From f7355b91ab547785526cd1654659fcb755ebf6ec Mon Sep 17 00:00:00 2001 From: "Colton G. Rushton" Date: Wed, 20 May 2020 20:54:25 -0300 Subject: [PATCH 1/3] Add minor sparkle texture fixes Controlled by TEXTURE_FIX as mandated by the Koopa shorts issues/PRs --- src/goddard/renderer.c | 30 ++++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) diff --git a/src/goddard/renderer.c b/src/goddard/renderer.c index 821f9aff..1b94de4c 100644 --- a/src/goddard/renderer.c +++ b/src/goddard/renderer.c @@ -569,6 +569,7 @@ static Gfx gd_dl_red_sparkle_4[] = { gsSPBranchList(gd_dl_sparkle), }; +#ifndef TEXTURE_FIX static Gfx gd_dl_red_sparkle_4_dup[] ={ gsDPPipeSync(), gsSPDisplayList(gd_dl_sparkle_red_color), @@ -576,6 +577,15 @@ static Gfx gd_dl_red_sparkle_4_dup[] ={ gsSPBranchList(gd_dl_sparkle), }; +#else +static Gfx gd_dl_red_sparkle_5[] ={ + gsDPPipeSync(), + gsSPDisplayList(gd_dl_sparkle_red_color), + gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gd_texture_sparkle_5), + gsSPBranchList(gd_dl_sparkle), +}; +#endif + static Gfx gd_dl_silver_sparkle_0[] = { gsDPPipeSync(), gsSPDisplayList(gd_dl_sparkle_white_color), @@ -611,6 +621,7 @@ static Gfx gd_dl_silver_sparkle_4[] = { gsSPBranchList(gd_dl_sparkle), }; +#ifndef TEXTURE_FIX static Gfx gd_dl_silver_sparkle_4_dup[] = { gsDPPipeSync(), gsSPDisplayList(gd_dl_sparkle_white_color), @@ -618,6 +629,15 @@ static Gfx gd_dl_silver_sparkle_4_dup[] = { gsSPBranchList(gd_dl_sparkle), }; +#else +static Gfx gd_dl_silver_sparkle_5[] = { + gsDPPipeSync(), + gsSPDisplayList(gd_dl_sparkle_white_color), + gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gd_texture_sparkle_5), + gsSPBranchList(gd_dl_sparkle), +}; +#endif + static Gfx *gd_red_sparkle_dl_array[] = { gd_dl_red_sparkle_4, gd_dl_red_sparkle_4, @@ -629,8 +649,13 @@ static Gfx *gd_red_sparkle_dl_array[] = { gd_dl_red_sparkle_1, gd_dl_red_sparkle_0, gd_dl_red_sparkle_0, +#ifndef TEXTURE_FIX gd_dl_red_sparkle_4_dup, gd_dl_red_sparkle_4_dup, +#else + gd_dl_red_sparkle_5, + gd_dl_red_sparkle_5, +#endif }; static Gfx *gd_silver_sparkle_dl_array[] = { @@ -644,8 +669,13 @@ static Gfx *gd_silver_sparkle_dl_array[] = { gd_dl_silver_sparkle_1, gd_dl_silver_sparkle_0, gd_dl_silver_sparkle_0, +#ifndef TEXTURE_FIX gd_dl_silver_sparkle_4_dup, gd_dl_silver_sparkle_4_dup, +#else + gd_dl_silver_sparkle_5, + gd_dl_silver_sparkle_5, +#endif }; static Gfx gd_texture3_dummy_aligner1[] = { From ba8345377eeca40a048556ae27f5b38f5ea1359a Mon Sep 17 00:00:00 2001 From: "Colton G. Rushton" Date: Wed, 20 May 2020 20:59:16 -0300 Subject: [PATCH 2/3] Added info that sparkle texture 5 was fixed --- src/goddard/renderer.c | 1 + 1 file changed, 1 insertion(+) diff --git a/src/goddard/renderer.c b/src/goddard/renderer.c index 1b94de4c..4fa77986 100644 --- a/src/goddard/renderer.c +++ b/src/goddard/renderer.c @@ -493,6 +493,7 @@ ALIGNED8 static u8 gd_texture_sparkle_4[] = { //! No reference to this texture. Two DL's uses the same previous texture // instead of using this texture. +// Fixed via setting TEXTURE_FIX to 1. ALIGNED8 static u8 gd_texture_sparkle_5[] = { #include "textures/intro_raw/sparkle_5.rgba16.inc.c" }; From 0724f0ed09a4c12d7a6971e13cc1c120fdf61785 Mon Sep 17 00:00:00 2001 From: fgsfds Date: Thu, 21 May 2020 03:12:51 +0300 Subject: [PATCH 3/3] add fog to GL1.3 renderer uses two different methods, with the first one taking priority if it's available: a) use the fog factor supplied in the fog colors as a GL_FOG_COORD; GL_FOG_COORD is only available in GL1.4+ or when GL_EXT_fog_coord is present just blend the same triangles a second time, but replace the color with fog color and multiply the alpha by fog alpha --- src/pc/gfx/gfx_opengl_legacy.c | 107 +++++++++++++++++++++++++++++---- 1 file changed, 96 insertions(+), 11 deletions(-) diff --git a/src/pc/gfx/gfx_opengl_legacy.c b/src/pc/gfx/gfx_opengl_legacy.c index aebe91b0..21dc4a00 100644 --- a/src/pc/gfx/gfx_opengl_legacy.c +++ b/src/pc/gfx/gfx_opengl_legacy.c @@ -25,6 +25,21 @@ #define GL_GLEXT_PROTOTYPES 1 #include +// redefine this if using a different GL loader +#define mglGetProcAddress(name) SDL_GL_GetProcAddress(name) + +// we'll define and load it manually in init, just in case +typedef void (*PFNMGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +static PFNMGLFOGCOORDPOINTERPROC mglFogCoordPointer = NULL; + +// since these can have different names, might as well redefine them to a single one +#undef GL_FOG_COORD_SRC +#undef GL_FOG_COORD +#undef GL_FOG_COORD_ARRAY +#define GL_FOG_COORD_SRC 0x8450 +#define GL_FOG_COORD 0x8451 +#define GL_FOG_COORD_ARRAY 0x8457 + #include "gfx_cc.h" #include "gfx_rendering_api.h" #include "macros.h" @@ -65,9 +80,12 @@ static uint8_t shader_program_pool_size; static struct ShaderProgram *cur_shader = NULL; static const float *cur_buf = NULL; +static const float *cur_fog_ofs = NULL; static size_t cur_buf_size = 0; static size_t cur_buf_num_tris = 0; static size_t cur_buf_stride = 0; +static bool gl_blend = false; +static bool gl_adv_fog = false; static const float c_white[] = { 1.f, 1.f, 1.f, 1.f }; @@ -186,13 +204,18 @@ static void gfx_opengl_apply_shader(struct ShaderProgram *prg) { } if (prg->shader_id & SHADER_OPT_FOG) { - // have fog, but fog colors are the same for every vertex - // TODO: alpha ain't the same, maybe use glSecondaryColorPointer? - // TODO: or pass start and end from gsSPFogPosition somehow or calculate them from z0, w0 and a0? - // TODO: or alpha blend solid triangles on top, using the fog factor as alpha - // glEnable(GL_FOG); - // glFogi(GL_FOG_MODE, GL_LINEAR); - // glFogfv(GL_FOG_COLOR, ofs); + // fog requested, we can deal with it in one of two ways + if (gl_adv_fog) { + // if GL_EXT_fog_coord is available, use the provided fog factor as scaled depth for GL fog + const float fogrgb[] = { ofs[0], ofs[1], ofs[2] }; + glEnable(GL_FOG); + glFogfv(GL_FOG_COLOR, fogrgb); // color is the same for all verts, only intensity is different + glEnableClientState(GL_FOG_COORD_ARRAY); + mglFogCoordPointer(GL_FLOAT, cur_buf_stride, ofs + 3); // point it to alpha, which is fog factor + } else { + // if there's no fog coords available, blend it on top of normal tris later + cur_fog_ofs = ofs; + } ofs += 4; } @@ -251,8 +274,11 @@ static void gfx_opengl_unload_shader(struct ShaderProgram *old_prg) { glDisable(GL_TEXTURE0); glDisable(GL_TEXTURE_2D); glDisable(GL_ALPHA_TEST); + glDisable(GL_FOG); + cur_fog_ofs = NULL; // clear fog colors glDisableClientState(GL_COLOR_ARRAY); + if (gl_adv_fog) glDisableClientState(GL_FOG_COORD_ARRAY); } static void gfx_opengl_load_shader(struct ShaderProgram *new_prg) { @@ -401,6 +427,7 @@ static void gfx_opengl_set_scissor(int x, int y, int width, int height) { } static void gfx_opengl_set_use_alpha(bool use_alpha) { + gl_blend = use_alpha; if (use_alpha) { glEnable(GL_BLEND); } else { @@ -408,6 +435,32 @@ static void gfx_opengl_set_use_alpha(bool use_alpha) { } } +// draws the same triangles as plain fog color + fog intensity as alpha +// on top of the normal tris and blends them to achieve sort of the same effect +// as fog would +static inline void gfx_opengl_blend_fog_tris(void) { + // if a texture was used, replace it with fog color instead, but still keep the alpha + if (cur_shader->texture_used[0]) { + glActiveTexture(GL_TEXTURE0); + TEXENV_COMBINE_ON(); + // out.rgb = input0.rgb + TEXENV_COMBINE_SET1(RGB, GL_REPLACE, GL_PRIMARY_COLOR); + // out.a = texel0.a * input0.a + TEXENV_COMBINE_SET2(ALPHA, GL_MODULATE, GL_TEXTURE, GL_PRIMARY_COLOR); + } + + glEnableClientState(GL_COLOR_ARRAY); // enable color array temporarily + glColorPointer(4, GL_FLOAT, cur_buf_stride, cur_fog_ofs); // set fog colors as primary colors + if (!gl_blend) glEnable(GL_BLEND); // enable blending temporarily + glDepthFunc(GL_LEQUAL); // Z is the same as the base triangles + + glDrawArrays(GL_TRIANGLES, 0, 3 * cur_buf_num_tris); + + glDepthFunc(GL_LESS); // set back to default + if (!gl_blend) glDisable(GL_BLEND); // disable blending if it was disabled + glDisableClientState(GL_COLOR_ARRAY); // will get reenabled later anyway +} + static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) { //printf("flushing %d tris\n", buf_vbo_num_tris); @@ -418,7 +471,10 @@ static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_ gfx_opengl_apply_shader(cur_shader); - glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris); + glDrawArrays(GL_TRIANGLES, 0, 3 * cur_buf_num_tris); + + // cur_fog_ofs is only set if GL_EXT_fog_coord isn't used + if (cur_fog_ofs) gfx_opengl_blend_fog_tris(); } static inline bool gl_check_ext(const char *name) { @@ -428,10 +484,11 @@ static inline bool gl_check_ext(const char *name) { extstr = (const char *)glGetString(GL_EXTENSIONS); if (!strstr(extstr, name)) { - fprintf(stderr, "Required GL extension not supported: %s\n", name); + fprintf(stderr, "GL extension not supported: %s\n", name); return false; } + printf("GL extension detected: %s\n", name); return true; } @@ -465,16 +522,44 @@ static void gfx_opengl_init(void) { } // check extensions that we need - bool supported = + const bool supported = gl_check_ext("GL_ARB_multitexture") && gl_check_ext("GL_ARB_texture_env_combine"); if (!supported) abort(); + gl_adv_fog = false; + + // check whether we can use advanced fog shit + const bool fog_ext = + vmajor > 1 || vminor > 3 || + gl_check_ext("GL_EXT_fog_coord") || + gl_check_ext("GL_ARB_fog_coord"); + + if (fog_ext) { + // try to load manually, as this might be an extension, and even then the ext list may lie + mglFogCoordPointer = mglGetProcAddress("glFogCoordPointer"); + if (!mglFogCoordPointer) mglFogCoordPointer = mglGetProcAddress("glFogCoordPointerEXT"); + if (!mglFogCoordPointer) mglFogCoordPointer = mglGetProcAddress("glFogCoordPointerARB"); + if (!mglFogCoordPointer) + printf("glFogCoordPointer is not actually available, it won't be used.\n"); + else + gl_adv_fog = true; // appears to be all good + } + printf("GL_VERSION = %s\n", glGetString(GL_VERSION)); printf("GL_EXTENSIONS =\n%s\n", glGetString(GL_EXTENSIONS)); - // these never change + if (gl_adv_fog) { + // set fog params, they never change + printf("GL_EXT_fog_coord available, using that for fog\n"); + glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD); + glFogi(GL_FOG_MODE, GL_LINEAR); + glFogf(GL_FOG_START, 0.0f); + glFogf(GL_FOG_END, 1.0f); + } + + // these also never change glEnableClientState(GL_VERTEX_ARRAY); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, c_white);