Supermodel/Src/Graphics/New3D/PolyHeader.h

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#ifndef _POLY_HEADER_H_
#define _POLY_HEADER_H_
namespace New3D {
/*
Polygon Data
0x00:
x------- -------- -------- -------- Specular enable
-xxxxx-- -------- -------- -------- ?
------xx xxxxxxxx xxxxxx-- -------- Polygon number (not always present)
-------- -------- ------xx -------- Possibly disable z and colour writing
-------- -------- -------- -x------ 0 = Triangle, 1 = Quad
-------- -------- -------- ----x--- Vertex 3 shared from previous polygon
-------- -------- -------- -----x-- Vertex 2 shared from previous polygon
-------- -------- -------- ------x- Vertex 1 shared from previous polygon
-------- -------- -------- -------x Vertex 0 shared from previous polygon
-------- -------- -------- x-xx---- ?
0x01:
xxxxxxxx xxxxxxxx xxxxxxxx-------- Polygon normal X coordinate(2.22 fixed point)
-------- -------- -------- -x------ UV scale (0 = 13.3, 1 = 16.0)
-------- -------- -------- ---x---- 1 = Double-sided polygon
-------- -------- -------- -----x-- If set, this is the last polygon
-------- -------- -------- ------x- Poly color, 1 = RGB, 0 = color table
-------- -------- -------- x-x-x--x ?
0x02:
xxxxxxxx xxxxxxxx xxxxxxxx -------- Polygon normal Y coordinate(2.22 fixed point)
-------- -------- -------- ------x- Texture U mirror enable
-------- -------- -------- -------x Texture V mirror enable
-------- -------- -------- xxxxxx-- H/W also supports texture clamp/mirror, so guessing some of these bits must be that
0x03:
xxxxxxxx xxxxxxxx xxxxxxxx -------- Polygon normal Z coordinate(2.22 fixed point)
-------- -------- -------- --xxx--- Texture width(in 8 - pixel tiles)
-------- -------- -------- ---- - xxx Texture height(in 8 - pixel tiles)
0x04:
xxxxxxxx xxxxxxxx xxxxxxxx -------- Color(RGB888)
-------- -------- -------- -x------ Texture page
-------- -------- -------- ---xxxxx Upper 5 bits of texture U coordinate
-------- -------- -------- x------- ?
-------- -------- -------- --x----- ?
0x05 :
xxxxxxxx xxxxxxxx xxxxxxxx -------- Specular color ?
-------- -------- -------- x------- Low bit of texture U coordinate
-------- -------- -------- ---xxxxx Low 5 bits of texture V coordinate
-------- -------- -------- -xx----- ?
0x06:
x------- -------- -------- -------- Alpha testing / contour
-xxxxx-- -------- -------- -------- Fixed shading ?
------x- -------- -------- -------- Enable fixed shading ?
-------x -------- -------- -------- Possible stencil
-------- x------- -------- -------- 1 = disable transparency ?
-------- -xxxxx-- -------- -------- Polygon translucency(0 = fully transparent)
-------- -------x -------- -------- 1 = disable lighting
-------- -------- xxxxx--- -------- Polygon light modifier(Amount that a luminous polygon will burn through fog. Valid range is 0.0 to 1.0. 0.0 is completely fogged; 1.0 has no fog.)
-------- -------- -----x-- -------- Texture enable
-------- -------- ------xx x------- Texture format
-------- -------- -------- -------x Alpha enable ?
-------- ------x - ------- -------- Never seen set ?
-------- -------- -------- -----xx- Always set ?
-------- -------- -------- -xxxx--- ?
*/
class PolyHeader
{
public:
PolyHeader();
PolyHeader(UINT32* h);
void operator =(const UINT32* h);
UINT32* StartOfData();
bool NextPoly();
int NumPolysTotal(); // could be quads or triangles
int NumTrianglesTotal();
//header 0
bool Specular();
int PolyNumber();
bool Disabled(); // z & colour disabled
int NumVerts();
int NumSharedVerts();
bool SharedVertex(int vertex);
//header 1
void FaceNormal(float n[3]);
float UVScale();
bool DoubleSided();
bool LastPoly();
bool PolyColor(); // if false uses LUT from ram
//header 2
bool TexUMirror();
bool TexVMirror();
// header 3
int TexWidth();
int TexHeight();
//header 4
void Color(UINT8& r, UINT8& g, UINT8& b);
int Page();
// header 5
int X(int textureXOffset);
int Y(int textureYOffset);
//header 6
int TexFormat();
bool TexEnabled();
bool LightEnabled();
bool AlphaTest();
UINT8 Transparency(); // 0-255
bool FixedShading();
UINT8 ShadeValue();
bool PolyAlpha();
bool TextureAlpha();
bool StencilPoly();
bool Luminous();
float LightModifier();
// misc
UINT64 Hash(int textureXOffset, int textureYOffset); // make a unique hash for sorting by state
//=============
UINT32* header;
//=============
};
} // New3D
#endif