mirror of
https://github.com/open-goal/jak-project
synced 2026-08-10 19:17:55 -04:00
40e2f113e6
## Problem OpenGOAL uses OpenGL 4.3. Apple stopped upgrading OpenGL after 4.1, so the way OpenGOAL currently works will never be playable on Macs using OpenGL. ## Solution Luckily, downgrading to OpenGL 4.1 is not a huge change (at least it doesn't seem like it to my untrained eyes). ## Changes * set hints for OpenGL 4.1 instead of 4.3 for __APPLE__ * skip the OpenGL debugging callback setup for macOS (requires 4.3) * bump down the version string for all shaders * stop using the `binding` layout qualifier in shader code * move the `flat` qualifier first (not sure if this is a 4.1 thing or just Macs being more strict) * don't mix signed and unsigned ints in shaders (not sure if this is a 4.1 thing or just Macs being more strict) * add some hacky CPP to the Shader constructor for binding texture units and bones buffers based on variable names in the shader code ## Results   
122 lines
3.5 KiB
GLSL
122 lines
3.5 KiB
GLSL
#version 410 core
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layout (location = 0) in vec3 position_in;
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layout (location = 1) in uint flags;
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layout (location = 2) in vec3 normal_in;
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layout (location = 3) in uint pat;
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uniform vec4 hvdf_offset;
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uniform mat4 camera;
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uniform vec4 camera_position;
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uniform float fog_constant;
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uniform float fog_min;
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uniform float fog_max;
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uniform int wireframe;
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uniform int mode;
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uniform int version;
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out vec4 fragment_color;
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const int PAT_MOD_COUNT = 3;
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const int PAT_EVT_COUNT = 7;
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const int PAT_MAT_COUNT = 23;
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uniform uint collision_mode_mask[(PAT_MOD_COUNT + 31) / 32];
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uniform uint collision_event_mask[(PAT_EVT_COUNT + 31) / 32];
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uniform uint collision_material_mask[(PAT_MAT_COUNT + 31) / 32];
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uniform uint collision_skip_mask;
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const int MODE_NONE = 0;
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const int MODE_MODE = 1;
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const int MODE_EVENT = 2;
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const int MODE_MATERIAL = 3;
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uint pat_get_mode(uint p) { return version == 2 ? (p >> 7) & 0x7u : (p >> 3) & 0x7u; }
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uint pat_get_material(uint p) { return version == 2 ? (p >> 10) & 0x3fu : (p >> 6) & 0x3fu; }
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uint pat_get_event(uint p) { return version == 2 ? (p >> 18) & 0x3fu : (p >> 14) & 0x3fu; }
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bool logtest(uint a, uint b) { return (a & b) != 0; }
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bool logtesta(uint a, uint b) { return (a & b) == b; }
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layout(std140) uniform PatColors {
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vec4 pat_mode_colors[0x8];
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vec4 pat_material_colors[0x40];
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vec4 pat_event_colors[0x40];
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};
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void main() {
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// Step 3, the camera transform
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vec4 transformed = -camera[3].xyzw;
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transformed += -camera[0] * position_in.x;
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transformed += -camera[1] * position_in.y;
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transformed += -camera[2] * position_in.z;
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// compute Q
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float Q = fog_constant / transformed[3];
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// perspective divide!
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transformed.xyz *= Q;
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// offset
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transformed.xyz += hvdf_offset.xyz;
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// correct xy offset
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transformed.xy -= (2048.);
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// correct z scale
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transformed.z /= (8388608);
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transformed.z -= 1;
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// correct xy scale
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transformed.x /= (256);
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transformed.y /= -(128);
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// hack
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transformed.xyz *= transformed.w;
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gl_Position = transformed;
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// scissoring area adjust
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gl_Position.y *= SCISSOR_ADJUST;
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// wireframe check
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if (wireframe == 0) {
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// lighting check
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vec3 to_cam = camera_position.xyz - position_in;
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float dist_from_cam = length(to_cam);
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vec3 to_cam_n = to_cam / dist_from_cam;
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float cam_dot = abs(dot(to_cam_n, normal_in));
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// base colors
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fragment_color = vec4(0.5, 0.5, 0.5, 1);
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fragment_color.xyz *= (pow(cam_dot, 2) * 0.5 + 0.5);
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// pat checks
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uint pMode = pat_get_mode(pat);
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uint pMat = pat_get_material(pat);
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uint pEvent = pat_get_event(pat);
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if (logtest(collision_mode_mask[pMode/32], 1 << (pMode & 0x1fu)) &&
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logtest(collision_material_mask[pMat/32], 1 << (pMat & 0x1fu)) &&
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logtest(collision_event_mask[pEvent/32], 1 << (pEvent & 0x1fu)) &&
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logtesta(collision_skip_mask, pat)) {
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// fancy colors
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if (mode == MODE_MODE) {
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fragment_color.rgb *= pat_mode_colors[pMode].rgb;
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} else if (mode == MODE_EVENT) {
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fragment_color.rgb *= pat_event_colors[pEvent].rgb;
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} else if (mode == MODE_MATERIAL) {
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fragment_color.rgb *= pat_material_colors[pMat].rgb;
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} else {
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fragment_color = vec4((normal_in + 1)*.5, 1);
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fragment_color.rgb *= (pow(cam_dot, 2) * 0.5 + 0.5);
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}
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if (fragment_color.r < 0 || fragment_color.g < 0 || fragment_color.b < 0) {
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fragment_color.rgb = vec3(1, 0, 1);
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}
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} else {
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// filtered out. goodbye!
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fragment_color.rgba = vec4(0);
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}
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} else {
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fragment_color = vec4(0.12, 0.12, 0.12, 0.5);
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}
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}
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