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Removed more APPLE checks.
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MaikelChan committed Aug 5, 2024
1 parent a60880e commit 9cd978a
Showing 1 changed file with 71 additions and 113 deletions.
184 changes: 71 additions & 113 deletions port/fast3d/gfx_opengl.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -242,138 +242,114 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
size_t num_floats = 4;

// Vertex shader

#ifdef __APPLE__
append_line(vs_buf, &vs_len, "#version 410 core");
append_line(vs_buf, &vs_len, "in vec4 aVtxPos;");
append_line(vs_buf, &vs_len, "#define INPUT in");
append_line(vs_buf, &vs_len, "#define OUTPUT out");
#else
append_line(vs_buf, &vs_len, "#version 110");
append_line(vs_buf, &vs_len, "attribute vec4 aVtxPos;");
append_line(vs_buf, &vs_len, "#define INPUT attribute");
append_line(vs_buf, &vs_len, "#define OUTPUT varying");
#endif

append_line(vs_buf, &vs_len, "INPUT vec4 aVtxPos;");

for (int i = 0; i < 2; i++) {
if (cc_features.used_textures[i]) {
#ifdef __APPLE__
vs_len += sprintf(vs_buf + vs_len, "in vec2 aTexCoord%d;\n", i);
vs_len += sprintf(vs_buf + vs_len, "out vec2 vTexCoord%d;\n", i);
#else
vs_len += sprintf(vs_buf + vs_len, "attribute vec2 aTexCoord%d;\n", i);
vs_len += sprintf(vs_buf + vs_len, "varying vec2 vTexCoord%d;\n", i);
#endif
vs_len += sprintf(vs_buf + vs_len, "INPUT vec2 aTexCoord%d;\n", i);
vs_len += sprintf(vs_buf + vs_len, "OUTPUT vec2 vTexCoord%d;\n", i);
num_floats += 2;
for (int j = 0; j < 2; j++) {
if (cc_features.clamp[i][j]) {
#ifdef __APPLE__
vs_len += sprintf(vs_buf + vs_len, "in float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
vs_len += sprintf(vs_buf + vs_len, "out float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
#else
vs_len += sprintf(vs_buf + vs_len, "attribute float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
vs_len += sprintf(vs_buf + vs_len, "varying float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
#endif
vs_len += sprintf(vs_buf + vs_len, "INPUT float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
vs_len += sprintf(vs_buf + vs_len, "OUTPUT float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
num_floats += 1;
}
}
}
}
if (cc_features.opt_fog) {
#ifdef __APPLE__
append_line(vs_buf, &vs_len, "in vec4 aFog;");
append_line(vs_buf, &vs_len, "out vec4 vFog;");
#else
append_line(vs_buf, &vs_len, "attribute vec4 aFog;");
append_line(vs_buf, &vs_len, "varying vec4 vFog;");
#endif
append_line(vs_buf, &vs_len, "INPUT vec4 aFog;");
append_line(vs_buf, &vs_len, "OUTPUT vec4 vFog;");
num_floats += 4;
}

if (cc_features.opt_grayscale) {
#ifdef __APPLE__
append_line(vs_buf, &vs_len, "in vec4 aGrayscaleColor;");
append_line(vs_buf, &vs_len, "out vec4 vGrayscaleColor;");
#else
append_line(vs_buf, &vs_len, "attribute vec4 aGrayscaleColor;");
append_line(vs_buf, &vs_len, "varying vec4 vGrayscaleColor;");
#endif
append_line(vs_buf, &vs_len, "INPUT vec4 aGrayscaleColor;");
append_line(vs_buf, &vs_len, "OUTPUT vec4 vGrayscaleColor;");
num_floats += 4;
}

for (int i = 0; i < cc_features.num_inputs; i++) {
#ifdef __APPLE__
vs_len += sprintf(vs_buf + vs_len, "in vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
vs_len += sprintf(vs_buf + vs_len, "out vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
#else
vs_len += sprintf(vs_buf + vs_len, "attribute vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
vs_len += sprintf(vs_buf + vs_len, "varying vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
#endif
vs_len += sprintf(vs_buf + vs_len, "INPUT vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
vs_len += sprintf(vs_buf + vs_len, "OUTPUT vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
num_floats += cc_features.opt_alpha ? 4 : 3;
}

append_line(vs_buf, &vs_len, "void main() {");
for (int i = 0; i < 2; i++) {
if (cc_features.used_textures[i]) {
vs_len += sprintf(vs_buf + vs_len, "vTexCoord%d = aTexCoord%d;\n", i, i);
vs_len += sprintf(vs_buf + vs_len, " vTexCoord%d = aTexCoord%d;\n", i, i);
for (int j = 0; j < 2; j++) {
if (cc_features.clamp[i][j]) {
vs_len += sprintf(vs_buf + vs_len, "vTexClamp%s%d = aTexClamp%s%d;\n", j == 0 ? "S" : "T", i,
vs_len += sprintf(vs_buf + vs_len, " vTexClamp%s%d = aTexClamp%s%d;\n", j == 0 ? "S" : "T", i,
j == 0 ? "S" : "T", i);
}
}
}
}
if (cc_features.opt_fog) {
append_line(vs_buf, &vs_len, "vFog = aFog;");
append_line(vs_buf, &vs_len, " vFog = aFog;");
}
if (cc_features.opt_grayscale) {
append_line(vs_buf, &vs_len, "vGrayscaleColor = aGrayscaleColor;");
append_line(vs_buf, &vs_len, " vGrayscaleColor = aGrayscaleColor;");
}
for (int i = 0; i < cc_features.num_inputs; i++) {
vs_len += sprintf(vs_buf + vs_len, "vInput%d = aInput%d;\n", i + 1, i + 1);
vs_len += sprintf(vs_buf + vs_len, " vInput%d = aInput%d;\n", i + 1, i + 1);
}
append_line(vs_buf, &vs_len, "gl_Position = aVtxPos;");
append_line(vs_buf, &vs_len, " gl_Position = aVtxPos;");
append_line(vs_buf, &vs_len, "}");

// Fragment shader

#ifdef __APPLE__
append_line(fs_buf, &fs_len, "#version 410 core");
append_line(fs_buf, &fs_len, "#define INPUT in");
append_line(fs_buf, &fs_len, "#define OUTPUT_COLOR outColor");
append_line(fs_buf, &fs_len, "#define SAMPLE_TEX(tex, uv) texture(tex, uv)");
#else
append_line(fs_buf, &fs_len, "#version 130");
append_line(fs_buf, &fs_len, "#define INPUT varying");
append_line(fs_buf, &fs_len, "#define OUTPUT_COLOR gl_FragColor");
append_line(fs_buf, &fs_len, "#define SAMPLE_TEX(tex, uv) texture2D(tex, uv)");
#endif

// Reference approach to color wrapping as per GLideN64
// Return wrapped value of x in interval [low, high)
append_line(fs_buf, &fs_len, "#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)");

append_line(fs_buf, &fs_len, "#define TEX_OFFSET(tex, uv, texSize, off) SAMPLE_TEX(tex, uv - (off)/texSize)");

// append_line(fs_buf, &fs_len, "precision mediump float;");
for (int i = 0; i < 2; i++) {
if (cc_features.used_textures[i]) {
#ifdef __APPLE__
fs_len += sprintf(fs_buf + fs_len, "in vec2 vTexCoord%d;\n", i);
#else
fs_len += sprintf(fs_buf + fs_len, "varying vec2 vTexCoord%d;\n", i);
#endif
fs_len += sprintf(fs_buf + fs_len, "INPUT vec2 vTexCoord%d;\n", i);
for (int j = 0; j < 2; j++) {
if (cc_features.clamp[i][j]) {
#ifdef __APPLE__
fs_len += sprintf(fs_buf + fs_len, "in float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
#else
fs_len += sprintf(fs_buf + fs_len, "varying float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
#endif
fs_len += sprintf(fs_buf + fs_len, "INPUT float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
}
}
}
}
if (cc_features.opt_fog) {
#ifdef __APPLE__
append_line(fs_buf, &fs_len, "in vec4 vFog;");
#else
append_line(fs_buf, &fs_len, "varying vec4 vFog;");
#endif
append_line(fs_buf, &fs_len, "INPUT vec4 vFog;");
}
if (cc_features.opt_grayscale) {
#ifdef __APPLE__
append_line(fs_buf, &fs_len, "in vec4 vGrayscaleColor;");
#else
append_line(fs_buf, &fs_len, "varying vec4 vGrayscaleColor;");
#endif
append_line(fs_buf, &fs_len, "INPUT vec4 vGrayscaleColor;");
}
for (int i = 0; i < cc_features.num_inputs; i++) {
#ifdef __APPLE__
fs_len += sprintf(fs_buf + fs_len, "in vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
#else
fs_len += sprintf(fs_buf + fs_len, "varying vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
#endif
fs_len += sprintf(fs_buf + fs_len, "INPUT vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
}
if (cc_features.used_textures[0]) {
append_line(fs_buf, &fs_len, "uniform sampler2D uTex0;");
Expand All @@ -394,20 +370,13 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
append_line(fs_buf, &fs_len, " return fract(sin(random) * 143758.5453);");
append_line(fs_buf, &fs_len, "}");

#if __APPLE__
append_line(fs_buf, &fs_len, "#define SAMPLE_TEX(tex, uv) texture(tex, uv)");
#else
append_line(fs_buf, &fs_len, "#define SAMPLE_TEX(tex, uv) texture2D(tex, uv)");
#endif

if (current_filter_mode == FILTER_THREE_POINT) {
append_line(fs_buf, &fs_len, "#define TEX_OFFSET(off) SAMPLE_TEX(tex, texCoord - (off)/texSize)");
append_line(fs_buf, &fs_len, "vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {");
append_line(fs_buf, &fs_len, " vec2 offset = fract(texCoord*texSize - vec2(0.5));");
append_line(fs_buf, &fs_len, " offset -= step(1.0, offset.x + offset.y);");
append_line(fs_buf, &fs_len, " vec4 c0 = TEX_OFFSET(offset);");
append_line(fs_buf, &fs_len, " vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y));");
append_line(fs_buf, &fs_len, " vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)));");
append_line(fs_buf, &fs_len, " vec4 c0 = TEX_OFFSET(tex, texCoord, texSize, offset);");
append_line(fs_buf, &fs_len, " vec4 c1 = TEX_OFFSET(tex, texCoord, texSize, vec2(offset.x - sign(offset.x), offset.y));");
append_line(fs_buf, &fs_len, " vec4 c2 = TEX_OFFSET(tex, texCoord, texSize, vec2(offset.x, offset.y - sign(offset.y)));");
append_line(fs_buf, &fs_len, " return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);");
append_line(fs_buf, &fs_len, "}");
}
Expand Down Expand Up @@ -455,47 +424,43 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad

append_line(fs_buf, &fs_len, "void main() {");

// Reference approach to color wrapping as per GLideN64
// Return wrapped value of x in interval [low, high)
append_line(fs_buf, &fs_len, "#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)");

for (int i = 0; i < 2; i++) {
if (cc_features.used_textures[i]) {
bool s = cc_features.clamp[i][0], t = cc_features.clamp[i][1];

fs_len += sprintf(fs_buf + fs_len, "vec2 texSize%d = textureSize(uTex%d, 0);\n", i, i);
fs_len += sprintf(fs_buf + fs_len, " vec2 texSize%d = textureSize(uTex%d, 0);\n", i, i);

if (!s && !t) {
fs_len += sprintf(fs_buf + fs_len, "vec2 vTexCoordAdj%d = vTexCoord%d;\n", i, i);
fs_len += sprintf(fs_buf + fs_len, " vec2 vTexCoordAdj%d = vTexCoord%d;\n", i, i);
} else {
if (s && t) {
fs_len += sprintf(fs_buf + fs_len,
"vec2 vTexCoordAdj%d = clamp(vTexCoord%d, 0.5 / texSize%d, "
" vec2 vTexCoordAdj%d = clamp(vTexCoord%d, 0.5 / texSize%d, "
"vec2(vTexClampS%d, vTexClampT%d));\n",
i, i, i, i, i);
} else if (s) {
fs_len += sprintf(fs_buf + fs_len,
"vec2 vTexCoordAdj%d = vec2(clamp(vTexCoord%d.s, 0.5 / "
" vec2 vTexCoordAdj%d = vec2(clamp(vTexCoord%d.s, 0.5 / "
"texSize%d.s, vTexClampS%d), vTexCoord%d.t);\n",
i, i, i, i, i);
} else {
fs_len += sprintf(fs_buf + fs_len,
"vec2 vTexCoordAdj%d = vec2(vTexCoord%d.s, clamp(vTexCoord%d.t, "
" vec2 vTexCoordAdj%d = vec2(vTexCoord%d.s, clamp(vTexCoord%d.t, "
"0.5 / texSize%d.t, vTexClampT%d));\n",
i, i, i, i, i);
}
}

if (current_filter_mode == FILTER_THREE_POINT)
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d, three_point_filter%d);\n", i, i, i, i, i);
fs_len += sprintf(fs_buf + fs_len, " vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d, three_point_filter%d);\n", i, i, i, i, i);
else
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d);\n", i, i, i, i);
fs_len += sprintf(fs_buf + fs_len, " vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d);\n", i, i, i, i);
}
}

append_line(fs_buf, &fs_len, cc_features.opt_alpha ? "vec4 texel;" : "vec3 texel;");
append_line(fs_buf, &fs_len, cc_features.opt_alpha ? " vec4 texel;" : " vec3 texel;");
for (int c = 0; c < (cc_features.opt_2cyc ? 2 : 1); c++) {
append_str(fs_buf, &fs_len, "texel = ");
append_str(fs_buf, &fs_len, " texel = ");
if (!cc_features.color_alpha_same[c] && cc_features.opt_alpha) {
append_str(fs_buf, &fs_len, "vec4(");
append_formula(fs_buf, &fs_len, cc_features.c[c], cc_features.do_single[c][0],
Expand All @@ -512,55 +477,48 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
append_line(fs_buf, &fs_len, ";");

if (c == 0) {
append_line(fs_buf, &fs_len, "texel = WRAP(texel, -1.01, 1.01);");
append_line(fs_buf, &fs_len, " texel = WRAP(texel, -1.01, 1.01);");
}
}

append_line(fs_buf, &fs_len, "texel = WRAP(texel, -0.51, 1.51);");
append_line(fs_buf, &fs_len, "texel = clamp(texel, 0.0, 1.0);");
append_line(fs_buf, &fs_len, " texel = WRAP(texel, -0.51, 1.51);");
append_line(fs_buf, &fs_len, " texel = clamp(texel, 0.0, 1.0);");
// TODO discard if alpha is 0?
if (cc_features.opt_fog) {
if (cc_features.opt_alpha) {
append_line(fs_buf, &fs_len, "texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);");
append_line(fs_buf, &fs_len, " texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);");
} else {
append_line(fs_buf, &fs_len, "texel = mix(texel, vFog.rgb, vFog.a);");
append_line(fs_buf, &fs_len, " texel = mix(texel, vFog.rgb, vFog.a);");
}
}

if (cc_features.opt_texture_edge && cc_features.opt_alpha) {
append_line(fs_buf, &fs_len, "if (texel.a > 0.19) texel.a = 1.0; else discard;");
append_line(fs_buf, &fs_len, " if (texel.a > 0.19) texel.a = 1.0; else discard;");
}

if (cc_features.opt_alpha && cc_features.opt_noise) {
append_line(fs_buf, &fs_len,
"texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + "
" texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + "
"texel.a, 0.0, 1.0));");
}

if (cc_features.opt_grayscale) {
append_line(fs_buf, &fs_len, "float intensity = (texel.r + texel.g + texel.b) / 3.0;");
append_line(fs_buf, &fs_len, "vec3 new_texel = vGrayscaleColor.rgb * intensity;");
append_line(fs_buf, &fs_len, "texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);");
append_line(fs_buf, &fs_len, " float intensity = (texel.r + texel.g + texel.b) / 3.0;");
append_line(fs_buf, &fs_len, " vec3 new_texel = vGrayscaleColor.rgb * intensity;");
append_line(fs_buf, &fs_len, " texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);");
}

if (cc_features.opt_alpha) {
if (cc_features.opt_alpha_threshold) {
append_line(fs_buf, &fs_len, "if (texel.a < 8.0 / 256.0) discard;");
append_line(fs_buf, &fs_len, " if (texel.a < 8.0 / 256.0) discard;");
}
if (cc_features.opt_invisible) {
append_line(fs_buf, &fs_len, "texel.a = 0.0;");
append_line(fs_buf, &fs_len, " texel.a = 0.0;");
}
#if __APPLE__
append_line(fs_buf, &fs_len, "outColor = texel;");
#else
append_line(fs_buf, &fs_len, "gl_FragColor = texel;");
#endif

append_line(fs_buf, &fs_len, " OUTPUT_COLOR = texel;");
} else {
#if __APPLE__
append_line(fs_buf, &fs_len, "outColor = vec4(texel, 1.0);");
#else
append_line(fs_buf, &fs_len, "gl_FragColor = vec4(texel, 1.0);");
#endif
append_line(fs_buf, &fs_len, " OUTPUT_COLOR = vec4(texel, 1.0);");
}
append_line(fs_buf, &fs_len, "}");

Expand Down

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