Supermodel/core/render.c

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2006-07-12 13:53:14 +00:00
/*
* Sega Model 3 Emulator
* Copyright (C) 2003 Bart Trzynadlowski, Ville Linde, Stefano Teso
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License Version 2 as published
* by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program (license.txt); if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/*
* render.c
*
* Rendering engine. Responsible for both Real3D graphics emulation and
* for drawing the tile layers with correct priorities.
*
* NOTES:
* ------
*
* - The "hardware coordinate system" is the default Model 3 coordinate system
* before any matrices are applied. In it, +X is to the right, +Y is down,
* and +Z is further into the screen.
*/
#include "model3.h"
extern BOOL render_scene(void);
#define LOG_MODEL_ADDR 0 // logs model addresses to models.log
/******************************************************************/
/* Useful Macros */
/******************************************************************/
/*
* Single-Precision Floating Point
*/
#define GET_FLOAT(ptr) (*((float *) ptr))
/*
* Trigonometry
*/
#define PI 3.14159265358979323846264338327
#define CONVERT_TO_DEGREES(a) (((a) * 180.0) / PI)
/******************************************************************/
/* Private Data */
/******************************************************************/
/*
* Memory Regions
*
* These will be passed to us before rendering begins.
*/
static UINT8 *culling_ram_8e; // pointer to Real3D culling RAM
static UINT8 *culling_ram_8c; // pointer to Real3D culling RAM
static UINT8 *polygon_ram; // pointer to Real3D polygon RAM
static UINT8 *texture_ram; // pointer to Real3D texture RAM
static UINT8 *vrom; // pointer to VROM
/*
* Matrix Base
*/
static float *matrix_base; // current scene's matrix table
static float *lod_base; // current scene's LOD table
/*
* Matrix Conversion Tables
*
* These tables map Model 3 matrix indices to column-major form.
*/
static INT normal_matrix[4*4] = // normal matrices
{
3*4+0, 3*4+1, 3*4+2,
0*4+0, 1*4+0, 2*4+0,
0*4+1, 1*4+1, 2*4+1,
0*4+2, 1*4+2, 2*4+2
};
static INT coord_matrix[4*4] = // coordinate system matrix
{
3*4+2, 3*4+0, 3*4+1,
0*4+2, 1*4+2, 2*4+2,
0*4+0, 1*4+0, 2*4+0,
0*4+1, 1*4+1, 2*4+1
};
/******************************************************************/
/* Function Prototypes */
/******************************************************************/
static void draw_block(UINT32 *);
/******************************************************************/
/* TEMPORARY Model Tracking Code */
/* */
/* This code builds a list of VROM model addresses as they are */
/* referenced. */
/******************************************************************/
#if LOG_MODEL_ADDR
static struct model_addr
{
UINT32 addr; // model address in VROM
INT num_polys; // number of polygons in model
struct model_addr *next; // next in list
} *model_addr_list = NULL;
static INT count_polys(UINT32 *mdl)
{
UINT32 link_data, mask;
INT num_polys = 0, num_verts, i, stop;
do
{
stop = BSWAP32(mdl[1]) & 4; // get stop bit
link_data = BSWAP32(mdl[0]); // link data
/*
* Count how many vertices the polygon has by subtracting the number
* of vertices used from the previous polygon from 4 (quad) or 3 (tri)
*/
num_verts = (link_data & 0x40) ? 4 : 3;
mask = 8;
for (i = 0; i < 4 && num_verts; i++)
{
if ((link_data & mask))
--num_verts;
mask >>= 1;
}
/*
* Advance to next polygon
*/
mdl += 7 + num_verts * 4;
++num_polys; // increment count
} while (!stop);
return num_polys;
}
static void record_model(UINT32 addr)
{
struct model_addr *l;
/*
* Search for this entry -- if already in the list, exit
for (l = model_addr_list; l != NULL; l = l->next)
{
if (addr == l->addr)
return;
}
/*
* Add new entry
*/
l = malloc(sizeof(struct model_addr));
if (l == NULL)
error("out of memory in record_model()");
l->addr = addr;
l->num_polys = count_polys((UINT32 *) &vrom[addr * 4]);
l->next = model_addr_list;
model_addr_list = l;
}
#endif
/******************************************************************/
/* Real3D Address Translation */
/******************************************************************/
/*
* translate_scene_graph_address():
*
* Returns a pointer to scene graph (culling RAM) memory given a scene graph
* address (only lower 24 bits are relevant.)
*/
static UINT32 *translate_scene_graph_address(UINT32 addr)
{
addr &= 0x00FFFFFF; // only lower 24 bits matter
if ((addr & 0x00800000)) // 8E culling RAM
{
if (addr >= 0x00840000)
error("translate_scene_graph_address(): addr = %08X", addr);
return (UINT32 *) &culling_ram_8e[(addr & 0x0003FFFF) * 4];
}
else // 8C culling RAM
{
if (addr >= 0x00100000)
error("translate_scene_graph_address(): addr = %08X", addr);
return (UINT32 *) &culling_ram_8c[(addr & 0x000FFFFF) * 4];
}
}
/*
* draw_model():
*
* Translates the model address and draws the model (accounting for
* endianness.)
*/
static void draw_model(UINT32 addr)
{
addr &= 0x00FFFFFF; // only lower 24 bits matter
if (addr > 0x00100000) // VROM
{
#if LOG_MODEL_ADDR
record_model(addr); // TEMP: this tracks model addresses in VROM
#endif
osd_renderer_draw_model((UINT32 *) &vrom[(addr & 0x00FFFFFF) * 4], addr, 0);
}
else // polygon RAM (may actually be 4MB)
{
osd_renderer_draw_model((UINT32 *) &polygon_ram[(addr & 0x000FFFFF) * 4], addr, 1);
}
}
/******************************************************************/
/* Matrices */
/* */
/* Model 3 matrices are 4x3 in size (they lack the translational */
/* component.) They are layed out like this: */
/* */
/* 03 04 05 00 */
/* 06 07 08 01 */
/* 09 10 11 02 */
/* */
/* Matrix #0 is for coordinate system selection, it is layed out */
/* as: */
/* */
/* 06 07 08 01 */
/* 09 10 11 02 */
/* 03 04 05 00 */
/* */
/* By default, the Model 3 appears to have a form of left-handed */
/* coordinate system where positive Z means further away from the */
/* camera and the positive Y axis points downward along the */
/* screen. */
/******************************************************************/
/*
* get_matrix():
*
* Reads a Model 3 matrix and converts it to column-major 4x4 form using the
* supplied conversion table.
*/
static void get_matrix(MATRIX dest, INT convert[3*4], UINT num)
{
INT m = num * 12, i;
for (i = 0; i < 3*4; i++) // fetch Model 3 4x3 matrix
dest[convert[i]] = matrix_base[m + i];
dest[0*4+3] = 0.0; // fill in translation component to make 4x4
dest[1*4+3] = 0.0;
dest[2*4+3] = 0.0;
dest[3*4+3] = 1.0;
}
/******************************************************************/
/* Scene Graph Traversal */
/******************************************************************/
int list_depth = 0;
/*
* draw_list():
*
* Processes a list backwards. Each list element references a block.
*/
static void draw_list(UINT32 *list)
{
UINT32 *list_ptr;
UINT32 addr;
list_ptr = list;
if (list_depth > 2)
return;
list_depth++;
/*
* Go to end of list
*/
while (1)
{
addr = *list_ptr;
if ((addr & 0x02000000)) // last pointer in list
{
//--list_ptr;
break;
}
if (addr == 0 || addr == 0x800800) // safeguard in case memory hasn't been set up
{
--list_ptr;
break;
}
++list_ptr;
}
while (list_ptr >= list)
{
addr = *list_ptr;
if ((addr & 0x00FFFFFF) != 0x00FFFFFF)
draw_block(translate_scene_graph_address(addr));
--list_ptr; // next element
}
list_depth--;
}
/*
* draw_pointer_list():
*
* Draws a 4-element pointer list for model LOD selection.
*/
static void draw_pointer_list(UINT lod_num, UINT32* list)
{
float *lod_control = (float *)((UINT32)lod_base + lod_num * 8);
/*
* Perform the actual LOD calculation, select the LOD model
* to draw -- and perform additional LOD blending.
*/
#if 0
printf( "LOD control = %f, %f\n"
" %f, %f\n"
" %f, %f\n"
" %f, %f\n",
lod_control[0], lod_control[1],
lod_control[2], lod_control[3],
lod_control[4], lod_control[5],
lod_control[6], lod_control[7]
);
#endif
if(1)
draw_model( list[0] );
else if(0)
draw_model( list[1] );
else if(0)
draw_model( list[2] );
else
draw_model( list[3] );
}
/*
* draw_block():
*
* Traverses a 10- (or 8-) word block (culling node.) The blocks have this
* format:
*
* 0: ID code (upper 22 bits) and control bits
* 1: Scaling? Not present in Step 1.0
* 2: Flags? Not present in Step 1.0
* 3: Lower 12 bits are matrix select. Upper bits contain flags.
* 4: X translation (floating point)
* 5: Y translation
* 6: Z translation
* 7: Pointer to model data, list, or pointer list
* 8: Pointer to next block
* 9: Pair of 16-bit values, related to rendering order
*
* Lower 16 bits of word 2 control "texture offset": -P-X XXXX X--Y YYYY, same
* as in polygon headers. The purpose of this is unknown.
*/
static void draw_block(UINT32 *block)
{
MATRIX m;
UINT32 addr;
INT offset;
INT txoffs_x, txoffs_y, txoffs_page;
if (m3_config.step == 0x10) // Step 1.0 blocks are only 8 words
offset = 2;
else
offset = 0;
addr = block[7 - offset];
txoffs_x = ((block[2] >> 7) & 0x3F) * 32;
txoffs_y = (block[2] & 0x1F) * 32;
txoffs_page = !!(block[2] & 0x4000);
/*
* Apply matrix and translation
*/
get_matrix(m, normal_matrix, block[3 - offset] & 0xFFF);
osd_renderer_push_matrix();
if ((block[0] & 0x10)) // this bit appears to control translation
{
osd_renderer_translate_matrix(GET_FLOAT(&block[4 - offset]), GET_FLOAT(&block[5 - offset]), GET_FLOAT(&block[6 - offset]));
}
else
{
if ((block[3 - offset] & 0xFFF) != 0)
osd_renderer_multiply_matrix(m);
}
/*
* Bit 0x08 of word 0 indicates a pointer list
*/
if ((block[0] & 0x08))
draw_pointer_list((block[3 - offset] >> 12) & 127, translate_scene_graph_address(addr));
else
{
if (addr != 0x0FFFFFFF && addr != 0x01000000 && addr != 0x00800800 && addr != 0) // valid?
{
switch ((addr >> 24) & 0xFF) // decide what address points to
{
case 0x00: // block
draw_block(translate_scene_graph_address(addr));
break;
case 0x01: // model
case 0x03: // model (Scud Race, model in VROM)
draw_model(addr);
break;
case 0x04: // list
draw_list(translate_scene_graph_address(addr));
break;
default:
break;
}
}
}
osd_renderer_pop_matrix();
/*
* NOTE: This second pointer needs to be investigated further.
*/
addr = block[8 - offset];
if (addr != 0x01000000 && addr != 0x00800800 && addr != 0) // valid?
draw_block(translate_scene_graph_address(addr));
}
/*
* get_viewport_data():
*
* Sets up a VIEWPORT structure. Is passed a pointer to the main node.
*/
static void get_viewport_data(VIEWPORT *vp, UINT32 *node)
{
vp->x = (node[0x1A] & 0xFFFF) >> 4; // position is in 12.4 format
vp->y = (node[0x1A] >> 16) >> 4;
vp->width = (node[0x14] & 0xFFFF) >> 2; // size is in 14.2 format
vp->height = (node[0x14] >> 16) >> 2;
vp->left = asin(GET_FLOAT(&node[0x0C]));
vp->right = asin(GET_FLOAT(&node[0x10]));
vp->up = asin(GET_FLOAT(&node[0x0E]));
vp->down = asin(GET_FLOAT(&node[0x12]));
vp->left = CONVERT_TO_DEGREES(vp->left);
vp->right = CONVERT_TO_DEGREES(vp->right);
vp->up = CONVERT_TO_DEGREES(vp->up);
vp->down = CONVERT_TO_DEGREES(vp->down);
}
/*
* get_light_data():
*
* Sets up a LIGHT structure based on ambient sun light. The sun vector
* indicates the direction of the parallel sun light. It is specified in the
* hardware coordinate system and must be applied before any matrices.
*/
static void get_light_data(LIGHT* l, UINT32* node)
{
memset( l, 0, sizeof(LIGHT) );
l->u = GET_FLOAT(&node[5]); // it seems X needs to be inverted
l->v = GET_FLOAT(&node[6]);
l->w = GET_FLOAT(&node[4]);
l->diffuse_intensity = GET_FLOAT(&node[7]);
l->ambient_intensity = (UINT8)((node[0x24] >> 8) & 0xFF) / 256.0f;
LOG("model3.log", "sun light = (%f,%f,%f),%f,(%02X=%f)\n", l->u, l->v, l->w, l->diffuse_intensity, ((node[0x24] >> 8) & 0xFF), l->ambient_intensity);
l->color = 0xFFFFFFFF;
}
/*
* draw_viewport():
*
* Traverses the main (scene descriptor) nodes and draws the ones with the
* given viewport priority.
*/
static void draw_viewport(UINT pri, UINT32 addr)
{
MATRIX m;
VIEWPORT vp;
LIGHT sun;
UINT32 *node;
UINT32 next_addr, ptr;
node = translate_scene_graph_address(addr);
/*
* Recurse until the last node has been reached
*/
next_addr = node[1];
if (next_addr == 0) // culling RAM probably hasn't been set up yet...
return;
if (next_addr != 0x01000000)
draw_viewport(pri, next_addr);
/*
* Draw this node if the priority matches
*/
if (pri == ((node[0] >> 3) & 3))
{
/*
* Set up viewport and matrix table base
*/
get_viewport_data(&vp, node);
osd_renderer_set_viewport(&vp);
matrix_base = (float *) translate_scene_graph_address(node[0x16]);
lod_base = (float *) translate_scene_graph_address(node[0x17]);
/*
* Lighting -- seems to work nice if applied before coordinate system
* selection but I haven't done a thorough check.
*/
get_light_data(&sun, node);
sun.type = LIGHT_PARALLEL;
osd_renderer_set_light( 0, &sun );
/*
* Set coordinate system (matrix 0)
*/
get_matrix(m, coord_matrix, 0);
osd_renderer_set_coordinate_system(m);
/*
* Process a block or list. So far, no other possibilities have been
* seen here...
*/
ptr = node[2];
switch ((ptr >> 24) & 0xFF)
{
case 0x00: // block
draw_block(translate_scene_graph_address(node[2]));
break;
//case 0x04: // list
// draw_list(translate_scene_graph_address(node[2]));
// break;
default: // unknown
break;
}
}
}
/******************************************************************/
/* Frame Update */
/******************************************************************/
/*
* do_3d():
*
* Draw the complete Real3D frame.
*/
static void do_3d(void)
{
INT i;
for (i = 0; i < 4; i++)
{
osd_renderer_clear(0, 1); // clear Z-buffer
osd_renderer_begin_3d_scene();
draw_viewport(i, 0x00800000);
osd_renderer_end_3d_scene();
LOG("model3.log", "GOT HERE\n");
}
}
/*
* void set_color_offset(UINT32 reg);
*
* Sets color offset to the value specified by reg, and updates the
* renderer status.
*/
static void set_color_offset(UINT32 reg)
{
FLOAT32 r, g, b;
/*
* Color offset is specified as a triplet of signed 8-bit values, one
* for each color component. 0 is the default value, it doesn't modify
* the output color. It's equal to disabling the color offset (though
* some bit in the tilegen ports could be used for this).
* 0x80 (-128) is the minimum value, and corresponds to complete black.
* 0x7F (+127) is the maximum value, and corresponds to complete white.
*/
r = (FLOAT32)((INT32)((INT8)(((INT32)reg >> 8) & 0xFF))) / 128.0f;
g = (FLOAT32)((INT32)((INT8)(((INT32)reg >> 16) & 0xFF))) / 128.0f;
b = (FLOAT32)((INT32)((INT8)(((INT32)reg >> 24) & 0xFF))) / 128.0f;
// osd_renderer_set_color_offset(r != 0.0f && g != 0.0f && b != 0.0f, r, g, b);
}
/*
* void render_frame(void);
*
* Draws the entire frame (all 3D and 2D graphics) and blits it.
*/
void render_frame(void)
{
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UINT32 renderer_features;
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int i, j;
UINT32 color_offset;
LOG("model3.log", "RENDER START\n");
tilegen_update();
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renderer_features = osd_renderer_get_features();
if (renderer_features & RENDERER_FEATURE_PRIORITY)
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{
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// this is codepath for new-style renderers that support priorities
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{
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UINT32 *priority = tilegen_get_priority_buffer();
for (i=0; i < 4; i++)
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{
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int pitch;
UINT8 *buffer;
osd_renderer_get_priority_buffer(i, &buffer, &pitch);
for (j=0; j < 512; j++)
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{
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if (tilegen_is_priority_enabled())
{
buffer[j*pitch] = (priority[j] >> ((3-i) * 8)) & 0xff;
}
else
{
if (i < 2) buffer[j*pitch] = 0xff;
else buffer[j*pitch] = 0x00;
}
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}
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osd_renderer_free_priority_buffer(i);
}
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}
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osd_renderer_clear(1, 1); // clear both the frame and Z-buffer
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// set_color_offset(tilegen_read_32(0x44));
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/*if (tilegen_is_layer_enabled(3))
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{
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UINT32 scroll = tilegen_get_layer_scroll_pos(3);
color_offset = tilegen_get_layer_color_offset(3);
osd_renderer_draw_layer(3, color_offset, scroll & 0xffff, scroll >> 16);
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}
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if (tilegen_is_layer_enabled(2))
{
UINT32 scroll = tilegen_get_layer_scroll_pos(2);
color_offset = tilegen_get_layer_color_offset(2);
osd_renderer_draw_layer(2, color_offset, scroll & 0xffff, scroll >> 16);
}*/
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for (i=3; i >= 0; i--)
{
if (tilegen_is_layer_enabled(i))
{
UINT32 scroll = tilegen_get_layer_scroll_pos(i);
color_offset = tilegen_get_layer_color_offset(i);
osd_renderer_draw_layer(i, color_offset, scroll & 0xffff, scroll >> 16, FALSE);
}
}
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do_3d();
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for (i=3; i >= 0; i--)
{
if (tilegen_is_layer_enabled(i))
{
UINT32 scroll = tilegen_get_layer_scroll_pos(i);
color_offset = tilegen_get_layer_color_offset(i);
osd_renderer_draw_layer(i, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
}
}
}
else
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{
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// this codepath is for the old-style renderers
osd_renderer_clear(1, 1); // clear both the frame and Z-buffer
if (tilegen_is_layer_enabled(3))
{
UINT32 scroll = tilegen_get_layer_scroll_pos(3);
color_offset = tilegen_get_layer_color_offset(3);
osd_renderer_draw_layer(3, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
}
if (tilegen_is_layer_enabled(2))
{
UINT32 scroll = tilegen_get_layer_scroll_pos(2);
color_offset = tilegen_get_layer_color_offset(2);
osd_renderer_draw_layer(2, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
}
do_3d();
if (tilegen_is_layer_enabled(1))
{
UINT32 scroll = tilegen_get_layer_scroll_pos(1);
color_offset = tilegen_get_layer_color_offset(1);
osd_renderer_draw_layer(1, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
}
if (tilegen_is_layer_enabled(0))
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{
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UINT32 scroll = tilegen_get_layer_scroll_pos(0);
color_offset = tilegen_get_layer_color_offset(0);
osd_renderer_draw_layer(0, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
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}
}
/*{
double time = (double)(counter_end - counter_start) / (double)counter_frequency;
printf("Rendering time: %f ms\n", time*1000.0);
}*/
// set_color_offset(tilegen_read_32(0x40));
// osd_renderer_draw_layer(1);
/*if (tilegen_is_layer_enabled(1))
{
UINT32 scroll = tilegen_get_layer_scroll_pos(1);
color_offset = tilegen_get_layer_color_offset(1);
osd_renderer_draw_layer(1, color_offset, scroll & 0xffff, scroll >> 16);
}
if (tilegen_is_layer_enabled(0))
{
UINT32 scroll = tilegen_get_layer_scroll_pos(0);
color_offset = tilegen_get_layer_color_offset(0);
osd_renderer_draw_layer(0, color_offset, scroll & 0xffff, scroll >> 16);
}*/
LOG("model3.log", "RENDER END\n");
}
/******************************************************************/
/* Initialization and Shutdown */
/******************************************************************/
/*
* void render_init(UINT8 *culling_ram_8e_ptr, UINT8 *culling_ram_8c_ptr,
* UINT8 *polygon_ram_ptr, UINT8 *texture_ram_ptr,
* UINT8 *vrom_ptr);
*
* Initializes the renderer by receiving the Real3D memory regions. Passes
* the memory to the OSD renderer.
*
* Parameters:
* culling_ram_8e_ptr = Pointer to Real3D culling RAM at 0x8E000000.
* culling_ram_8c_ptr = Pointer to Real3D culling RAM at 0x8C000000.
* polygon_ram_ptr = Pointer to Real3D polygon RAM.
* texture_ram_ptr = Pointer to Real3D texture RAM.
* vrom_ptr = Pointer to VROM.
*/
void render_init(UINT8 *culling_ram_8e_ptr, UINT8 *culling_ram_8c_ptr,
UINT8 *polygon_ram_ptr, UINT8 *texture_ram_ptr,
UINT8 *vrom_ptr)
{
culling_ram_8e = culling_ram_8e_ptr;
culling_ram_8c = culling_ram_8c_ptr;
polygon_ram = polygon_ram_ptr;
texture_ram = texture_ram_ptr;
vrom = vrom_ptr;
}
/*
* void render_shutdown(void);
*
* Shuts down the rendering engine.
*/
void render_shutdown(void)
{
#if LOG_MODEL_ADDR
// TEMP code to print out model list
FILE *fp;
struct model_addr *l, *next;
fp = fopen("models.log", "w");
if (fp == NULL)
{
printf("failed to write models.log\n");
return;
}
l = model_addr_list;
while (l != NULL)
{
fprintf(fp, "addr = %08X\tnum_polys = %d\n", l->addr, l->num_polys);
next = l->next;
free(l);
l = next;
}
fclose(fp);
#endif
}