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authorbunnei <bunneidev@gmail.com>2015-11-12 23:33:21 +0100
committerbunnei <bunneidev@gmail.com>2016-02-05 23:17:29 +0100
commitafbef525163af1b28e5b7493e58383d442762228 (patch)
treee68783a7770e400136654ae315021ecee24d6e21 /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentpica: Implement decoding of basic fragment lighting components. (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp141
1 files changed, 141 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 6441e2586..1e51a7655 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -75,6 +75,12 @@ void RasterizerOpenGL::InitObjects() {
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1);
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2);
+ glVertexAttribPointer(GLShader::ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, normquat));
+ glEnableVertexAttribArray(GLShader::ATTRIBUTE_NORMQUAT);
+
+ glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
+ glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
+
SetShader();
// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
@@ -283,6 +289,98 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
case PICA_REG_INDEX(tev_combiner_buffer_color):
SyncCombinerColor();
break;
+
+ // Fragment lighting diffuse color
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
+ SyncLightDiffuse(0);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10):
+ SyncLightDiffuse(1);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10):
+ SyncLightDiffuse(2);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10):
+ SyncLightDiffuse(3);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10):
+ SyncLightDiffuse(4);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[5].diffuse, 0x142 + 5 * 0x10):
+ SyncLightDiffuse(5);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[6].diffuse, 0x142 + 6 * 0x10):
+ SyncLightDiffuse(6);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[7].diffuse, 0x142 + 7 * 0x10):
+ SyncLightDiffuse(7);
+ break;
+
+ // Fragment lighting ambient color
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[0].ambient, 0x143 + 0 * 0x10):
+ SyncLightAmbient(0);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[1].ambient, 0x143 + 1 * 0x10):
+ SyncLightAmbient(1);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[2].ambient, 0x143 + 2 * 0x10):
+ SyncLightAmbient(2);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[3].ambient, 0x143 + 3 * 0x10):
+ SyncLightAmbient(3);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[4].ambient, 0x143 + 4 * 0x10):
+ SyncLightAmbient(4);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[5].ambient, 0x143 + 5 * 0x10):
+ SyncLightAmbient(5);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[6].ambient, 0x143 + 6 * 0x10):
+ SyncLightAmbient(6);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[7].ambient, 0x143 + 7 * 0x10):
+ SyncLightAmbient(7);
+ break;
+
+ // Fragment lighting position
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[0].x, 0x144 + 0 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[0].z, 0x145 + 0 * 0x10):
+ SyncLightPosition(0);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[1].x, 0x144 + 1 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[1].z, 0x145 + 1 * 0x10):
+ SyncLightPosition(1);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[2].x, 0x144 + 2 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[2].z, 0x145 + 2 * 0x10):
+ SyncLightPosition(2);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[3].x, 0x144 + 3 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[3].z, 0x145 + 3 * 0x10):
+ SyncLightPosition(3);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[4].x, 0x144 + 4 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[4].z, 0x145 + 4 * 0x10):
+ SyncLightPosition(4);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[5].x, 0x144 + 5 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[5].z, 0x145 + 5 * 0x10):
+ SyncLightPosition(5);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[6].x, 0x144 + 6 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[6].z, 0x145 + 6 * 0x10):
+ SyncLightPosition(6);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[7].x, 0x144 + 7 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[7].z, 0x145 + 7 * 0x10):
+ SyncLightPosition(7);
+ break;
+
+ // Fragment lighting global ambient color (emission + ambient * ambient)
+ case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
+ SyncGlobalAmbient();
+ break;
+
}
}
@@ -503,6 +601,13 @@ void RasterizerOpenGL::SetShader() {
auto& tev_stages = Pica::g_state.regs.GetTevStages();
for (int index = 0; index < tev_stages.size(); ++index)
SyncTevConstColor(index, tev_stages[index]);
+
+ SyncGlobalAmbient();
+ for (int light_index = 0; light_index < 8; light_index++) {
+ SyncLightDiffuse(light_index);
+ SyncLightAmbient(light_index);
+ SyncLightPosition(light_index);
+ }
}
void RasterizerOpenGL::SyncFramebuffer() {
@@ -683,6 +788,42 @@ void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevS
}
}
+void RasterizerOpenGL::SyncGlobalAmbient() {
+ auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.global_ambient);
+ if (color != uniform_block_data.data.lighting_global_ambient) {
+ uniform_block_data.data.lighting_global_ambient = color;
+ uniform_block_data.dirty = true;
+ }
+}
+
+void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
+ auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
+ if (color != uniform_block_data.data.light_src[light_index].diffuse) {
+ uniform_block_data.data.light_src[light_index].diffuse = color;
+ uniform_block_data.dirty = true;
+ }
+}
+
+void RasterizerOpenGL::SyncLightAmbient(int light_index) {
+ auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].ambient);
+ if (color != uniform_block_data.data.light_src[light_index].ambient) {
+ uniform_block_data.data.light_src[light_index].ambient = color;
+ uniform_block_data.dirty = true;
+ }
+}
+
+void RasterizerOpenGL::SyncLightPosition(int light_index) {
+ std::array<GLfloat, 3> position = {
+ Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
+ Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
+ Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
+
+ if (position != uniform_block_data.data.light_src[light_index].position) {
+ uniform_block_data.data.light_src[light_index].position = position;
+ uniform_block_data.dirty = true;
+ }
+}
+
void RasterizerOpenGL::SyncDrawState() {
const auto& regs = Pica::g_state.regs;