fb alpha emulation for matfx

This commit is contained in:
aap 2020-05-27 10:26:28 +02:00
parent 84c582c1d7
commit 2b797aeca1
9 changed files with 154 additions and 114 deletions

View File

@ -104,13 +104,18 @@ matfxRender_EnvMap(InstanceDataHeader *header, InstanceData *inst, int32 lightBi
d3d::setTexture(1, env->tex);
uploadEnvMatrix(env->frame);
d3ddevice->SetPixelShaderConstantF(PSLOC_shininess, &env->coefficient, 1);
SetRenderState(SRCBLEND, BLENDONE);
static float zero[4];
static float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
d3ddevice->SetPixelShaderConstantF(PSLOC_shininess, &env->coefficient, 1);
struct {
float shininess;
float disableFBA;
float unused[2];
} fxparams;
fxparams.shininess = env->coefficient;
fxparams.disableFBA = env->fbAlpha ? 0.0f : 1.0f;
d3ddevice->SetPixelShaderConstantF(PSLOC_shininess, (float*)&fxparams, 1);
// This clamps the vertex color below. With it we can achieve both PC and PS2 style matfx
if(MatFX::modulateEnvMap)
d3ddevice->SetPixelShaderConstantF(PSLOC_colorClamp, zero, 1);

View File

@ -10,7 +10,7 @@
// float4 colorClamp;
// sampler2D envTex;
// float4 fogColor;
// float shininess;
// float4 fxparams;
//
//
// Registers:
@ -18,7 +18,7 @@
// Name Reg Size
// ------------ ----- ----
// fogColor c0 1
// shininess c1 1
// fxparams c1 1
// colorClamp c2 1
// envTex s1 1
//
@ -33,24 +33,26 @@
mul r1.xyz, r1, c1.x
mul r0.xyz, r0, r1
mul r0.xyz, r0, t0.z
max r0.w, v0.w, c1.y
mul r0.xyz, r0.w, r0
add r1.xyz, v0, -c0
mad r1.xyz, t0.z, r1, c0
mad r0.xyz, r1, v0.w, r0
mov r0.w, v0.w
mov oC0, r0
// approximately 10 instruction slots used (1 texture, 9 arithmetic)
// approximately 12 instruction slots used (1 texture, 11 arithmetic)
#endif
const BYTE g_ps20_main[] =
{
0, 2, 255, 255, 254, 255,
64, 0, 67, 84, 65, 66,
28, 0, 0, 0, 203, 0,
60, 0, 67, 84, 65, 66,
28, 0, 0, 0, 185, 0,
0, 0, 0, 2, 255, 255,
4, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
196, 0, 0, 0, 108, 0,
178, 0, 0, 0, 108, 0,
0, 0, 2, 0, 2, 0,
1, 0, 10, 0, 120, 0,
0, 0, 0, 0, 0, 0,
@ -62,7 +64,7 @@ const BYTE g_ps20_main[] =
2, 0, 120, 0, 0, 0,
0, 0, 0, 0, 169, 0,
0, 0, 2, 0, 1, 0,
1, 0, 6, 0, 180, 0,
1, 0, 6, 0, 120, 0,
0, 0, 0, 0, 0, 0,
99, 111, 108, 111, 114, 67,
108, 97, 109, 112, 0, 171,
@ -74,11 +76,8 @@ const BYTE g_ps20_main[] =
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 102, 111,
103, 67, 111, 108, 111, 114,
0, 115, 104, 105, 110, 105,
110, 101, 115, 115, 0, 171,
0, 0, 3, 0, 1, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115,
0, 102, 120, 112, 97, 114,
97, 109, 115, 0, 112, 115,
95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41,
@ -88,40 +87,45 @@ const BYTE g_ps20_main[] =
108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 7, 176,
31, 0, 0, 2, 0, 0,
0, 128, 1, 0, 3, 176,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 15, 144,
31, 0, 0, 2, 0, 0,
0, 144, 1, 8, 15, 160,
66, 0, 0, 3, 0, 0,
15, 128, 1, 0, 228, 176,
1, 8, 228, 160, 11, 0,
171, 171, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
7, 176, 31, 0, 0, 2,
0, 0, 0, 128, 1, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
15, 144, 31, 0, 0, 2,
0, 0, 0, 144, 1, 8,
15, 160, 66, 0, 0, 3,
0, 0, 15, 128, 1, 0,
228, 176, 1, 8, 228, 160,
11, 0, 0, 3, 1, 0,
7, 128, 0, 0, 228, 144,
2, 0, 228, 160, 5, 0,
0, 3, 1, 0, 7, 128,
0, 0, 228, 144, 2, 0,
228, 160, 5, 0, 0, 3,
1, 0, 7, 128, 1, 0,
228, 128, 1, 0, 0, 160,
1, 0, 228, 128, 1, 0,
0, 160, 5, 0, 0, 3,
0, 0, 7, 128, 0, 0,
228, 128, 1, 0, 228, 128,
5, 0, 0, 3, 0, 0,
7, 128, 0, 0, 228, 128,
1, 0, 228, 128, 5, 0,
0, 3, 0, 0, 7, 128,
0, 0, 228, 128, 0, 0,
170, 176, 2, 0, 0, 3,
1, 0, 7, 128, 0, 0,
228, 144, 0, 0, 228, 161,
4, 0, 0, 4, 1, 0,
7, 128, 0, 0, 170, 176,
1, 0, 228, 128, 0, 0,
228, 160, 4, 0, 0, 4,
0, 0, 7, 128, 1, 0,
228, 128, 0, 0, 255, 144,
0, 0, 228, 128, 1, 0,
0, 2, 0, 0, 8, 128,
0, 0, 170, 176, 11, 0,
0, 3, 0, 0, 8, 128,
0, 0, 255, 144, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0
85, 160, 5, 0, 0, 3,
0, 0, 7, 128, 0, 0,
255, 128, 0, 0, 228, 128,
2, 0, 0, 3, 1, 0,
7, 128, 0, 0, 228, 144,
0, 0, 228, 161, 4, 0,
0, 4, 1, 0, 7, 128,
0, 0, 170, 176, 1, 0,
228, 128, 0, 0, 228, 160,
4, 0, 0, 4, 0, 0,
7, 128, 1, 0, 228, 128,
0, 0, 255, 144, 0, 0,
228, 128, 1, 0, 0, 2,
0, 0, 8, 128, 0, 0,
255, 144, 1, 0, 0, 2,
0, 8, 15, 128, 0, 0,
228, 128, 255, 255, 0, 0
};

View File

@ -10,9 +10,12 @@ sampler2D envTex : register(s1);
float4 fogColor : register(c0);
float shininess : register(c1);
float4 fxparams : register(c1);
float4 colorClamp : register(c2);
#define shininess (fxparams.x)
#define disableFBA (fxparams.y)
float4 main(VS_out input) : COLOR
{
float4 pass1 = input.Color;
@ -29,8 +32,11 @@ float4 main(VS_out input) : COLOR
// We simulate drawing this in two passes.
// First pass with standard blending, second with addition
// We premultiply alpha so render state should be one.
// For FB alpha rendering assume that diffuse alpha (pass1.a) was
// written to framebuffer, so just multiply pass2 by it as well then.
float fba = max(pass1.a, disableFBA);
float4 color;
color.rgb = pass1.rgb*pass1.a + pass2.rgb;
color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
color.a = pass1.a;
return color;

View File

@ -11,7 +11,7 @@
// sampler2D diffTex;
// sampler2D envTex;
// float4 fogColor;
// float shininess;
// float4 fxparams;
//
//
// Registers:
@ -19,7 +19,7 @@
// Name Reg Size
// ------------ ----- ----
// fogColor c0 1
// shininess c1 1
// fxparams c1 1
// colorClamp c2 1
// diffTex s0 1
// envTex s1 1
@ -37,24 +37,26 @@
mul r2.xyz, r2, c1.x
mul r0.xyz, r0, r2
mul r0.xyz, r0, t0.z
mad r1.xyz, v0, r1, -c0
mul r2.w, r1.w, v0.w
mad r1.xyz, v0, r1, -c0
mad r1.xyz, t0.z, r1, c0
max r0.w, r2.w, c1.y
mul r0.xyz, r0.w, r0
mad r2.xyz, r1, r2.w, r0
mov oC0, r2
// approximately 11 instruction slots used (2 texture, 9 arithmetic)
// approximately 13 instruction slots used (2 texture, 11 arithmetic)
#endif
const BYTE g_ps20_main[] =
{
0, 2, 255, 255, 254, 255,
75, 0, 67, 84, 65, 66,
28, 0, 0, 0, 247, 0,
71, 0, 67, 84, 65, 66,
28, 0, 0, 0, 229, 0,
0, 0, 0, 2, 255, 255,
5, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
240, 0, 0, 0, 128, 0,
222, 0, 0, 0, 128, 0,
0, 0, 2, 0, 2, 0,
1, 0, 10, 0, 140, 0,
0, 0, 0, 0, 0, 0,
@ -70,7 +72,7 @@ const BYTE g_ps20_main[] =
0, 0, 0, 0, 0, 0,
213, 0, 0, 0, 2, 0,
1, 0, 1, 0, 6, 0,
224, 0, 0, 0, 0, 0,
140, 0, 0, 0, 0, 0,
0, 0, 99, 111, 108, 111,
114, 67, 108, 97, 109, 112,
0, 171, 1, 0, 3, 0,
@ -85,11 +87,8 @@ const BYTE g_ps20_main[] =
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
102, 111, 103, 67, 111, 108,
111, 114, 0, 115, 104, 105,
110, 105, 110, 101, 115, 115,
0, 171, 0, 0, 3, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
111, 114, 0, 102, 120, 112,
97, 114, 97, 109, 115, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
@ -99,46 +98,52 @@ const BYTE g_ps20_main[] =
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
7, 176, 31, 0, 0, 2,
0, 0, 0, 128, 1, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
15, 144, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 1, 8,
15, 160, 66, 0, 0, 3,
0, 0, 15, 128, 1, 0,
228, 176, 1, 8, 228, 160,
66, 0, 0, 3, 1, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 11, 0,
49, 0, 171, 171, 31, 0,
0, 2, 0, 0, 0, 128,
0, 0, 7, 176, 31, 0,
0, 2, 0, 0, 0, 128,
1, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 128,
0, 0, 15, 144, 31, 0,
0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 31, 0,
0, 2, 0, 0, 0, 144,
1, 8, 15, 160, 66, 0,
0, 3, 0, 0, 15, 128,
1, 0, 228, 176, 1, 8,
228, 160, 66, 0, 0, 3,
1, 0, 15, 128, 0, 0,
228, 176, 0, 8, 228, 160,
11, 0, 0, 3, 2, 0,
7, 128, 0, 0, 228, 144,
2, 0, 228, 160, 5, 0,
0, 3, 2, 0, 7, 128,
0, 0, 228, 144, 2, 0,
228, 160, 5, 0, 0, 3,
2, 0, 7, 128, 2, 0,
228, 128, 1, 0, 0, 160,
2, 0, 228, 128, 1, 0,
0, 160, 5, 0, 0, 3,
0, 0, 7, 128, 0, 0,
228, 128, 2, 0, 228, 128,
5, 0, 0, 3, 0, 0,
7, 128, 0, 0, 228, 128,
2, 0, 228, 128, 5, 0,
0, 3, 0, 0, 7, 128,
0, 0, 228, 128, 0, 0,
170, 176, 4, 0, 0, 4,
1, 0, 7, 128, 0, 0,
228, 144, 1, 0, 228, 128,
0, 0, 228, 161, 5, 0,
0, 0, 170, 176, 5, 0,
0, 3, 2, 0, 8, 128,
1, 0, 255, 128, 0, 0,
255, 144, 4, 0, 0, 4,
1, 0, 7, 128, 0, 0,
170, 176, 1, 0, 228, 128,
0, 0, 228, 160, 4, 0,
0, 4, 2, 0, 7, 128,
1, 0, 228, 128, 2, 0,
255, 128, 0, 0, 228, 128,
1, 0, 0, 2, 0, 8,
15, 128, 2, 0, 228, 128,
255, 255, 0, 0
228, 144, 1, 0, 228, 128,
0, 0, 228, 161, 4, 0,
0, 4, 1, 0, 7, 128,
0, 0, 170, 176, 1, 0,
228, 128, 0, 0, 228, 160,
11, 0, 0, 3, 0, 0,
8, 128, 2, 0, 255, 128,
1, 0, 85, 160, 5, 0,
0, 3, 0, 0, 7, 128,
0, 0, 255, 128, 0, 0,
228, 128, 4, 0, 0, 4,
2, 0, 7, 128, 1, 0,
228, 128, 2, 0, 255, 128,
0, 0, 228, 128, 1, 0,
0, 2, 0, 8, 15, 128,
2, 0, 228, 128, 255, 255,
0, 0
};

View File

@ -1,9 +1,12 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float u_coefficient;
uniform vec2 u_fxparams;
uniform vec4 u_colorClamp;
#define shininess (u_fxparams.x)
#define disableFBA (u_fxparams.y)
varying vec4 v_color;
varying vec2 v_tex0;
varying vec2 v_tex1;
@ -15,7 +18,7 @@ main(void)
vec4 color;
vec4 pass1 = v_color;
vec4 envColor = pass1; // TODO: colorClamp
vec4 envColor = max(pass1, u_colorClamp);
pass1 *= texture2D(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 pass2 = envColor*u_coefficient*texture2D(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
@ -23,7 +26,8 @@ main(void)
pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
color.rgb = pass1.rgb*pass1.a + pass2.rgb;
float fba = max(pass1.a, disableFBA);
color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
color.a = pass1.a;
DoAlphaTest(color.a);

View File

@ -34,9 +34,12 @@ const char *matfx_env_frag_src =
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
"uniform float u_coefficient;\n"
"uniform vec2 u_fxparams;\n"
"uniform vec4 u_colorClamp;\n"
"#define shininess (u_fxparams.x)\n"
"#define disableFBA (u_fxparams.y)\n"
"varying vec4 v_color;\n"
"varying vec2 v_tex0;\n"
"varying vec2 v_tex1;\n"
@ -48,7 +51,7 @@ const char *matfx_env_frag_src =
" vec4 color;\n"
" vec4 pass1 = v_color;\n"
" vec4 envColor = pass1; // TODO: colorClamp\n"
" vec4 envColor = max(pass1, u_colorClamp);\n"
" pass1 *= texture2D(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec4 pass2 = envColor*u_coefficient*texture2D(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
@ -56,7 +59,8 @@ const char *matfx_env_frag_src =
" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
" float fba = max(pass1.a, disableFBA);\n"
" color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;\n"
" color.a = pass1.a;\n"
" DoAlphaTest(color.a);\n"

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@ -30,14 +30,14 @@ namespace gl3 {
static Shader *envShader;
static int32 u_texMatrix;
static int32 u_coefficient;
static int32 u_fxparams;
static int32 u_colorClamp;
static void*
matfxOpen(void *o, int32, int32)
{
u_texMatrix = registerUniform("u_texMatrix");
u_coefficient = registerUniform("u_coefficient");
u_fxparams = registerUniform("u_fxparams");
u_colorClamp = registerUniform("u_colorClamp");
matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
@ -152,7 +152,11 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
surfProps[3] = 0.0f;
glUniform4fv(U(u_surfProps), 1, surfProps);
glUniform1fv(U(u_coefficient), 1, &env->coefficient);
float fxparams[2];
fxparams[0] = env->coefficient;
fxparams[1] = env->fbAlpha ? 0.0f : 1.0f;
glUniform2fv(U(u_fxparams), 1, fxparams);
static float zero[4];
static float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
// This clamps the vertex color below. With it we can achieve both PC and PS2 style matfx

View File

@ -1,9 +1,12 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float u_coefficient;
uniform vec2 u_fxparams;
uniform vec4 u_colorClamp;
#define shininess (u_fxparams.x)
#define disableFBA (u_fxparams.y)
in vec4 v_color;
in vec2 v_tex0;
in vec2 v_tex1;
@ -15,15 +18,16 @@ void
main(void)
{
vec4 pass1 = v_color;
vec4 envColor = pass1; // TODO: colorClamp
vec4 envColor = max(pass1, u_colorClamp);
pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 pass2 = envColor*u_coefficient*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
vec4 pass2 = envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
color.rgb = pass1.rgb*pass1.a + pass2.rgb;
float fba = max(pass1.a, disableFBA);
color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
color.a = pass1.a;
DoAlphaTest(color.a);

View File

@ -34,9 +34,12 @@ const char *matfx_env_frag_src =
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
"uniform float u_coefficient;\n"
"uniform vec2 u_fxparams;\n"
"uniform vec4 u_colorClamp;\n"
"#define shininess (u_fxparams.x)\n"
"#define disableFBA (u_fxparams.y)\n"
"in vec4 v_color;\n"
"in vec2 v_tex0;\n"
"in vec2 v_tex1;\n"
@ -48,15 +51,16 @@ const char *matfx_env_frag_src =
"main(void)\n"
"{\n"
" vec4 pass1 = v_color;\n"
" vec4 envColor = pass1; // TODO: colorClamp\n"
" vec4 envColor = max(pass1, u_colorClamp);\n"
" pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec4 pass2 = envColor*u_coefficient*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
" vec4 pass2 = envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
" float fba = max(pass1.a, disableFBA);\n"
" color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;\n"
" color.a = pass1.a;\n"
" DoAlphaTest(color.a);\n"