Implemented noise effects in OpenGL. (#6)

This commit is contained in:
MaikelChan 2020-06-02 22:46:12 +02:00 committed by fgsfds
parent 8d05d2b7e2
commit fbbb3cba5c
3 changed files with 75 additions and 30 deletions

View File

@ -23,3 +23,4 @@ enum {
#define SHADER_OPT_ALPHA (1 << 24)
#define SHADER_OPT_FOG (1 << 25)
#define SHADER_OPT_TEXTURE_EDGE (1 << 26)
#define SHADER_OPT_NOISE (1 << 27)

View File

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