Supermodel/Src/Graphics/Render.h

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2011-04-24 01:14:00 +00:00
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011 Bart Trzynadlowski
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel 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 Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* Render.h
*
* Header file defining the CRender class: container for both the 2D and 3D
* renderers.
*/
#ifndef INCLUDED_RENDER_H
#define INCLUDED_RENDER_H
/*
* CRender:
*
* Tile generator graphics engine. This must be constructed and initialized
* before being attached to any objects that want to make use of it. Apart from
* the constructor, all members assume that a global GL device
* context is available and that GL functions may be called.
*/
class CRender2D
{
public:
/*
* BeginFrame(layerFormats):
*
* Prepare to render a new frame. Must be called once per frame prior to
* drawing anything.
*
* Parameters:
* layerFormats A bit field indicating how to interpret each of the
* four layers: 0=8-bit pixels, 1=4-bit pixels. Bits
* 3-0 correspond to layers 3-0.
*/
void BeginFrame(unsigned layerFormats);
/*
* EndFrame(void):
*
* Signals the end of rendering for this frame. Must be called last during
* the frame.
*/
void EndFrame(void);
/*
* WriteVRAM(addr, data):
*
* Indicates what will be written next to the tile generator's RAM. The
* VRAM address must not have yet been updated, to allow the renderer to
* check for changes. Data is accepted in the same form as the tile
* generator: the MSB is what was written to addr+3. This function is
* intended to facilitate on-the-fly decoding of tiles and palette data.
*
* Parameters:
* addr Address in tile generator RAM. Caller must ensure it is
* clamped to the range 0x000000 to 0x11FFFF because this
* function does not.
* data The data to write.
*/
void WriteVRAM(unsigned addr, UINT32 data);
/*
* AttachRegisters(regPtr):
*
* Attaches tile generator registers. This must be done prior to any
* rendering otherwise the program may crash with an access violation.
*
* Parameters:
* regPtr Pointer to the base of the tile generator registers.
* There are assumed to be 64 in all.
*/
void AttachRegisters(const UINT32 *regPtr);
/*
* AttachVRAM(vramPtr):
*
* Attaches tile generator RAM. This must be done prior to any rendering
* otherwise the program may crash with an access violation.
*
* Parameters:
* vramPtr Pointer to the base of the tile generator RAM (0x120000
* bytes). VRAM is assumed to be in little endian format.
*/
void AttachVRAM(const UINT8 *vramPtr);
/*
* Init(xOffset, yOffset, xRes, yRes):
*
* One-time initialization of the context. Must be called before any other
* members (meaning it should be called even before being attached to any
* other objects that want to use it).
*
* Parameters:
* xOffset X offset within OpenGL display surface in pixels.
* yOffset Y offset.
* xRes Horizontal resolution of display surface in pixels.
* yRes Vertical resolution.
*
* Returns:
* OKAY is successful, otherwise FAILED if a non-recoverable error
* occurred. Prints own error messages.
*/
BOOL Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes);
/*
* CRender2D(void):
* ~CRender2D(void):
*
* Constructor and destructor.
*/
CRender2D(void);
~CRender2D(void);
private:
// Private member functions
void DrawTile4Bit(unsigned tile, UINT32 *buf, unsigned pitch);
void DrawTile8Bit(unsigned tile, UINT32 *buf, unsigned pitch);
void DrawRect(int layerNum, UINT32 *layerSurf, const UINT32 *nameTable, unsigned x, unsigned y, unsigned w, unsigned h);
void UpdateLayer(int layerNum);
void DisplayLayer(int layerNum, GLfloat z, GLfloat scroll);
void Setup2D(void);
// Data received from tile generator device object
const UINT32 *vram;
const UINT32 *regs;
// OpenGL data
GLuint texID[4]; // IDs for the 4 layer textures
unsigned xPixels, yPixels; // display surface resolution
unsigned xOffs, yOffs; // offset
// Shader programs and input data locations
GLuint shaderProgram; // shader program object
GLuint vertexShader; // vertex shader handle
GLuint fragmentShader; // fragment shader
GLuint textureMapLoc; // location of "textureMap" uniform
GLuint bottomLayerLoc; // uniform
// Dirty rectangles (non-zero indicates region is dirty)
UINT8 dirty[4][64/DIRTY_RECT_HEIGHT][64/DIRTY_RECT_WIDTH];
BOOL allDirty; // global dirty flag (forces everything to be updated)
// Buffers
UINT8 *memoryPool; // all memory is allocated here
UINT32 *surf; // 4 512x512x32bpp pixel surfaces
UINT32 *pal; // 0x20000 byte (32K colors) palette
};
#endif // INCLUDED_RENDER2D_H