAmbient->color; - - glUniform4fv(U(CustomPipes::u_amb), 1, (float*)&amb); - glUniform4fv(U(CustomPipes::u_emiss), 1, (float*)&emiss); + CustomPipes::uploadWorldLights(); float colorscale[4]; colorscale[3] = 1.0f; @@ -1035,10 +1029,10 @@ RenderBlendPass(int pass) rw::RGBA color = m->color; color.alpha = (color.alpha * building->fadeAlpha)/255; - setMaterial(color, m->surfaceProps, 0.5f); + setMaterial(color, m->surfaceProps, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f); float cs = 1.0f; - if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 && m->texture) + if(CustomPipes::WorldPipeSwitch != CustomPipes::WORLDPIPE_MOBILE && m->texture) cs = 255/128.0f; colorscale[0] = colorscale[1] = colorscale[2] = cs; glUniform4fv(U(CustomPipes::u_colorscale), 1, colorscale); -- cgit v1.2.3