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/**
* * Supermodel
* * A Sega Model 3 Arcade Emulator .
* * Copyright 2011 - 2016 Bart Trzynadlowski , Nik Henson
* *
* * 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/>.
* */
/*
* Legacy3D . cpp
*
* Core module for OpenGL - based Real3D graphics engine .
*
*
* Optimization To - Do List
* - - - - - - - - - - - - - - - - - - - - - - -
*
* 0. Optimize backface culling . Is it possible to compute normal matrix only
* when needed ? Should also be more careful about OpenGL state info , such as
* the winding mode .
* 1. Do not store matrices in a uniform , use glLoadMatrix ( ) in MODELVIEW mode .
* It will no longer be necessary to compute normal matrix !
* 2. Move stuff into vertex shader ( vision by 2048 ? Subtract of 0.5 , 0.5 for bilinear filtering ? )
* 3. Just one call to BufferSubData rather than 2
*
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* Viewports
* - - - - - - - - -
*
* Ville Linde passed along the following information :
*
* - Bit 0x20 of viewport word 0 disables the viewport when set , according
* to Scud Race ' s secret menu . Not yet known whether any game uses this .
* - Bits 0x300 of word 0 constitute the viewport number ( 0 - 3 ) . Not sure how
* this relates to the priority bits ( 0x18 ) .
*
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* Spotlight
* - - - - - - - - -
*
* Spotlight illumination occurs between two Z ranges within an ellipse
* specified in coordinates that ought to be relative to the viewport . They
* actually appear to be defined in terms of physical display coordinates
* regardless of the size of the viewport , although this has not been 100 %
* confirmed .
*
* The parameters that describe the ellipse in display coordinates are :
*
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* cx , cy Center point .
* a , b Width ( or rather , half - width ) and height of spotlight .
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*
* These correspond to the standard form of the ellipse equation :
*
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* ( ( x - cx ) / a ) ^ 2 + ( ( y - cy ) / b ) ^ 2 = 1
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*
* It is trivial to test whether a point lies inside an ellipse by plugging
* it into the equation and checking to see if it is less than or equal to
* 1. The a and b parameters appear to be stored as values w and h , which
* range from 0 to 255 ( according to the Scud Race debug menu ) but which
* may be up to 16 bits ( this has not been observed ) . They are already
* inverted , scaled by the screen size , and squared .
*
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* w = ( 496 / a ) ^ 2 - > a = 496 / sqrt ( w )
* h = ( 384 / b ) ^ 2 - > b = 384 / sqrt ( h )
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*
* This is mostly a guess . It is almost certain , however , based on
* observations of the Scud Race backfire effect that w and h are related
* to spotlight size in an inverse - square - root fashion . The spotlight in
* view 3 should be smaller than in view 4 , but the values are actually
* larger . Here is some data :
*
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* View 3 :
* X , Y = 247 , 342
* W , H = 24 , 16
* N , F = 1e-9 , 200
* Car translation length : 4.93
* View 4 :
* X , Y = 247 , 317
* W , H = 48 , 32
* N , F = 1e-9 , 200
* Car translation length : 7.5
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*
* The translation length is the total translation vector for the car model
* extracted by applying the scene matrices . Note that sqrt ( 48 / 24 ) = 1.4
* and 7.5 / 4.93 = 1.52 , a fairly close match .
*
* It remains unknown whether the spotlight parameters are relative to the
* physical display resolution ( 496 x384 ) , as computed here , or the viewport
* size . What is needed is an example of a spotlight in a viewport whose
* dimensions are not 496 x384 .
*
* The spotlight near and far ranges are in viewspace ( eye ) coordinates .
* The inverse of the near range is specified and the far range is stored
* as a displacement ( I think ) from the near range . Color is RGB111 .
*
* The spotlight should be smooth at the edges . Using the magnitude of the
* ellipse test works well - - when it is 1.0 , the spotlight should be fully
* attenuated ( 0 intensity ) and when it is 0.0 , render at full intensity .
*
* Alpha Processing
* - - - - - - - - - - - - - - - -
* When processing " alpha " ( translucent ) polygons , alpha values range from 0.0 ,
* completely transparent , to 1.0 , completely opaque . This appears to be the
* same convention as for Model 3 and corresponds to a blend mode setting of :
* glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) .
*
* For all texels and colors which do not include an alpha channel , for
* translucency to work properly , the alpha channel must be set to opaque .
* Contour textures use T = 1 to indicate transparency , therefore their alpha
* value must be inverted .
*
* Translucent Polygons
* - - - - - - - - - - - - - - - - - - - -
* The 32 - level polygon translucency appears to be applied as follows
*
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* 1. If polygon is untextured , fragment color is the polygon color and
* the translucency level becomes the alpha channel .
* 2. If contour textures are used , the translucency level becomes the
* alpha channel regardless of the contour bit . I assume that contour
* bit processing is still carried out , if enabled , however .
* 3. If the texture format is RGBA4 , translucency is multiplied by texel
* alpha .
* 4. Other texture formats : ? ? ?
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*
* A simple way to handle this is to force alpha to 1.0 for polygon colors ,
* discard fragments if required by the contour setting ( forcing alpha to 1.0
* otherwise ) , and then in the end , multiplying whatever alpha value remains by
* the translucency level .
*
* List of Safeguards
* - - - - - - - - - - - - - - - - - -
* During boot - up , many games load up scene data that cannot feasibly be
* processed ( way too many models ) . This occurs in Scud Race and Virtual On 2 ,
* for example . This is currently being handled by attempting to detect the
* defective scenes .
*
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* 1. Scud Race : the coordinate system matrix is checked for vectors whose
* magnitudes are not 1.0 .
* 2. Virtual On 2 : model 0x200000 is not rendered .
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*
* There are probably better ways of doing it .
*
* To - Do List
* - - - - - - - - - -
* - Can some of the floating point flag attribs be replaced with ints ?
*/
# include "Supermodel.h"
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# include "Graphics/Legacy3D/Shaders3D.h" // fragment and vertex shaders
# include <algorithm>
# include <cmath>
# include <cstdint>
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namespace Legacy3D {
// Microsoft doesn't provide isnan() and isinf()
# ifdef _MSC_VER
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# include <float.h>
# define ISNAN(x) (_isnan(x))
# define ISINF(x) (!_finite(x))
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# else
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# define ISNAN(x) (std::isnan(x))
# define ISINF(x) (std::isinf(x))
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# endif
/******************************************************************************
Definitions and Constants
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
// Shader program files
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# define VERTEX_SHADER_FILE "Src / Graphics / Vertex.glsl"
# define FRAGMENT_SHADER_FILE "Src / Graphics / Fragment.glsl"
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// Model cache settings
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# define NUM_STATIC_VERTS 700000 // suggested maximum number of static vertices
# define NUM_DYNAMIC_VERTS 64000 // "" dynamic vertices
# define NUM_LOCAL_VERTS 32768 // size of local vertex buffer
# define NUM_STATIC_MODELS 10000 // maximum number of unique static models to cache
# define NUM_DYNAMIC_MODELS 1024 // maximum number of unique dynamic models to cache
# define NUM_DISPLAY_LIST_ITEMS 10000 // maximum number of model instances displayed per frame
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/******************************************************************************
Texture Management
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
// Default mapping from Model3 texture format to texture sheet.
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// Currently this is just a simple 1-to-1 mapping but if/when more formats get
// added, sheets will start to get reused.
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int CLegacy3D : : defaultFmtToTexSheetNum [ ] = {
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0 , // Fmt 0 -> 0
1 , // 1 -> 1
2 , // 2 -> 2
3 , // 3 -> 3
4 , // 4 -> 4
5 , // 5 -> 5
6 , // 6 -> 6
7 // 7 -> 7
} ;
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void CLegacy3D : : DecodeTexture ( int format , int x , int y , int width , int height )
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{
x & = 2047 ;
y & = 2047 ;
if ( ( x + width ) > 2048 | | ( y + height ) > 2048 )
return ;
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if ( width > 1024 | | height > 1024 )
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{
//ErrorLog("Encountered a texture that is too large (%d,%d,%d,%d)", x, y, width, height);
return ;
}
// Map Model3 format to texture sheet
TexSheet * texSheet = fmtToTexSheet [ format ] ;
// Check to see if ALL texture tiles have been properly decoded on texture sheet
if ( ( texSheet - > texFormat [ y / 32 ] [ x / 32 ] = = format ) & & ( texSheet - > texWidth [ y / 32 ] [ x / 32 ] > = width ) & & ( texSheet - > texHeight [ y / 32 ] [ x / 32 ] > = height ) )
return ;
//printf("Decoding texture format %u: %u x %u @ (%u, %u) sheet %u\n", format, width, height, x, y, texNum);
// Copy and decode
int i = 0 ;
switch ( format )
{
default : // Unknown
for ( int yi = y ; yi < ( y + height ) ; yi + + )
{
for ( int xi = x ; xi < ( x + width ) ; xi + + )
{
textureBuffer [ i + + ] = 0.0 ; // R
textureBuffer [ i + + ] = 0.0 ; // G
textureBuffer [ i + + ] = 1.0f ; // B
textureBuffer [ i + + ] = 1.0f ; // A
}
}
break ;
case 0 : // T1RGB5
for ( int yi = y ; yi < ( y + height ) ; yi + + )
{
for ( int xi = x ; xi < ( x + width ) ; xi + + )
{
textureBuffer [ i + + ] = ( GLfloat ) ( ( textureRAM [ yi * 2048 + xi ] > > 10 ) & 0x1F ) * ( 1.0f / 31.0f ) ; // R
textureBuffer [ i + + ] = ( GLfloat ) ( ( textureRAM [ yi * 2048 + xi ] > > 5 ) & 0x1F ) * ( 1.0f / 31.0f ) ; // G
textureBuffer [ i + + ] = ( GLfloat ) ( ( textureRAM [ yi * 2048 + xi ] > > 0 ) & 0x1F ) * ( 1.0f / 31.0f ) ; // B
textureBuffer [ i + + ] = ( ( textureRAM [ yi * 2048 + xi ] & 0x8000 ) ? 0.0f : 1.0f ) ; // T
}
}
break ;
case 7 : // RGBA4
for ( int yi = y ; yi < ( y + height ) ; yi + + )
{
for ( int xi = x ; xi < ( x + width ) ; xi + + )
{
textureBuffer [ i + + ] = ( GLfloat ) ( ( textureRAM [ yi * 2048 + xi ] > > 12 ) & 0xF ) * ( 1.0f / 15.0f ) ; // R
textureBuffer [ i + + ] = ( GLfloat ) ( ( textureRAM [ yi * 2048 + xi ] > > 8 ) & 0xF ) * ( 1.0f / 15.0f ) ; // G
textureBuffer [ i + + ] = ( GLfloat ) ( ( textureRAM [ yi * 2048 + xi ] > > 4 ) & 0xF ) * ( 1.0f / 15.0f ) ; // B
textureBuffer [ i + + ] = ( GLfloat ) ( ( textureRAM [ yi * 2048 + xi ] > > 0 ) & 0xF ) * ( 1.0f / 15.0f ) ; // A
}
}
break ;
case 5 : // 8-bit grayscale
for ( int yi = y ; yi < ( y + height ) ; yi + + )
{
for ( int xi = x ; xi < ( x + width ) ; xi + + )
{
// Interpret as 8-bit grayscale
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uint16_t texel = textureRAM [ yi * 2048 + xi ] & 0xFF ;
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GLfloat c = texel * ( 1.0f / 255.0f ) ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
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textureBuffer [ i + + ] = ( texel = = 0xFF ) ? 0.f : 1.f ;
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}
}
break ;
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case 4 : // 8-bit L4A4 (high byte)
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for ( int yi = y ; yi < ( y + height ) ; yi + + )
{
for ( int xi = x ; xi < ( x + width ) ; xi + + )
{
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uint16_t texel = textureRAM [ yi * 2048 + xi ] > > 8 ;
GLfloat c = ( texel > > 4 ) * ( 1.0f / 15.0f ) ;
GLfloat a = ( texel & 0xF ) * ( 1.0f / 15.0f ) ;
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textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = a ;
}
}
break ;
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case 6 : // 8-bit grayscale
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for ( int yi = y ; yi < ( y + height ) ; yi + + )
{
for ( int xi = x ; xi < ( x + width ) ; xi + + )
{
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uint16_t texel = textureRAM [ yi * 2048 + xi ] > > 8 ;
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GLfloat c = texel * ( 1.0f / 255.0f ) ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
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textureBuffer [ i + + ] = ( texel = = 0xFF ) ? 0.f : 1.f ;
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}
}
break ;
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case 2 : // 8-bit L4A4 (low byte)
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for ( int yi = y ; yi < ( y + height ) ; yi + + )
{
for ( int xi = x ; xi < ( x + width ) ; xi + + )
{
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uint16_t texel = textureRAM [ yi * 2048 + xi ] & 0xFF ;
GLfloat c = ( texel > > 4 ) * ( 1.0f / 15.0f ) ;
GLfloat a = ( texel & 0xF ) * ( 1.0f / 15.0f ) ;
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textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = a ;
}
}
break ;
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case 3 : // 8-bit A4L4 (high byte)
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for ( int yi = y ; yi < ( y + height ) ; yi + + )
{
for ( int xi = x ; xi < ( x + width ) ; xi + + )
{
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uint16_t texel = textureRAM [ yi * 2048 + xi ] > > 8 ;
GLfloat c = ( texel & 0xF ) * ( 1.0f / 15.0f ) ;
GLfloat a = ( texel > > 4 ) * ( 1.0f / 15.0f ) ;
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textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = a ;
}
}
break ;
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case 1 : // 8-bit A4L4 (low byte)
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for ( int yi = y ; yi < ( y + height ) ; yi + + )
{
for ( int xi = x ; xi < ( x + width ) ; xi + + )
{
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uint16_t texel = textureRAM [ yi * 2048 + xi ] & 0xFF ;
GLfloat c = ( texel & 0xF ) * ( 1.0f / 15.0f ) ;
GLfloat a = ( texel > > 4 ) * ( 1.0f / 15.0f ) ;
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textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = c ;
textureBuffer [ i + + ] = a ;
}
}
break ;
}
// Upload texture to correct position within texture map
glPixelStorei ( GL_UNPACK_ALIGNMENT , 1 ) ;
glActiveTexture ( GL_TEXTURE0 + texSheet - > mapNum ) ; // activate correct texture unit
glBindTexture ( GL_TEXTURE_2D , texMapIDs [ texSheet - > mapNum ] ) ; // bind correct texture map
glTexSubImage2D ( GL_TEXTURE_2D , 0 , texSheet - > xOffset + x , texSheet - > yOffset + y , width , height , GL_RGBA , GL_FLOAT , textureBuffer ) ;
// Mark texture as decoded
texSheet - > texFormat [ y / 32 ] [ x / 32 ] = format ;
texSheet - > texWidth [ y / 32 ] [ x / 32 ] = width ;
texSheet - > texHeight [ y / 32 ] [ x / 32 ] = height ;
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}
// Signals that new textures have been uploaded. Flushes model caches. Be careful not to exceed bounds!
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void CLegacy3D : : UploadTextures ( unsigned level , unsigned x , unsigned y , unsigned width , unsigned height )
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{
# ifdef DEBUG
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// Make everything red
for ( int i = 0 ; i < 512 * 512 ; )
{
textureBuffer [ i + + ] = 1.0f ;
textureBuffer [ i + + ] = 0.0f ;
textureBuffer [ i + + ] = 0.0f ;
textureBuffer [ i + + ] = 1.0f ;
}
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# endif
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// Update all texture sheets
for ( size_t texSheet = 0 ; texSheet < numTexSheets ; texSheet + + )
{
for ( size_t xi = x / 32 ; xi < ( x + width ) / 32 ; xi + + )
{
for ( size_t yi = y / 32 ; yi < ( y + height ) / 32 ; yi + + )
{
texSheets [ texSheet ] . texFormat [ yi ] [ xi ] = - 1 ;
texSheets [ texSheet ] . texWidth [ yi ] [ xi ] = - 1 ;
texSheets [ texSheet ] . texHeight [ yi ] [ xi ] = - 1 ;
}
}
}
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}
/******************************************************************************
Real3D Address Translation
Functions that interpret word - granular Real3D addresses and return pointers .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
// Translates 24-bit culling RAM addresses
const UINT32 * CLegacy3D : : TranslateCullingAddress ( UINT32 addr )
{
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addr & = 0x00FFFFFF ; // caller should have done this already
if ( ( addr > = 0x800000 ) & & ( addr < 0x840000 ) )
return & cullingRAMHi [ addr & 0x3FFFF ] ;
else if ( addr < 0x100000 )
return & cullingRAMLo [ addr ] ;
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# ifdef DEBUG
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ErrorLog ( " TranslateCullingAddress(): invalid address: %06X " , addr ) ;
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# endif
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return NULL ;
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}
// Translates model references
const UINT32 * CLegacy3D : : TranslateModelAddress ( UINT32 modelAddr )
{
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modelAddr & = 0x00FFFFFF ; // caller should have done this already
if ( modelAddr < 0x100000 )
return & polyRAM [ modelAddr ] ;
else
return & vrom [ modelAddr ] ;
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}
/******************************************************************************
Matrix Stack
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
// Macro to generate column-major (OpenGL) index from y,x subscripts
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# define CMINDEX(y,x) (x*4+y)
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/*
* MultMatrix ( ) :
*
* Multiplies the matrix stack by the specified Real3D matrix . The matrix
* index is a 12 - bit number specifying a matrix number relative to the base .
* The base matrix MUST be set up before calling this function .
*/
void CLegacy3D : : MultMatrix ( UINT32 matrixOffset )
{
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GLfloat m [ 4 * 4 ] ;
const float * src = & matrixBasePtr [ matrixOffset * 12 ] ;
if ( matrixBasePtr = = NULL ) // LA Machineguns
return ;
m [ CMINDEX ( 0 , 0 ) ] = src [ 3 ] ;
m [ CMINDEX ( 0 , 1 ) ] = src [ 4 ] ;
m [ CMINDEX ( 0 , 2 ) ] = src [ 5 ] ;
m [ CMINDEX ( 0 , 3 ) ] = src [ 0 ] ;
m [ CMINDEX ( 1 , 0 ) ] = src [ 6 ] ;
m [ CMINDEX ( 1 , 1 ) ] = src [ 7 ] ;
m [ CMINDEX ( 1 , 2 ) ] = src [ 8 ] ;
m [ CMINDEX ( 1 , 3 ) ] = src [ 1 ] ;
m [ CMINDEX ( 2 , 0 ) ] = src [ 9 ] ;
m [ CMINDEX ( 2 , 1 ) ] = src [ 10 ] ;
m [ CMINDEX ( 2 , 2 ) ] = src [ 11 ] ;
m [ CMINDEX ( 2 , 3 ) ] = src [ 2 ] ;
m [ CMINDEX ( 3 , 0 ) ] = 0.0 ;
m [ CMINDEX ( 3 , 1 ) ] = 0.0 ;
m [ CMINDEX ( 3 , 2 ) ] = 0.0 ;
m [ CMINDEX ( 3 , 3 ) ] = 1.0 ;
glMultMatrixf ( m ) ;
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}
/*
* InitMatrixStack ( ) :
*
* Initializes the modelview ( model space - > view space ) matrix stack and
* Real3D coordinate system . These are the last transforms to be applied ( and
* the first to be defined on the stack ) before projection .
*
* Model 3 games tend to define the following unusual base matrix :
*
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* 0 0 - 1 0
* 1 0 0 0
* 0 - 1 0 0
* 0 0 0 1
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*
* When this is multiplied by a column vector , the output is :
*
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* - Z
* X
* - Y
* 1
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*
* My theory is that the Real3D GPU accepts vectors in Z , X , Y order . The games
* store everything as X , Y , Z and perform the translation at the end . The Real3D
* also has Y and Z coordinates opposite of the OpenGL convention . This
* function inserts a compensating matrix to undo these things .
*
* NOTE : This function assumes we are in GL_MODELVIEW matrix mode .
*/
void CLegacy3D : : InitMatrixStack ( UINT32 matrixBaseAddr )
{
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GLfloat m [ 4 * 4 ] ;
// This matrix converts vectors back from the weird Model 3 Z,X,Y ordering
// and also into OpenGL viewspace (-Y,-Z)
m [ CMINDEX ( 0 , 0 ) ] = 0.0 ; m [ CMINDEX ( 0 , 1 ) ] = 1.0 ; m [ CMINDEX ( 0 , 2 ) ] = 0.0 ; m [ CMINDEX ( 0 , 3 ) ] = 0.0 ;
m [ CMINDEX ( 1 , 0 ) ] = 0.0 ; m [ CMINDEX ( 1 , 1 ) ] = 0.0 ; m [ CMINDEX ( 1 , 2 ) ] = - 1.0 ; m [ CMINDEX ( 1 , 3 ) ] = 0.0 ;
m [ CMINDEX ( 2 , 0 ) ] = - 1.0 ; m [ CMINDEX ( 2 , 1 ) ] = 0.0 ; m [ CMINDEX ( 2 , 2 ) ] = 0.0 ; m [ CMINDEX ( 2 , 3 ) ] = 0.0 ;
m [ CMINDEX ( 3 , 0 ) ] = 0.0 ; m [ CMINDEX ( 3 , 1 ) ] = 0.0 ; m [ CMINDEX ( 3 , 2 ) ] = 0.0 ; m [ CMINDEX ( 3 , 3 ) ] = 1.0 ;
if ( step > 0x10 )
glLoadMatrixf ( m ) ;
else
{
// Scaling seems to help w/ Step 1.0's extremely large coordinates
GLfloat s = 1.0f / 2048.0f ;
glLoadIdentity ( ) ;
glScalef ( s , s , s ) ;
glMultMatrixf ( m ) ;
}
// Set matrix base address and apply matrix #0 (coordinate system matrix)
matrixBasePtr = ( float * ) TranslateCullingAddress ( matrixBaseAddr ) ;
MultMatrix ( 0 ) ;
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}
/******************************************************************************
Scene Database
Complete scene database traversal and rendering .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
static bool IsVROMModel ( UINT32 modelAddr )
{
return modelAddr > = 0x100000 ;
}
static bool IsDynamicModel ( const UINT32 * data )
{
if ( data = = NULL )
return false ;
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unsigned sharedVerts [ 16 ] = { 0 , 1 , 1 , 2 , 1 , 2 , 2 , 3 , 1 , 2 , 2 , 3 , 2 , 3 , 3 , 4 } ;
// VROM models are only dynamic if they reference polygon RAM via color palette indices
bool done = false ;
do
{
// Check if polygon has color palette reference, if so polygon is dynamic and can return here
if ( ( data [ 1 ] & 2 ) = = 0 )
return true ;
if ( data [ 6 ] = = 0 )
break ;
// Get number of vertices
unsigned numVerts = ( data [ 0 ] & 0x40 ? 4 : 3 ) ;
// Deduct number of reused verts
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numVerts - = sharedVerts [ data [ 0 ] & 0xf ] ;
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done = ( data [ 1 ] & 4 ) > 0 ;
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// Skip header and vertices to next polygon
data + = 7 + numVerts * 4 ;
}
while ( ! done ) ;
return false ;
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}
/*
* DrawModel ( ) :
*
* Draw the specified model ( adds it to the display list ) . This is where vertex
* buffer overflows and display list overflows will be detected . An attempt is
* made to salvage the situation if this occurs , so if DrawModel ( ) returns
* FAIL , it is a serious matter and rendering should be aborted for the frame .
*
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* Models are cached for each unique culling node texture offset state .
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*/
bool CLegacy3D : : DrawModel ( UINT32 modelAddr )
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{
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//if (modelAddr==0x7FFF00) // Fighting Vipers (this is not polygon data!)
// return;
if ( modelAddr = = 0x200000 ) // Virtual On 2 (during boot-up, causes slow-down)
return OKAY ;
const UINT32 * model = TranslateModelAddress ( modelAddr ) ;
// Determine whether model is in polygon RAM or VROM
ModelCache * Cache = IsVROMModel ( modelAddr ) ? & VROMCache : & PolyCache ;
// Look up the model in the LUT and cache it if necessary
int lutIdx = modelAddr & 0xFFFFFF ;
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struct VBORef * ModelRef = LookUpModel ( Cache , lutIdx , m_textureOffset . state ) ;
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if ( NULL = = ModelRef & & Cache = = & VROMCache )
{
// If the model was a VROM model, it may be dynamic, so we need to try
// another lookup in the dynamic cache
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ModelRef = LookUpModel ( & PolyCache , lutIdx , m_textureOffset . state ) ;
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if ( ModelRef ! = NULL )
Cache = & PolyCache ;
}
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if ( NULL = = ModelRef )
{
// Attempt to cache the model, and perform a final check to determine
// whether VROM model is in fact dynamic (this should be fixed -- models
// should be decoded to a common buffer and the cache determined
// afterwards)
if ( Cache = = & VROMCache & & IsDynamicModel ( model ) )
Cache = & PolyCache ;
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ModelRef = CacheModel ( Cache , lutIdx , m_textureOffset . state , model ) ;
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if ( NULL = = ModelRef )
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{
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// Model could not be cached. Render what we have so far and try again.
DrawDisplayList ( & VROMCache , POLY_STATE_NORMAL ) ;
DrawDisplayList ( & PolyCache , POLY_STATE_NORMAL ) ;
DrawDisplayList ( & VROMCache , POLY_STATE_ALPHA ) ;
DrawDisplayList ( & PolyCache , POLY_STATE_ALPHA ) ;
ClearModelCache ( & VROMCache ) ;
ClearModelCache ( & PolyCache ) ;
// Try caching again...
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ModelRef = CacheModel ( Cache , lutIdx , m_textureOffset . state , model ) ;
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if ( NULL = = ModelRef )
return ErrorUnableToCacheModel ( modelAddr ) ; // nothing we can do :(
}
}
// If cache is static then decode all the texture references contained in the cached model
// before rendering (models in dynamic cache will have been decoded already in CacheModel)
if ( ! Cache - > dynamic )
ModelRef - > texRefs . DecodeAllTextures ( this ) ;
// Add to display list
return AppendDisplayList ( Cache , false , ModelRef ) ;
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}
// Descends into a 10-word culling node
void CLegacy3D : : DescendCullingNode ( UINT32 addr )
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{
+ + stackDepth ;
// Stack depth of 64 is too small for Star Wars Trilogy (Hoth)
if ( stackDepth > = ( 512 + 64 ) ) // safety (prevent overflows -- OpenGL matrix stack will still overflow by this point)
{
- - stackDepth ;
return ;
}
const UINT32 * node = TranslateCullingAddress ( addr ) ;
if ( NULL = = node )
{
- - stackDepth ;
return ;
}
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// Set color table address, if one is specified
if ( ( node [ 0x00 ] & 0x04 ) )
{
m_colorTableAddr = ( ( node [ 0x03 - offset ] > > 19 ) < < 0 ) | ( ( node [ 0x07 - offset ] > > 28 ) < < 13 ) | ( ( node [ 0x08 - offset ] > > 25 ) < < 17 ) ;
m_colorTableAddr & = 0x000FFFFF ; // clamp to 4MB (in words) range
}
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# ifdef DEBUG
bool oldDebugHighlightAll = m_debugHighlightAll ;
m_debugHighlightAll = ( m_debugHighlightCullingNodeIdx > = 0 ) & & ( node [ m_debugHighlightCullingNodeIdx ] & m_debugHighlightCullingNodeMask ) ! = 0 ;
# endif
//printf("%08x NODE %d\n", addr, stackDepth);
//for (int i = 0; i < 8; i++)
// printf(" %08x\n", node[i]);
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// Debug: texture offset? (NOTE: offsets 1 and 2 don't exist on step 1.0)
//if (node[0x02]&0xFFFF)
// printf("%X -> %02X %04X\n", addr, node[0x00]&0xFF, node[0x02]&0xFFFF);
// Extract known fields
const UINT32 node1Ptr = node [ 0x07 - offset ] ;
const UINT32 node2Ptr = node [ 0x08 - offset ] ;
const UINT32 matrixOffset = node [ 0x03 - offset ] & 0xFFF ;
const float x = * ( float * ) & node [ 0x04 - offset ] ;
const float y = * ( float * ) & node [ 0x05 - offset ] ;
const float z = * ( float * ) & node [ 0x06 - offset ] ;
// Texture offset?
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TextureOffset oldTextureOffset = m_textureOffset ; // save old offsets
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if ( ! offset ) // Step 1.5+
{
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if ( ( node [ 0x02 ] & 0x8000 ) ) // apply texture offset, else retain current ones
m_textureOffset = TextureOffset ( node [ 0x02 ] ) ;
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}
// Apply matrix and translation
glPushMatrix ( ) ;
if ( ( node [ 0x00 ] & 0x10 ) ) // apply translation vector
glTranslatef ( x , y , z ) ;
else if ( matrixOffset ) // multiply matrix, if specified
MultMatrix ( matrixOffset ) ;
// Descend down first link
if ( ( node [ 0x00 ] & 0x08 ) ) // 4-element LOD table
{
const UINT32 * lodTable = TranslateCullingAddress ( node1Ptr ) ;
if ( NULL ! = lodTable )
{
if ( ( node [ 0x03 - offset ] & 0x20000000 ) )
DescendCullingNode ( lodTable [ 0 ] & 0xFFFFFF ) ;
else
DrawModel ( lodTable [ 0 ] & 0xFFFFFF ) ;
}
}
else
DescendNodePtr ( node1Ptr ) ;
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// Proceed to second link
glPopMatrix ( ) ;
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# ifdef DEBUG
m_debugHighlightAll = oldDebugHighlightAll ;
# endif
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if ( ( node [ 0x00 ] & 0x07 ) ! = 0x06 ) // seems to indicate second link is invalid (fixes circular references)
DescendNodePtr ( node2Ptr ) ;
- - stackDepth ;
// Restore old texture offsets
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m_textureOffset = oldTextureOffset ;
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}
// A list of pointers. MAME assumes that these may only point to culling nodes.
void CLegacy3D : : DescendPointerList ( UINT32 addr )
{
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if ( listDepth > 2 ) // several Step 2.1 games require this safeguard
return ;
const UINT32 * list = TranslateCullingAddress ( addr ) ;
if ( NULL = = list )
return ;
+ + listDepth ;
// Traverse the list forward and print it out
int listEnd = 0 ;
while ( 1 )
{
if ( ( list [ listEnd ] & 0x02000000 ) ) // end of list (?)
break ;
if ( ( list [ listEnd ] = = 0 ) | | ( ( ( list [ listEnd ] ) > > 24 ) ! = 0 ) )
{
//printf("ATTENTION: Unknown list termination: %08X.\n", list[listEnd]);
listEnd - - ; // back up to last valid list element
break ;
}
+ + listEnd ;
}
// Traverse the list backward and descend into each pointer
while ( listEnd > = 0 )
{
UINT32 nodeAddr = list [ listEnd ] & 0x00FFFFFF ; // clear upper 8 bits to ensure this is processed as a culling node
if ( ! ( list [ listEnd ] & 0x01000000 ) ) //Fighting Vipers
{
if ( ( nodeAddr ! = 0 ) & & ( nodeAddr ! = 0x800800 ) )
{
DescendCullingNode ( nodeAddr ) ;
}
//else
// printf("Strange pointers encountered\n");
}
- - listEnd ;
}
- - listDepth ;
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}
/*
* DescendNodePtr ( ) :
*
* The old scene traversal engine . Recursively descends into a node pointer .
*/
void CLegacy3D : : DescendNodePtr ( UINT32 nodeAddr )
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{
// Ignore null links
if ( ( nodeAddr & 0x00FFFFFF ) = = 0 )
return ;
switch ( ( nodeAddr > > 24 ) & 0xFF ) // pointer type encoded in upper 8 bits
{
case 0x00 : // culling node
DescendCullingNode ( nodeAddr & 0xFFFFFF ) ;
break ;
case 0x01 : // model (perhaps bit 1 is a flag in this case?)
case 0x03 :
DrawModel ( nodeAddr & 0xFFFFFF ) ;
break ;
case 0x04 : // pointer list
DescendPointerList ( nodeAddr & 0xFFFFFF ) ;
break ;
default :
//printf("ATTENTION: Unknown pointer format: %08X\n\n", nodeAddr);
break ;
}
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}
// Draws viewports of the given priority
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void CLegacy3D : : RenderViewport ( UINT32 addr , int pri , bool wideScreen )
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{
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static const GLfloat color [ 8 ] [ 3 ] = {
{ 0.0 , 0.0 , 0.0 } , // off
{ 0.0 , 0.0 , 1.0 } , // blue
{ 0.0 , 1.0 , 0.0 } , // green
{ 0.0 , 1.0 , 1.0 } , // cyan
{ 1.0 , 0.0 , 0.0 } , // red
{ 1.0 , 0.0 , 1.0 } , // purple
{ 1.0 , 1.0 , 0.0 } , // yellow
{ 1.0 , 1.0 , 1.0 } // white
} ;
// Translate address and obtain pointer
const UINT32 * vpnode = TranslateCullingAddress ( addr ) ;
if ( NULL = = vpnode )
return ;
// Recursively process next viewport
UINT32 nextAddr = vpnode [ 0x01 ] ; // next viewport
UINT32 nodeAddr = vpnode [ 0x02 ] ; // scene database node pointer
if ( nextAddr = = 0 ) // memory probably hasn't been set up yet, abort
return ;
if ( nextAddr ! = 0x01000000 )
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RenderViewport ( nextAddr , pri , wideScreen ) ;
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// Skip disabled viewports
//if ((vpnode[0] & 0x20) != 0)
// return;
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// If the priority doesn't match, do not process
int curPri = ( vpnode [ 0x00 ] > > 3 ) & 3 ; // viewport priority
if ( curPri ! = pri )
return ;
// Fetch viewport parameters (TO-DO: would rounding make a difference?)
int vpX = ( vpnode [ 0x1A ] & 0xFFFF ) > > 4 ; // viewport X (12.4 fixed point)
int vpY = ( vpnode [ 0x1A ] > > 20 ) & 0xFFF ; // viewport Y (12.4)
int vpWidth = ( vpnode [ 0x14 ] & 0xFFFF ) > > 2 ; // width (14.2)
int vpHeight = ( vpnode [ 0x14 ] > > 18 ) & 0x3FFF ; // height (14.2)
// Field of view and clipping
GLfloat vpTopAngle = ( float ) asin ( * ( float * ) & vpnode [ 0x0E ] ) ; // FOV Y upper half-angle (radians)
GLfloat vpBotAngle = ( float ) asin ( * ( float * ) & vpnode [ 0x12 ] ) ; // FOV Y lower half-angle
GLfloat fovYDegrees = ( vpTopAngle + vpBotAngle ) * ( float ) ( 180.0 / 3.14159265358979323846 ) ;
// TO-DO: investigate clipping planes
// Set up viewport and projection (TO-DO: near and far clipping)
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ;
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if ( wideScreen & & ( vpX = = 0 ) & & ( vpWidth > = 495 ) & & ( vpY = = 0 ) & & ( vpHeight > = 383 ) ) // only expand viewports that occupy whole screen
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{
// Wide screen hack only modifies X axis and not the Y FOV
viewportX = 0 ;
viewportY = yOffs + ( GLint ) ( ( float ) ( 384 - ( vpY + vpHeight ) ) * yRatio ) ;
viewportWidth = totalXRes ;
viewportHeight = ( GLint ) ( ( float ) vpHeight * yRatio ) ;
gluPerspective ( fovYDegrees , ( GLfloat ) viewportWidth / ( GLfloat ) viewportHeight , 0.1f , 1e5 ) ; // use actual full screen ratio to get proper X FOV
//printf("viewportX=%d, viewportY=%d, viewportWidth=%d, viewportHeight=%d\tvpY=%d vpHeight=%d\n", viewportX, viewportY, viewportWidth, viewportHeight, vpY,vpHeight);
}
else
{
viewportX = xOffs + ( GLint ) ( ( float ) vpX * xRatio ) ;
viewportY = yOffs + ( GLint ) ( ( float ) ( 384 - ( vpY + vpHeight ) ) * yRatio ) ;
viewportWidth = ( GLint ) ( ( float ) vpWidth * xRatio ) ;
viewportHeight = ( GLint ) ( ( float ) vpHeight * yRatio ) ;
gluPerspective ( fovYDegrees , ( GLfloat ) vpWidth / ( GLfloat ) vpHeight , 0.1f , 1e5 ) ; // use Model 3 viewport ratio
}
// Lighting (note that sun vector points toward sun -- away from vertex)
lightingParams [ 0 ] = * ( float * ) & vpnode [ 0x05 ] ; // sun X
lightingParams [ 1 ] = * ( float * ) & vpnode [ 0x06 ] ; // sun Y
lightingParams [ 2 ] = * ( float * ) & vpnode [ 0x04 ] ; // sun Z
lightingParams [ 3 ] = * ( float * ) & vpnode [ 0x07 ] ; // sun intensity
lightingParams [ 4 ] = ( float ) ( ( vpnode [ 0x24 ] > > 8 ) & 0xFF ) * ( 1.0f / 255.0f ) ; // ambient intensity
lightingParams [ 5 ] = 0.0 ; // reserved
// Spotlight
int spotColorIdx = ( vpnode [ 0x20 ] > > 11 ) & 7 ; // spotlight color index
spotEllipse [ 0 ] = ( float ) ( ( vpnode [ 0x1E ] > > 3 ) & 0x1FFF ) ; // spotlight X position (fractional component?)
spotEllipse [ 1 ] = ( float ) ( ( vpnode [ 0x1D ] > > 3 ) & 0x1FFF ) ; // spotlight Y
spotEllipse [ 2 ] = ( float ) ( ( vpnode [ 0x1E ] > > 16 ) & 0xFFFF ) ; // spotlight X size (16-bit? May have fractional component below bit 16)
spotEllipse [ 3 ] = ( float ) ( ( vpnode [ 0x1D ] > > 16 ) & 0xFFFF ) ; // spotlight Y size
spotRange [ 0 ] = 1.0f / ( * ( float * ) & vpnode [ 0x21 ] ) ; // spotlight start
spotRange [ 1 ] = * ( float * ) & vpnode [ 0x1F ] ; // spotlight extent
spotColor [ 0 ] = color [ spotColorIdx ] [ 0 ] ; // spotlight color
spotColor [ 1 ] = color [ spotColorIdx ] [ 1 ] ;
spotColor [ 2 ] = color [ spotColorIdx ] [ 2 ] ;
//printf("(%g,%g),(%g,%g),(%g,%g) -> \n", spotEllipse[0], spotEllipse[1], spotEllipse[2], spotEllipse[3], spotRange[0], spotRange[1]);
// Spotlight is applied on a per pixel basis, must scale its position and size to screen
spotEllipse [ 1 ] = 384.0f - spotEllipse [ 1 ] ;
spotRange [ 1 ] + = spotRange [ 0 ] ; // limit
spotEllipse [ 2 ] = 496.0f / sqrt ( spotEllipse [ 2 ] ) ; // spotlight appears to be specified in terms of physical resolution (unconfirmed)
spotEllipse [ 3 ] = 384.0f / sqrt ( spotEllipse [ 3 ] ) ;
// Scale the spotlight to the OpenGL viewport
spotEllipse [ 0 ] = spotEllipse [ 0 ] * xRatio + xOffs ;
spotEllipse [ 1 ] = spotEllipse [ 1 ] * yRatio + yOffs ;
spotEllipse [ 2 ] * = xRatio ;
spotEllipse [ 3 ] * = yRatio ;
// Fog
fogParams [ 0 ] = ( float ) ( ( vpnode [ 0x22 ] > > 16 ) & 0xFF ) * ( 1.0f / 255.0f ) ; // fog color R
fogParams [ 1 ] = ( float ) ( ( vpnode [ 0x22 ] > > 8 ) & 0xFF ) * ( 1.0f / 255.0f ) ; // fog color G
fogParams [ 2 ] = ( float ) ( ( vpnode [ 0x22 ] > > 0 ) & 0xFF ) * ( 1.0f / 255.0f ) ; // fog color B
fogParams [ 3 ] = * ( float * ) & vpnode [ 0x23 ] ; // fog density
fogParams [ 4 ] = ( float ) ( INT16 ) ( vpnode [ 0x25 ] & 0xFFFF ) * ( 1.0f / 255.0f ) ; // fog start
if ( ISINF ( fogParams [ 3 ] ) | | ISNAN ( fogParams [ 3 ] ) | | ISINF ( fogParams [ 4 ] ) | | ISNAN ( fogParams [ 4 ] ) ) // Star Wars Trilogy
fogParams [ 3 ] = fogParams [ 4 ] = 0.0f ;
// Unknown light/fog parameters
//GLfloat scrollFog = (float) (vpnode[0x20]&0xFF) * (1.0f/255.0f); // scroll fog
//GLfloat scrollAtt = (float) (vpnode[0x24]&0xFF) * (1.0f/255.0f); // scroll attenuation
//printf("scrollFog = %g, scrollAtt = %g\n", scrollFog, scrollAtt);
//printf("Fog: R=%02X G=%02X B=%02X density=%g (%X) %d start=%g\n", ((vpnode[0x22]>>16)&0xFF), ((vpnode[0x22]>>8)&0xFF), ((vpnode[0x22]>>0)&0xFF), fogParams[3], vpnode[0x23], (fogParams[3]==fogParams[3]), fogParams[4]);
// Clear texture offsets before proceeding
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m_textureOffset = TextureOffset ( ) ;
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// Set up coordinate system and base matrix
UINT32 matrixBase = vpnode [ 0x16 ] & 0xFFFFFF ;
glMatrixMode ( GL_MODELVIEW ) ;
InitMatrixStack ( matrixBase ) ;
// Safeguard: weird coordinate system matrices usually indicate scenes that will choke the renderer
if ( NULL ! = matrixBasePtr )
{
float m21 , m32 , m13 ;
// Get the three elements that are usually set and see if their magnitudes are 1
m21 = matrixBasePtr [ 6 ] ;
m32 = matrixBasePtr [ 10 ] ;
m13 = matrixBasePtr [ 5 ] ;
m21 * = m21 ;
m32 * = m32 ;
m13 * = m13 ;
if ( ( m21 > 1.05 ) | | ( m21 < 0.95 ) )
return ;
if ( ( m32 > 1.05 ) | | ( m32 < 0.95 ) )
return ;
if ( ( m13 > 1.05 ) | | ( m13 < 0.95 ) )
return ;
}
// Render
AppendDisplayList ( & VROMCache , true , 0 ) ; // add a viewport display list node
AppendDisplayList ( & PolyCache , true , 0 ) ;
stackDepth = 0 ;
listDepth = 0 ;
// Descend down the node link: Use recursive traversal
DescendNodePtr ( nodeAddr ) ;
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}
void CLegacy3D : : RenderFrame ( void )
{
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bool wideScreen = m_config [ " WideScreen " ] . ValueAs < bool > ( ) ;
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// Begin frame
ClearErrors ( ) ; // must be cleared each frame
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// Z buffering (Z buffer is cleared by display list viewport nodes)
glDepthFunc ( GL_LESS ) ;
glEnable ( GL_DEPTH_TEST ) ;
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// Stencil buffering
glStencilFunc ( GL_EQUAL , 0 , 0xFF ) ; // stencil test passes if stencil buffer value is 0
glStencilOp ( GL_KEEP , GL_INCR , GL_INCR ) ; // if the stencil test passes, increment value in stencil buffer
glStencilMask ( 0xFF ) ;
glDisable ( GL_STENCIL_TEST ) ; // enabled only for select models
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// Bind Real3D shader program and texture maps
glUseProgram ( shaderProgram ) ;
for ( unsigned mapNum = 0 ; mapNum < numTexMaps ; mapNum + + )
{
// Map Model3 format to texture unit and texture unit to texture sheet number
glActiveTexture ( GL_TEXTURE0 + mapNum ) ; // activate correct texture unit
glBindTexture ( GL_TEXTURE_2D , texMapIDs [ mapNum ] ) ; // bind correct texture sheet
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ; // fragment shader performs its own interpolation
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
}
// Enable VBO client states
glEnableClientState ( GL_VERTEX_ARRAY ) ;
glEnableClientState ( GL_NORMAL_ARRAY ) ;
glEnableClientState ( GL_COLOR_ARRAY ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
if ( subTextureLoc ! = - 1 ) glEnableVertexAttribArray ( subTextureLoc ) ;
if ( texParamsLoc ! = - 1 ) glEnableVertexAttribArray ( texParamsLoc ) ;
if ( texFormatLoc ! = - 1 ) glEnableVertexAttribArray ( texFormatLoc ) ;
if ( texMapLoc ! = - 1 ) glEnableVertexAttribArray ( texMapLoc ) ;
if ( transLevelLoc ! = - 1 ) glEnableVertexAttribArray ( transLevelLoc ) ;
if ( lightEnableLoc ! = - 1 ) glEnableVertexAttribArray ( lightEnableLoc ) ;
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if ( specularLoc ! = - 1 ) glEnableVertexAttribArray ( specularLoc ) ;
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if ( shininessLoc ! = - 1 ) glEnableVertexAttribArray ( shininessLoc ) ;
if ( fogIntensityLoc ! = - 1 ) glEnableVertexAttribArray ( fogIntensityLoc ) ;
// Draw
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# ifdef DEBUG
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m_debugHighlightPolyHeaderIdx = m_config [ " Debug/HighlightPolyHeaderIdx " ] . ValueAsDefault < int > ( - 1 ) ;
m_debugHighlightPolyHeaderMask = m_config [ " Debug/HighlightPolyHeaderMask " ] . ValueAsDefault < uint32_t > ( 0 ) ;
m_debugHighlightCullingNodeIdx = m_config [ " Debug/HighlightCullingNodeIdx " ] . ValueAsDefault < int > ( - 1 ) ;
m_debugHighlightCullingNodeMask = m_config [ " Debug/HighlightCullingNodeMask " ] . ValueAsDefault < uint32_t > ( 0 ) ;
if ( m_config [ " Debug/ForceFlushModels " ] . ValueAsDefault < bool > ( false ) )
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ClearModelCache ( & VROMCache ) ;
# endif
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ClearModelCache ( & PolyCache ) ;
for ( int pri = 0 ; pri < = 3 ; pri + + )
{
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glClear ( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ) ;
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//ClearModelCache(&PolyCache);
ClearDisplayList ( & PolyCache ) ;
ClearDisplayList ( & VROMCache ) ;
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RenderViewport ( 0x800000 , pri , wideScreen ) ;
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DrawDisplayList ( & VROMCache , POLY_STATE_NORMAL ) ;
DrawDisplayList ( & PolyCache , POLY_STATE_NORMAL ) ;
DrawDisplayList ( & VROMCache , POLY_STATE_ALPHA ) ;
DrawDisplayList ( & PolyCache , POLY_STATE_ALPHA ) ;
}
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glFrontFace ( GL_CW ) ; // restore front face
glDisable ( GL_STENCIL_TEST ) ; // make sure this is turned off
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// Disable VBO client states
if ( fogIntensityLoc ! = - 1 ) glDisableVertexAttribArray ( fogIntensityLoc ) ;
if ( shininessLoc ! = - 1 ) glDisableVertexAttribArray ( shininessLoc ) ;
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if ( specularLoc ! = - 1 ) glDisableVertexAttribArray ( specularLoc ) ;
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if ( lightEnableLoc ! = - 1 ) glDisableVertexAttribArray ( lightEnableLoc ) ;
if ( transLevelLoc ! = - 1 ) glDisableVertexAttribArray ( transLevelLoc ) ;
if ( texMapLoc ! = - 1 ) glDisableVertexAttribArray ( texMapLoc ) ;
if ( texFormatLoc ! = - 1 ) glDisableVertexAttribArray ( texFormatLoc ) ;
if ( texParamsLoc ! = - 1 ) glDisableVertexAttribArray ( texParamsLoc ) ;
if ( subTextureLoc ! = - 1 ) glDisableVertexAttribArray ( subTextureLoc ) ;
glDisableClientState ( GL_COLOR_ARRAY ) ;
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glDisableClientState ( GL_NORMAL_ARRAY ) ;
glDisableClientState ( GL_VERTEX_ARRAY ) ;
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}
void CLegacy3D : : EndFrame ( void )
{
}
void CLegacy3D : : BeginFrame ( void )
{
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//printf("--- BEGIN FRAME ---\n");
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}
/******************************************************************************
Configuration , Initialization , and Shutdown
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void CLegacy3D : : AttachMemory ( const UINT32 * cullingRAMLoPtr , const UINT32 * cullingRAMHiPtr , const UINT32 * polyRAMPtr , const UINT32 * vromPtr , const UINT16 * textureRAMPtr )
{
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cullingRAMLo = cullingRAMLoPtr ;
cullingRAMHi = cullingRAMHiPtr ;
polyRAM = polyRAMPtr ;
vrom = vromPtr ;
textureRAM = textureRAMPtr ;
DebugLog ( " Legacy3D attached Real3D memory regions \n " ) ;
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}
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void CLegacy3D : : SetStepping ( int stepping )
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{
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step = stepping ;
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if ( ( step ! = 0x10 ) & & ( step ! = 0x15 ) & & ( step ! = 0x20 ) & & ( step ! = 0x21 ) )
{
DebugLog ( " Legacy3D: Unrecognized stepping: %d.%d \n " , ( step > > 4 ) & 0xF , step & 0xF ) ;
step = 0x10 ;
}
if ( step > 0x10 )
{
offset = 0 ; // culling nodes are 10 words
vertexFactor = ( 1.0f / 2048.0f ) ; // vertices are in 13.11 format
}
else
{
offset = 2 ; // 8 words
vertexFactor = ( 1.0f / 128.0f ) ; // 17.7
}
DebugLog ( " Legacy3D set to Step %d.%d \n " , ( step > > 4 ) & 0xF , step & 0xF ) ;
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}
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bool CLegacy3D : : Init ( unsigned xOffset , unsigned yOffset , unsigned xRes , unsigned yRes , unsigned totalXResParam , unsigned totalYResParam )
{
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// Allocate memory for texture buffer
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textureBuffer = new ( std : : nothrow ) GLfloat [ 1024 * 1024 * 4 ] ;
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if ( NULL = = textureBuffer )
return ErrorLog ( " Insufficient memory for texture decode buffer. " ) ;
glGetError ( ) ; // clear error flag
// Create model caches and VBOs
if ( CreateModelCache ( & VROMCache , NUM_STATIC_VERTS , NUM_LOCAL_VERTS , NUM_STATIC_MODELS , 0x4000000 / 4 , NUM_DISPLAY_LIST_ITEMS , false ) )
return FAIL ;
if ( CreateModelCache ( & PolyCache , NUM_DYNAMIC_VERTS , NUM_LOCAL_VERTS , NUM_DYNAMIC_MODELS , 0x4000000 / 4 , NUM_DISPLAY_LIST_ITEMS , true ) )
return FAIL ;
// Initialize lighting parameters (updated as viewports are traversed)
lightingParams [ 0 ] = 0.0 ;
lightingParams [ 1 ] = 0.0 ;
lightingParams [ 2 ] = 0.0 ;
lightingParams [ 3 ] = 0.0 ;
lightingParams [ 4 ] = 1.0 ; // full ambient intensity in case we want to render a standalone model
lightingParams [ 5 ] = 0.0 ;
// Resolution and offset within physical display area
xRatio = ( GLfloat ) xRes / 496.0f ;
yRatio = ( GLfloat ) yRes / 384.0f ;
xOffs = xOffset ;
yOffs = yOffset ;
totalXRes = totalXResParam ;
totalYRes = totalYResParam ;
// Get ideal number of texture sheets required by default mapping from Model3 texture format to texture sheet
int idealTexSheets = 0 ;
for ( size_t fmt = 0 ; fmt < 8 ; fmt + + )
{
int sheetNum = defaultFmtToTexSheetNum [ fmt ] ;
idealTexSheets = std : : max < int > ( idealTexSheets , sheetNum + 1 ) ;
}
// Get upper limit for number of texture maps to use from max number of texture units supported by video card
GLint glMaxTexUnits ;
glGetIntegerv ( GL_MAX_TEXTURE_IMAGE_UNITS , & glMaxTexUnits ) ;
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int maxTexMaps = std : : max < int > ( 1 , std : : min < int > ( m_config [ " MaxTexMaps " ] . ValueAsDefault < int > ( 9 ) , glMaxTexUnits ) ) ;
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// Get upper limit for extent of texture maps to use from max texture size supported by video card
GLint maxTexSize ;
glGetIntegerv ( GL_MAX_TEXTURE_SIZE , & maxTexSize ) ;
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int mapExtent = std : : max < int > ( 1 , std : : min < unsigned > ( m_config [ " MaxTexMapExtent " ] . ValueAsDefault < int > ( 4 ) , maxTexSize / 2048 ) ) ;
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int mapSize = 2048 * mapExtent ;
while ( mapExtent > 1 )
{
if ( ( mapExtent - 1 ) * ( mapExtent - 1 ) < idealTexSheets )
{
// Use a GL proxy texture to double check max texture size returned above
glTexImage2D ( GL_PROXY_TEXTURE_2D , 0 , GL_RGBA8 , mapSize , mapSize , 0 , GL_RGBA , GL_UNSIGNED_SHORT_5_5_5_1 , NULL ) ;
GLint glTexWidth ;
glGetTexLevelParameteriv ( GL_PROXY_TEXTURE_2D , 0 , GL_TEXTURE_WIDTH , & glTexWidth ) ;
if ( glTexWidth = = mapSize )
break ;
}
mapExtent - - ;
mapSize - = 2048 ;
}
// Load shaders, using multi-sheet shader if requested.
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const char * fragmentShaderSource = ( m_config [ " MultiTexture " ] . ValueAs < bool > ( ) ? fragmentShaderMultiSheetSource : fragmentShaderSingleSheetSource ) ; // single texture shader
if ( OKAY ! = LoadShaderProgram ( & shaderProgram , & vertexShader , & fragmentShader , m_config [ " VertexShader " ] . ValueAs < std : : string > ( ) , m_config [ " FragmentShader " ] . ValueAs < std : : string > ( ) , vertexShaderSource , fragmentShaderSource ) )
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return FAIL ;
// Try locating default "textureMap" uniform in shader program
glUseProgram ( shaderProgram ) ; // bind program
textureMapLoc = glGetUniformLocation ( shaderProgram , " textureMap " ) ;
// If exists, bind to first texture unit
int mapCount = 0 ;
if ( textureMapLoc ! = - 1 )
glUniform1i ( textureMapLoc , mapCount + + ) ;
// Try locating "textureMap[0-7]" uniforms in shader program
for ( int mapNum = 0 ; mapNum < 8 & & mapCount < maxTexMaps ; mapNum + + )
{
char uniformName [ 12 ] ;
sprintf ( uniformName , " textureMap%u " , mapNum ) ;
textureMapLocs [ mapNum ] = glGetUniformLocation ( shaderProgram , uniformName ) ;
// If exist, bind to remaining texture units
if ( textureMapLocs [ mapNum ] ! = - 1 )
glUniform1i ( textureMapLocs [ mapNum ] , mapCount + + ) ;
}
// Check sucessully located at least one "textureMap" uniform in shader program
if ( mapCount = = 0 )
return ErrorLog ( " Fragment shader must contain at least one 'textureMap' uniform. " ) ;
InfoLog ( " Located and bound %u 'textureMap' uniform(s) in fragment shader. " , mapCount ) ;
// Readjust map extent so as to utilise as many texture maps found in shader program as possible
while ( mapExtent > 1 & & mapCount * ( mapExtent - 1 ) * ( mapExtent - 1 ) > = idealTexSheets )
{
mapExtent - - ;
mapSize - = 2048 ;
}
// Create required number of GL textures for texture maps, decreasing map extent if memory is insufficent
unsigned sheetsPerMap = mapExtent * mapExtent ;
while ( true )
{
numTexMaps = std : : min < unsigned > ( mapCount , 1 + ( idealTexSheets - 1 ) / sheetsPerMap ) ;
glPixelStorei ( GL_UNPACK_ALIGNMENT , 1 ) ;
glGenTextures ( numTexMaps , texMapIDs ) ;
bool okay = true ;
for ( unsigned mapNum = 0 ; mapNum < numTexMaps ; mapNum + + )
{
glActiveTexture ( GL_TEXTURE0 + mapNum ) ; // activate correct texture unit
glBindTexture ( GL_TEXTURE_2D , texMapIDs [ mapNum ] ) ; // bind correct texture sheet
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ; // fragment shader performs its own interpolation
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA8 , mapSize , mapSize , 0 , GL_RGBA , GL_UNSIGNED_SHORT_5_5_5_1 , 0 ) ;
if ( glGetError ( ) ! = GL_NO_ERROR )
{
// Ran out of video memory or texture size is too large
numTexMaps = mapNum ;
okay = false ;
break ;
}
}
if ( okay | | mapExtent = = 1 )
break ;
// Delete textures, decrease extent and try again
glDeleteTextures ( numTexMaps , texMapIDs ) ;
mapExtent - - ;
mapSize - = 2048 ;
sheetsPerMap = mapExtent * mapExtent ;
}
// Check successfully created at least one texture map
if ( numTexMaps = = 0 )
return ErrorLog ( " OpenGL was unable to provide any 2048x2048-texel texture maps. " ) ;
InfoLog ( " Created %u %ux%u-texel GL texture map(s). " , numTexMaps , mapSize , mapSize ) ;
// Create texture sheet objects and assign them to texture maps
numTexSheets = std : : min < unsigned > ( numTexMaps * sheetsPerMap , idealTexSheets ) ;
texSheets = new ( std : : nothrow ) TexSheet [ numTexSheets ] ;
if ( texSheets = = NULL )
return ErrorLog ( " Unable to assign memory for %u texture sheet objects. " , numTexSheets ) ;
for ( unsigned sheetNum = 0 ; sheetNum < numTexSheets ; sheetNum + + )
{
unsigned mapNum = sheetNum / sheetsPerMap ;
unsigned posInMap = sheetNum % sheetsPerMap ;
texSheets [ sheetNum ] . sheetNum = sheetNum ;
texSheets [ sheetNum ] . mapNum = mapNum ;
texSheets [ sheetNum ] . xOffset = 2048 * ( posInMap % mapExtent ) ;
texSheets [ sheetNum ] . yOffset = 2048 * ( posInMap / mapExtent ) ;
}
// Assign Model3 texture formats to texture sheets (cannot just use default mapping as may have ended up with fewer
// texture sheets than anticipated)
for ( unsigned fmt = 0 ; fmt < 8 ; fmt + + )
{
int sheetNum = defaultFmtToTexSheetNum [ fmt ] % numTexSheets ;
fmtToTexSheet [ fmt ] = & texSheets [ sheetNum ] ;
}
InfoLog ( " Mapped %u Model3 texture formats to %u texture sheet(s) in %u %ux%u-texel texture map(s). " , 8 , numTexSheets , numTexMaps , mapSize , mapSize ) ;
// Get location of the rest of the uniforms
modelViewMatrixLoc = glGetUniformLocation ( shaderProgram , " modelViewMatrix " ) ;
projectionMatrixLoc = glGetUniformLocation ( shaderProgram , " projectionMatrix " ) ;
lightingLoc = glGetUniformLocation ( shaderProgram , " lighting " ) ;
mapSizeLoc = glGetUniformLocation ( shaderProgram , " mapSize " ) ;
spotEllipseLoc = glGetUniformLocation ( shaderProgram , " spotEllipse " ) ;
spotRangeLoc = glGetUniformLocation ( shaderProgram , " spotRange " ) ;
spotColorLoc = glGetUniformLocation ( shaderProgram , " spotColor " ) ;
// Get locations of custom vertex attributes
subTextureLoc = glGetAttribLocation ( shaderProgram , " subTexture " ) ;
texParamsLoc = glGetAttribLocation ( shaderProgram , " texParams " ) ;
texFormatLoc = glGetAttribLocation ( shaderProgram , " texFormat " ) ;
texMapLoc = glGetAttribLocation ( shaderProgram , " texMap " ) ;
transLevelLoc = glGetAttribLocation ( shaderProgram , " transLevel " ) ;
lightEnableLoc = glGetAttribLocation ( shaderProgram , " lightEnable " ) ;
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specularLoc = glGetAttribLocation ( shaderProgram , " specular " ) ;
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shininessLoc = glGetAttribLocation ( shaderProgram , " shininess " ) ;
fogIntensityLoc = glGetAttribLocation ( shaderProgram , " fogIntensity " ) ;
// Set map size
if ( mapSizeLoc ! = - 1 )
glUniform1f ( mapSizeLoc , ( GLfloat ) mapSize ) ;
// Additional OpenGL stuff
glFrontFace ( GL_CW ) ; // polygons are uploaded w/ clockwise winding
glCullFace ( GL_BACK ) ;
glEnable ( GL_CULL_FACE ) ;
glClearDepth ( 1.0 ) ;
glEnable ( GL_TEXTURE_2D ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ;
// Mark all textures as dirty
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UploadTextures ( 0 , 0 , 0 , 2048 , 2048 ) ;
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DebugLog ( " Legacy3D initialized \n " ) ;
return OKAY ;
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}
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void CLegacy3D : : SetSunClamp ( bool enable )
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{
}
void CLegacy3D : : SetSignedShade ( bool enable )
{
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}
float CLegacy3D : : GetLosValue ( int layer )
{
return 0.0f ;
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}
CLegacy3D : : CLegacy3D ( const Util : : Config : : Node & config )
: m_config ( config )
{
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cullingRAMLo = NULL ;
cullingRAMHi = NULL ;
polyRAM = NULL ;
vrom = NULL ;
textureRAM = NULL ;
textureBuffer = NULL ;
texSheets = NULL ;
// Clear model cache pointers so we can safely destroy them if init fails
for ( int i = 0 ; i < 2 ; i + + )
{
VROMCache . verts [ i ] = NULL ;
PolyCache . verts [ i ] = NULL ;
VROMCache . Models = NULL ;
PolyCache . Models = NULL ;
VROMCache . lut = NULL ;
PolyCache . lut = NULL ;
VROMCache . List = NULL ;
PolyCache . List = NULL ;
VROMCache . ListHead [ i ] = NULL ;
PolyCache . ListHead [ i ] = NULL ;
VROMCache . ListTail [ i ] = NULL ;
PolyCache . ListTail [ i ] = NULL ;
}
DebugLog ( " Built Legacy3D \n " ) ;
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}
CLegacy3D : : ~ CLegacy3D ( void )
{
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DestroyShaderProgram ( shaderProgram , vertexShader , fragmentShader ) ;
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if ( glBindBuffer ! = NULL ) // we may have failed earlier due to lack of OpenGL 2.0 functions
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; // disable VBOs by binding to 0
glDeleteTextures ( numTexMaps , texMapIDs ) ;
DestroyModelCache ( & VROMCache ) ;
DestroyModelCache ( & PolyCache ) ;
cullingRAMLo = NULL ;
cullingRAMHi = NULL ;
polyRAM = NULL ;
vrom = NULL ;
textureRAM = NULL ;
if ( texSheets ! = NULL )
delete [ ] texSheets ;
if ( textureBuffer ! = NULL )
delete [ ] textureBuffer ;
textureBuffer = NULL ;
DebugLog ( " Destroyed Legacy3D \n " ) ;
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}
} // Legacy3D