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	OpenGL: Implement W-Buffers and fix depth-mapping
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					 3 changed files with 23 additions and 4 deletions
				
			
		|  | @ -260,6 +260,11 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { | |||
|         SyncDepthModifiers(); | ||||
|         break; | ||||
| 
 | ||||
|     // Depth buffering
 | ||||
|     case PICA_REG_INDEX(depthmap_enable): | ||||
|         shader_dirty = true; | ||||
|         break; | ||||
| 
 | ||||
|     // Blending
 | ||||
|     case PICA_REG_INDEX(output_merger.alphablend_enable): | ||||
|         SyncBlendEnabled(); | ||||
|  | @ -910,10 +915,10 @@ void RasterizerOpenGL::SyncCullMode() { | |||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncDepthModifiers() { | ||||
|     float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32(); | ||||
|     float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_near_plane).ToFloat32() / 2.0f; | ||||
|     float depth_scale = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32(); | ||||
|     float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_near_plane).ToFloat32(); | ||||
| 
 | ||||
|     // TODO: Implement scale modifier
 | ||||
|     uniform_block_data.data.depth_scale = depth_scale; | ||||
|     uniform_block_data.data.depth_offset = depth_offset; | ||||
|     uniform_block_data.dirty = true; | ||||
| } | ||||
|  |  | |||
|  | @ -56,6 +56,8 @@ union PicaShaderConfig { | |||
| 
 | ||||
|         const auto& regs = Pica::g_state.regs; | ||||
| 
 | ||||
|         state.depthmap_enable = regs.depthmap_enable; | ||||
| 
 | ||||
|         state.alpha_test_func = regs.output_merger.alpha_test.enable ? | ||||
|             regs.output_merger.alpha_test.func.Value() : Pica::Regs::CompareFunc::Always; | ||||
| 
 | ||||
|  | @ -171,6 +173,8 @@ union PicaShaderConfig { | |||
|         std::array<TevStageConfigRaw, 6> tev_stages; | ||||
|         u8 combiner_buffer_input; | ||||
| 
 | ||||
|         Pica::Regs::DepthBuffering depthmap_enable; | ||||
| 
 | ||||
|         struct { | ||||
|             struct { | ||||
|                 unsigned num; | ||||
|  | @ -315,6 +319,7 @@ private: | |||
|         GLvec4 const_color[6]; | ||||
|         GLvec4 tev_combiner_buffer_color; | ||||
|         GLint alphatest_ref; | ||||
|         GLfloat depth_scale; | ||||
|         GLfloat depth_offset; | ||||
|         alignas(16) GLvec3 lighting_global_ambient; | ||||
|         LightSrc light_src[8]; | ||||
|  |  | |||
|  | @ -540,6 +540,7 @@ layout (std140) uniform shader_data { | |||
|     vec4 const_color[NUM_TEV_STAGES]; | ||||
|     vec4 tev_combiner_buffer_color; | ||||
|     int alphatest_ref; | ||||
|     float depth_scale; | ||||
|     float depth_offset; | ||||
|     vec3 lighting_global_ambient; | ||||
|     LightSrc light_src[NUM_LIGHTS]; | ||||
|  | @ -581,7 +582,15 @@ vec4 secondary_fragment_color = vec4(0.0); | |||
|     } | ||||
| 
 | ||||
|     out += "color = last_tex_env_out;\n"; | ||||
|     out += "gl_FragDepth = gl_FragCoord.z + depth_offset;\n}"; | ||||
| 
 | ||||
|     out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n"; | ||||
|     out += "float depth = z_over_w * depth_scale + depth_offset;\n"; | ||||
|     if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { | ||||
|         out += "depth /= gl_FragCoord.w;\n"; | ||||
|     } | ||||
|     out += "gl_FragDepth = depth;\n"; | ||||
| 
 | ||||
|     out += "}"; | ||||
| 
 | ||||
|     return out; | ||||
| } | ||||
|  |  | |||
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