native render: transliterate D3D8 fixed-function pipeline (unit A)

- Texture coordinates: TEXCOORDINDEX generation (camera-space normal /
  position / reflection vector, LOCALVIEWER) and D3DTS_TEXTUREn under
  TEXTURETRANSFORMFLAGS (incl. PROJECTED) now run in native.vert; the
  RecordingDevice CPU uv baking and the sphere-map / multiplicative-shadow
  shader hacks are removed. Godot consumer uses Render3DStageTexcoords.
- Lighting: 8 D3D lights in camera space, 1/(a0+a1d+a2d^2) without clamp,
  spot cone theta/2 phi/2 with falloff, diffuse/ambient/emissive material
  sources, NORMALIZENORMALS, inverse-transpose normal matrix.
- Alpha test compares 8-bit alpha against ALPHAREF with ALPHAFUNC.
- Back-buffer Clear() is recorded in draw order and executed with
  vkCmdClearAttachments; render pass clears to 0xff000000.
- D3DVIEWPORT8 (incl. MinZ/MaxZ) is dynamic per-draw state.
- Missing vertex diffuse is opaque white; alpha blend mirrors SRC/DESTBLEND.
- CScreen::ms_clearDepth / ms_diffuseColor initialised to 40250's
  1.0f / 0xffffffff (were zero; exposed once clears were executed).
- Capture format v8; --screenshot-out FILE.bmp swapchain readback.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-28 12:54:13 +09:00
co-authored by Claude Opus 5.5
parent 425e6f37fb
commit 5285ca85fd
11 changed files with 585 additions and 321 deletions
+31 -53
View File
@@ -10,22 +10,21 @@ layout(set = 0, binding = 1) uniform sampler2D mask_sampler;
layout(push_constant) uniform DrawConstants {
mat4 mvp;
vec4 tint_color;
vec4 ambient_emissive;
vec4 light_dir;
vec4 light_diffuse;
vec4 params; // bone base + 1, pretransformed, UI mask, unused
} draw;
layout(set = 1, binding = 1, std430) readonly buffer FixedFunctionState {
uvec4 stage0_color;
uvec4 stage0_alpha;
uvec4 stage1_color;
uvec4 stage1_alpha;
uvec4 stage_color[2];
uvec4 stage_alpha[2];
vec4 fog_color;
vec4 fog_params;
vec4 texture_factor;
mat4 world_view;
uvec4 flags;
mat4 normal_matrix;
uvec4 lighting_flags;
uvec4 material_sources;
uvec4 alpha_test; // ALPHATESTENABLE, ALPHAFUNC, ALPHAREF, unused
} fixed_state;
vec4 stage_arg(uint selector, vec4 diffuse, vec4 current, vec4 texel) {
@@ -79,61 +78,40 @@ vec4 apply_stage(uvec4 color_state, uvec4 alpha_state,
}
void main() {
vec4 tex0 = texture(tex_sampler, in_uv);
if (fixed_state.flags.x == 2u) {
vec3 shadow = tex0.rgb;
if (fixed_state.flags.z != 0u && fixed_state.stage1_color.x == 4u)
shadow *= texture(mask_sampler, in_mask_uv).rgb;
shadow = mix(fixed_state.fog_color.rgb, shadow, in_fog);
if (all(greaterThanEqual(shadow, vec3(0.997)))) discard;
out_color = vec4(shadow, 1.0);
return;
}
if (fixed_state.flags.x != 0u) {
// D3D8 texture stage cascade: stage 1 runs unless its COLOROP is D3DTOP_DISABLE.
vec4 diffuse = in_color;
vec4 color = apply_stage(fixed_state.stage0_color, fixed_state.stage0_alpha,
diffuse, diffuse, tex0);
if (fixed_state.flags.z != 0u && fixed_state.stage1_color.x > 1u) {
vec4 tex1 = texture(mask_sampler, in_mask_uv);
color = apply_stage(fixed_state.stage1_color, fixed_state.stage1_alpha,
diffuse, color, tex1);
}
if (fixed_state.stage1_alpha.w != 0u) {
float ref = draw.ambient_emissive.a;
uint func = fixed_state.stage0_alpha.w;
vec4 color = apply_stage(fixed_state.stage_color[0], fixed_state.stage_alpha[0],
diffuse, diffuse, texture(tex_sampler, in_uv));
if (fixed_state.stage_color[0].x > 1u && fixed_state.stage_color[1].x > 1u)
color = apply_stage(fixed_state.stage_color[1], fixed_state.stage_alpha[1],
diffuse, color, texture(mask_sampler, in_mask_uv));
if (fixed_state.alpha_test.x != 0u) {
// D3DRS_ALPHAREF is an 8-bit reference compared against the 8-bit pixel alpha.
uint a = uint(clamp(color.a, 0.0, 1.0) * 255.0 + 0.5);
uint ref = fixed_state.alpha_test.z & 255u;
uint func = fixed_state.alpha_test.y;
bool passes = func == 1u ? false :
func == 2u ? color.a < ref :
func == 3u ? abs(color.a - ref) < (0.5 / 255.0) :
func == 4u ? color.a <= ref :
func == 5u ? color.a > ref :
func == 6u ? abs(color.a - ref) >= (0.5 / 255.0) :
func == 7u ? color.a >= ref : true;
func == 2u ? a < ref :
func == 3u ? a == ref :
func == 4u ? a <= ref :
func == 5u ? a > ref :
func == 6u ? a != ref :
func == 7u ? a >= ref : true;
if (!passes) discard;
}
color.rgb = mix(fixed_state.fog_color.rgb, color.rgb, in_fog);
out_color = color;
return;
}
vec4 color = in_color * tex0;
if (draw.light_dir.w < -0.4) {
// 2D UI batch (UIRenderCommand): vertex color times texture, optionally clipped by a mask.
vec4 color = in_color * texture(tex_sampler, in_uv);
if (draw.params.z > 0.5) {
if (in_mask_uv.x < 0.0 || in_mask_uv.x > 1.0 || in_mask_uv.y < 0.0 || in_mask_uv.y > 1.0)
discard;
vec4 mask_val = texture(mask_sampler, in_mask_uv);
if (draw.light_dir.w < -0.8) {
if (in_mask_uv.x < 0.0 || in_mask_uv.x > 1.0 || in_mask_uv.y < 0.0 || in_mask_uv.y > 1.0) {
discard;
}
color.rgb *= mask_val.rgb;
color.a = mask_val.a * in_color.a;
} else {
color.a = mask_val.a * in_color.a;
if (color.a <= 0.003) discard;
}
} else if (draw.light_dir.w > 1.001) {
// Specular sphere-map stage 1 (D3DTOP_MODULATEALPHA_ADDCOLOR)
float spec_power = draw.light_dir.w - 1.0;
vec4 spec_map = texture(mask_sampler, in_mask_uv);
color.rgb = min(color.rgb + (tex0.a * spec_power) * spec_map.rgb, vec3(1.5));
color.a = 1.0;
color.rgb *= mask_val.rgb;
color.a = mask_val.a * in_color.a;
}
if (color.a <= draw.ambient_emissive.a) discard;
out_color = color;
}