OpenGL: Implement W-Buffers and fix depth-mapping

This commit is contained in:
Jannik Vogel 2016-03-30 19:27:04 +02:00
parent 4c98113b57
commit fc9cc21024
3 changed files with 23 additions and 4 deletions

View file

@ -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;
}

View file

@ -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];

View file

@ -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;
}