2011-04-24 01:14:00 +00:00
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Render2D.cpp
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*
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* Implementation of the CRender2D class: OpenGL tile generator graphics.
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*
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* To-Do List
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* ----------
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* - Add dirty rectangles? There is already some inactive code in here for
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* this purpose and it needs to be updated or deleted once and for all.
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* - Are v-scroll values 9 or 10 bits?
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* - Add fast paths for no scrolling (including unclipped tile rendering).
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* - Inline the loops in the tile renderers.
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* - Update description of tile generator before you forget :)
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* - A proper shut-down function is needed! OpenGL might not be available when
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* the destructor for this class is called.
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*/
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#include <string.h>
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#include "Pkgs/glew.h"
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#include "Supermodel.h"
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#include "Graphics/Shaders2D.h" // fragment and vertex shaders
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/******************************************************************************
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Definitions and Constants
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******************************************************************************/
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// Shader program files (for use in development builds only)
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#define VERTEX_2D_SHADER_FILE "Src/Graphics/Vertex2D.glsl"
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#define FRAGMENT_2D_SHADER_FILE "Src/Graphics/Fragment2D.glsl"
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/******************************************************************************
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Tile Drawing Functions
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******************************************************************************/
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// Draw 4-bit tile line, no clipping performed
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void CRender2D::DrawTileLine4BitNoClip(UINT32 *buf, UINT16 tile, int tileLine)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 8 pattern pixels fetched at once
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// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels
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tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1);
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tileOffset *= 32;
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tileOffset /= 4; // VRAM is a UINT32 array
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// Upper color bits; the lower 4 bits come from the tile pattern
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palette = tile&0x7FF0;
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// Draw 8 pixels
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pattern = vram[tileOffset+tileLine];
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*buf++ = pal[((pattern>>28)&0xF) | palette];
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*buf++ = pal[((pattern>>24)&0xF) | palette];
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*buf++ = pal[((pattern>>20)&0xF) | palette];
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*buf++ = pal[((pattern>>16)&0xF) | palette];
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*buf++ = pal[((pattern>>12)&0xF) | palette];
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*buf++ = pal[((pattern>>8)&0xF) | palette];
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*buf++ = pal[((pattern>>4)&0xF) | palette];
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*buf++ = pal[((pattern>>0)&0xF) | palette];
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}
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// Draw 8-bit tile line, clipped at left edge
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void CRender2D::DrawTileLine8BitNoClip(UINT32 *buf, UINT16 tile, int tileLine)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 4 pattern pixels fetched at once
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tileLine *= 2; // 8-bit pixels, each line is two words
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// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
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tileOffset = tile&0x3FFF;
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tileOffset *= 64;
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tileOffset /= 4;
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// Upper color bits
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palette = tile&0x7F00;
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// Draw 4 pixels at a time
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pattern = vram[tileOffset+tileLine];
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*buf++ = pal[((pattern>>24)&0xFF) | palette];
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*buf++ = pal[((pattern>>16)&0xFF) | palette];
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*buf++ = pal[((pattern>>8)&0xFF) | palette];
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*buf++ = pal[((pattern>>0)&0xFF) | palette];
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pattern = vram[tileOffset+tileLine+1];
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*buf++ = pal[((pattern>>24)&0xFF) | palette];
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*buf++ = pal[((pattern>>16)&0xFF) | palette];
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*buf++ = pal[((pattern>>8)&0xFF) | palette];
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*buf++ = pal[((pattern>>0)&0xFF) | palette];
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}
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// Draw 4-bit tile line, clipped at left edge
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void CRender2D::DrawTileLine4Bit(UINT32 *buf, int offset, UINT16 tile, int tileLine)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 8 pattern pixels fetched at once
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// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels
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tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1);
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tileOffset *= 32;
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tileOffset /= 4; // VRAM is a UINT32 array
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// Upper color bits; the lower 4 bits come from the tile pattern
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palette = tile&0x7FF0;
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// Draw 8 pixels
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pattern = vram[tileOffset+tileLine];
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for (int bitPos = 28; bitPos >= 0; bitPos -= 4)
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{
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if (offset >= 0)
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buf[offset] = pal[((pattern>>bitPos)&0xF) | palette];
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++offset;
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}
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}
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// Draw 4-bit tile line, clipped at right edge
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void CRender2D::DrawTileLine4BitRightClip(UINT32 *buf, int offset, UINT16 tile, int tileLine, int numPixels)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 8 pattern pixels fetched at once
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int bitPos;
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// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels
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tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1);
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tileOffset *= 32;
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tileOffset /= 4; // VRAM is a UINT32 array
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// Upper color bits; the lower 4 bits come from the tile pattern
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palette = tile&0x7FF0;
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// Draw 8 pixels
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pattern = vram[tileOffset+tileLine];
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bitPos = 28;
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for (int i = 0; i < numPixels; i++)
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{
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buf[offset] = pal[((pattern>>bitPos)&0xF) | palette];
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++offset;
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bitPos -= 4;
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}
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}
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// Draw 8-bit tile line, clipped at left edge
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void CRender2D::DrawTileLine8Bit(UINT32 *buf, int offset, UINT16 tile, int tileLine)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 4 pattern pixels fetched at once
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tileLine *= 2; // 8-bit pixels, each line is two words
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// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
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tileOffset = tile&0x3FFF;
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tileOffset *= 64;
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tileOffset /= 4;
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// Upper color bits
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palette = tile&0x7F00;
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// Draw 4 pixels at a time
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pattern = vram[tileOffset+tileLine];
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for (int bitPos = 24; bitPos >= 0; bitPos -= 8)
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{
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if (offset >= 0)
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buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
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++offset;
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}
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pattern = vram[tileOffset+tileLine+1];
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for (int bitPos = 24; bitPos >= 0; bitPos -= 8)
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{
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if (offset >= 0)
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buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
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++offset;
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}
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}
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// Draw 8-bit tile line, clipped at right edge
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void CRender2D::DrawTileLine8BitRightClip(UINT32 *buf, int offset, UINT16 tile, int tileLine, int numPixels)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 4 pattern pixels fetched at once
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int bitPos;
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tileLine *= 2; // 8-bit pixels, each line is two words
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// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
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tileOffset = tile&0x3FFF;
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tileOffset *= 64;
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tileOffset /= 4;
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// Upper color bits
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palette = tile&0x7F00;
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// Draw 4 pixels at a time
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pattern = vram[tileOffset+tileLine];
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bitPos = 24;
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for (int i = 0; (i < 4) && (i < numPixels); i++)
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{
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buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
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++offset;
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bitPos -= 8;
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}
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pattern = vram[tileOffset+tileLine+1];
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bitPos = 24;
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for (int i = 0; (i < 4) && (i < numPixels); i++)
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{
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buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
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++offset;
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bitPos -= 8;
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}
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}
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/******************************************************************************
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Layer Rendering
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******************************************************************************/
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/*
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* DrawCompleteLayer():
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*
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* Updates the complete layer.
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*/
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void CRender2D::DrawCompleteLayer(int layerNum, const UINT16 *nameTableBase)
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{
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UINT32 *dest = surf; // destination surface to write to
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UINT32 *lineBufferPri = &surf[512*496]; // line buffer for primary and alternate layer
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UINT32 *lineBufferAlt = &surf[512*497];
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UINT32 *buf;
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const UINT16 *maskTable; // pointer to start of mask table
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const UINT16 *hScrollTablePri, *hScrollTableAlt; // pointers to line scroll tables
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const UINT16 *nameTablePri = nameTableBase; // primary (this layer) name table
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const UINT16 *nameTableAlt = &nameTableBase[64*64]; // alternate layer's name table
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const UINT16 *nameTable;
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int colorDepthPri, colorDepthAlt; // primary and alternate layer color depths
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int hScrollPri, hScrollAlt; // primary and alternate layer scroll offsets
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int vScrollPri, vScrollAlt;
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int hFullScrollPri, hFullScrollAlt; // full-screen horizontal scroll values (from registers)
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int vOffset; // vertical pixel offset within tile
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int tx, i, j;
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BOOL lineScrollPri, lineScrollAlt; // line scrolling enable/disable
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UINT16 mask;
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// Determine layer color depths (1 if 4-bit, 0 if 8-bit)
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colorDepthPri = regs[0x20/4] & (1<<(12+layerNum*2));
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colorDepthAlt = regs[0x20/4] & (1<<(12+layerNum*2+1));
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// Line scroll tables
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hScrollTablePri = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400)/4];
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hScrollTableAlt = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400+0x400)/4];
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// Get correct offset into mask table
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maskTable = (UINT16 *) &vram[0xF7000/4];
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if (layerNum == 0)
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++maskTable; // little endian, layer 0 is second word in each pair
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// Load horizontal full-screen scroll values and scroll mode
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hFullScrollPri = regs[0x60/4+layerNum*2]&0x3FF;
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hFullScrollAlt = regs[0x60/4+layerNum*2+1]&0x3FF;
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lineScrollPri = regs[0x60/4+layerNum*2]&0x8000;
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lineScrollAlt = regs[0x60/4+layerNum*2+1]&0x8000;
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// Load vertical scroll values
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vScrollPri = (regs[0x60/4+layerNum*2]>>16)&0x1FF;
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vScrollAlt = (regs[0x60/4+layerNum*2+1]>>16)&0x1FF;
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// Iterate over all displayed lines
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for (int y = 0; y < 384; y++)
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{
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/*
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* Draw all tiles from primary layer first. Horizontal scrolling is not
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* applied yet, but vertical scrolling is taken into account. An entire
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* 512-pixel line is rendered so that it can be scrolled during mixing.
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*/
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nameTable = &nameTablePri[(64*((y+vScrollPri)/8)) & 0xFFF]; // clamp to 64x64=0x1000
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vOffset = (y+vScrollPri)&7;
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buf = lineBufferPri; // output to primary line buffer
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for (tx = 0; tx < 64; tx += 4) // 4 tiles at a time (for masking)
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{
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if (colorDepthPri) //TODO: move this test outside of loop
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{
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DrawTileLine4BitNoClip(buf, nameTable[1], vOffset);
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buf += 8;
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DrawTileLine4BitNoClip(buf, nameTable[0], vOffset);
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buf += 8;
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DrawTileLine4BitNoClip(buf, nameTable[3], vOffset);
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buf += 8;
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DrawTileLine4BitNoClip(buf, nameTable[2], vOffset);
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buf += 8;
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}
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else
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{
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DrawTileLine8BitNoClip(buf, nameTable[1], vOffset);
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buf += 8;
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DrawTileLine8BitNoClip(buf, nameTable[0], vOffset);
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buf += 8;
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DrawTileLine8BitNoClip(buf, nameTable[3], vOffset);
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buf += 8;
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DrawTileLine8BitNoClip(buf, nameTable[2], vOffset);
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buf += 8;
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}
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// Next set of 4 tiles
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nameTable += 4;
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}
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/*
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* Draw the alternate layer wherever the primary layer was masked
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*/
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nameTable = &nameTableAlt[(64*((y+vScrollAlt)/8))&0xFFF];
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vOffset = (y+vScrollAlt)&7;
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buf = lineBufferAlt; // output to alternate line buffer
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for (tx = 0; tx < 64; tx += 4) // 4 tiles at a time (for masking)
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{
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if (colorDepthAlt) //TODO: move this test outside of loop
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{
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DrawTileLine4BitNoClip(buf, nameTable[1], vOffset);
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buf += 8;
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DrawTileLine4BitNoClip(buf, nameTable[0], vOffset);
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buf += 8;
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DrawTileLine4BitNoClip(buf, nameTable[3], vOffset);
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buf += 8;
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DrawTileLine4BitNoClip(buf, nameTable[2], vOffset);
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buf += 8;
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}
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else
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{
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|
|
DrawTileLine8BitNoClip(buf, nameTable[1], vOffset);
|
|
|
|
buf += 8;
|
|
|
|
DrawTileLine8BitNoClip(buf, nameTable[0], vOffset);
|
|
|
|
buf += 8;
|
|
|
|
DrawTileLine8BitNoClip(buf, nameTable[3], vOffset);
|
|
|
|
buf += 8;
|
|
|
|
DrawTileLine8BitNoClip(buf, nameTable[2], vOffset);
|
|
|
|
buf += 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Next set of 4 tiles
|
|
|
|
nameTable += 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Mix the two layers into the current line under control of the
|
|
|
|
* stencil mask, applying scrolling in the process.
|
|
|
|
*/
|
|
|
|
|
|
|
|
// Load horizontal scroll values
|
|
|
|
if (lineScrollPri)
|
|
|
|
hScrollPri = hScrollTablePri[y];
|
|
|
|
else
|
|
|
|
hScrollPri = hFullScrollPri;
|
|
|
|
if (lineScrollAlt)
|
|
|
|
hScrollAlt = hScrollTableAlt[y];
|
|
|
|
else
|
|
|
|
hScrollAlt = hFullScrollAlt;
|
|
|
|
|
|
|
|
// Mix first 60 tiles (4 at a time)
|
|
|
|
mask = *maskTable;
|
|
|
|
i = hScrollPri&511; // primary line index
|
|
|
|
j = hScrollAlt&511; // alternate line index
|
|
|
|
for (tx = 0; tx < 60; tx += 4)
|
|
|
|
{
|
|
|
|
if ((mask&0x8000)) // copy tiles from primary layer
|
|
|
|
{
|
|
|
|
if (i <= (512-32)) // safe to use memcpy for fast blit?
|
|
|
|
{
|
|
|
|
memcpy(dest, &lineBufferPri[i], 32*sizeof(UINT32));
|
|
|
|
i += 32;
|
|
|
|
dest += 32;
|
|
|
|
}
|
|
|
|
else // slow copy, wrap line boundary
|
|
|
|
{
|
|
|
|
for (int k = 0; k < 32; k++)
|
|
|
|
{
|
|
|
|
i &= 511;
|
|
|
|
*dest++ = lineBufferPri[i++];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
j += 32; // update alternate pointer as well
|
|
|
|
}
|
|
|
|
else // copy tiles from alternate layer
|
|
|
|
{
|
|
|
|
if (j <= (512-32))
|
|
|
|
{
|
|
|
|
memcpy(dest, &lineBufferAlt[j], 32*sizeof(UINT32));
|
|
|
|
j += 32;
|
|
|
|
dest += 32;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (int k = 0; k < 32; k++)
|
|
|
|
{
|
|
|
|
j &= 511;
|
|
|
|
*dest++ = lineBufferAlt[j++];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
i += 32; // update primary
|
|
|
|
}
|
|
|
|
|
|
|
|
mask <<= 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Mix last two tiles
|
|
|
|
if ((mask&0x8000)) // copy tiles from primary layer
|
|
|
|
{
|
|
|
|
for (int k = 0; k < 16; k++)
|
|
|
|
{
|
|
|
|
i &= 511;
|
|
|
|
*dest++ = lineBufferPri[i++];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // copy from alternate
|
|
|
|
{
|
|
|
|
for (int k = 0; k < 16; k++)
|
|
|
|
{
|
|
|
|
j &= 511;
|
|
|
|
*dest++ = lineBufferAlt[j++];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Next line
|
|
|
|
maskTable += 2; // next mask line
|
|
|
|
}
|
|
|
|
|
|
|
|
// Upload
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, surf);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* DrawRect():
|
|
|
|
*
|
|
|
|
* Draws a rectangular portion of the given layer and uploads it. Scrolling is
|
|
|
|
* applied but the result must be clipped against the rectangular window
|
|
|
|
* defined here by tileX, tileY, tileW, and tileH.
|
|
|
|
*
|
|
|
|
* Clipping for the right side is not checked, which will always work as long
|
|
|
|
* as the X and Y tile positions never exceed 61 and 47, respectively (the
|
|
|
|
* dimensions of the physical display; there is border space because the
|
|
|
|
* layers are 64x64).
|
|
|
|
*
|
|
|
|
* Parameters:
|
|
|
|
* layerNum Layer number (0 or 1).
|
|
|
|
* nameTableBase Pointer to the layer's name table.
|
|
|
|
* tileX Position of upper-left corner of rectangle on the
|
|
|
|
* screen, in units of 8-pixel tiles (0-61).
|
|
|
|
* tileY "" (0-47)
|
|
|
|
* tileW Width of rectangular region in tiles.
|
|
|
|
* tileH "" (height)
|
|
|
|
*/
|
|
|
|
void CRender2D::DrawRect(int layerNum, const UINT16 *nameTableBase, int tileX, int tileY, int tileW, int tileH)
|
|
|
|
{
|
|
|
|
UINT32 *dest = surf; // destination surface to write to
|
|
|
|
const UINT16 *maskTable; // pointer to start of mask table
|
|
|
|
const UINT16 *hScrollTablePri, *hScrollTableAlt; // pointers to line scroll tables
|
|
|
|
const UINT16 *nameTablePri = nameTableBase; // primary (this layer) name table
|
|
|
|
const UINT16 *nameTableAlt = &nameTableBase[64*64]; // alternate layer's name table
|
|
|
|
const UINT16 *nameTable;
|
|
|
|
int colorDepthPri, colorDepthAlt; // primary and alternate layer color depths
|
|
|
|
int hScrollPri, hScrollAlt; // primary and alternate layer scroll offsets
|
|
|
|
int vScrollPri, vScrollAlt;
|
|
|
|
int hFullScrollPri, hFullScrollAlt; // full-screen horizontal scroll values (from registers)
|
|
|
|
int hOffset, vOffset; // pixel offsets
|
|
|
|
int ntOffset; // offset in name table
|
|
|
|
int tx;
|
|
|
|
BOOL lineScrollPri, lineScrollAlt; // line scrolling enable/disable
|
|
|
|
UINT16 mask;
|
|
|
|
|
|
|
|
// Determine layer color depths (1 if 4-bit, 0 if 8-bit)
|
|
|
|
colorDepthPri = regs[0x20/4] & (1<<(12+layerNum*2));
|
|
|
|
colorDepthAlt = regs[0x20/4] & (1<<(12+layerNum*2+1));
|
|
|
|
|
|
|
|
// Line scroll tables
|
|
|
|
hScrollTablePri = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400)/4];
|
|
|
|
hScrollTableAlt = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400+0x400)/4];
|
|
|
|
|
|
|
|
// Get correct offset into mask table
|
|
|
|
maskTable = (UINT16 *) &vram[0xF7000/4];
|
|
|
|
if (layerNum == 0)
|
|
|
|
++maskTable; // little endian, layer 0 is second word in each pair
|
|
|
|
|
|
|
|
// Load horizontal full-screen scroll values and scroll mode
|
|
|
|
hFullScrollPri = regs[0x60/4+layerNum*2]&0x3FF;
|
|
|
|
hFullScrollAlt = regs[0x60/4+layerNum*2+1]&0x3FF;
|
|
|
|
lineScrollPri = regs[0x60/4+layerNum*2]&0x8000;
|
|
|
|
lineScrollAlt = regs[0x60/4+layerNum*2+1]&0x8000;
|
|
|
|
|
|
|
|
// Load vertical scroll values
|
|
|
|
vScrollPri = (regs[0x60/4+layerNum*2]>>16)&0x3FF;
|
|
|
|
vScrollAlt = (regs[0x60/4+layerNum*2+1]>>16)&0x3FF;
|
|
|
|
|
|
|
|
// Iterate over actual line on screen
|
|
|
|
for (int y = tileY*8; y < (tileY+tileH)*8; y++)
|
|
|
|
{
|
|
|
|
|
|
|
|
// Load horizontal scroll values
|
|
|
|
if (lineScrollPri)
|
|
|
|
hScrollPri = hScrollTablePri[y];
|
|
|
|
else
|
|
|
|
hScrollPri = hFullScrollPri;
|
|
|
|
if (lineScrollAlt)
|
|
|
|
hScrollAlt = hScrollTableAlt[y];
|
|
|
|
else
|
|
|
|
hScrollAlt = hFullScrollAlt;
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Draw all tiles from primary layer first
|
|
|
|
*/
|
|
|
|
|
|
|
|
// Compute scroll offsets into name table and destination
|
|
|
|
hOffset = -(hScrollPri&7);
|
|
|
|
vOffset = (y+vScrollPri)&7;
|
|
|
|
ntOffset = tileX+hScrollPri/8;
|
|
|
|
|
|
|
|
// Advance name table to our line (prior to h-scrolling)
|
|
|
|
nameTable = &nameTablePri[64*((y+vScrollPri)/8) & 0xFFF]; // clamp to 64x64=0x1000
|
|
|
|
|
|
|
|
// Each bit in the mask table corresponds to 4 tiles
|
|
|
|
mask = maskTable[y*2];
|
|
|
|
|
|
|
|
// Render a line!
|
|
|
|
//TODO: add one if scrolling
|
|
|
|
for (tx = 0; tx < tileW; tx++)
|
|
|
|
{
|
|
|
|
if ( ((mask<<((tileX+tx)/4)) & 0x8000) )
|
|
|
|
{
|
|
|
|
if (colorDepthPri)
|
|
|
|
DrawTileLine4Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset); // make sure ^1 belongs inside parenthesis...
|
|
|
|
else
|
|
|
|
DrawTileLine8Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset);
|
|
|
|
}
|
|
|
|
hOffset += 8;
|
|
|
|
ntOffset++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// When scrolling, extra tile must be rendered at right edge of region
|
|
|
|
if ( ((mask<<((tileX+tx)/4)) & 0x8000) ) // re-use the last mask bit (mask doesn't scroll)
|
|
|
|
{
|
|
|
|
if (colorDepthPri)
|
|
|
|
DrawTileLine4BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollPri&7);
|
|
|
|
else
|
|
|
|
DrawTileLine8BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollPri&7);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Draw the alternate layer wherever the primary layer was masked
|
|
|
|
*/
|
|
|
|
|
|
|
|
hOffset = -(hScrollAlt&7);
|
|
|
|
vOffset = (y+vScrollAlt)&7;
|
|
|
|
ntOffset = tileX+hScrollAlt/8;
|
|
|
|
nameTable = &nameTableAlt[64*((y+vScrollAlt)/8)];
|
|
|
|
mask = maskTable[y*2];
|
|
|
|
for (tx = 0; tx < tileW; tx++)
|
|
|
|
{
|
|
|
|
if (0 == ((mask<<((tileX+tx)/4)) & 0x8000))
|
|
|
|
{
|
|
|
|
if (colorDepthAlt)
|
|
|
|
DrawTileLine4Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset);
|
|
|
|
else
|
|
|
|
DrawTileLine8Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset);
|
|
|
|
}
|
|
|
|
hOffset += 8;
|
|
|
|
ntOffset++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// When scrolling, extra tile must be rendered at right edge of region
|
|
|
|
if (0 == ((mask<<((tileX+tx)/4)) & 0x8000)) // re-use the last mask bit (mask doesn't scroll)
|
|
|
|
{
|
|
|
|
if (colorDepthAlt)
|
|
|
|
DrawTileLine4BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollAlt&7);
|
|
|
|
else
|
|
|
|
DrawTileLine8BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollAlt&7);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Next line
|
|
|
|
dest += tileW*8; // image surface is only as wide as the rectangle we're updating
|
|
|
|
}
|
|
|
|
|
|
|
|
// Upload
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, tileX*8, tileY*8, tileW*8, tileH*8, GL_RGBA, GL_UNSIGNED_BYTE, surf);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Updates any changed portions of a layer
|
|
|
|
void CRender2D::UpdateLayer(int layerNum)
|
|
|
|
{
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texID[layerNum]);
|
|
|
|
|
|
|
|
allDirty = TRUE;
|
|
|
|
if (allDirty)
|
|
|
|
{
|
|
|
|
// If everything is dirty, update the whole thing at once
|
|
|
|
DrawCompleteLayer(layerNum, (UINT16 *) &vram[(0xF8000+layerNum*2*0x2000)/4]);
|
|
|
|
//DrawRect(layerNum, (UINT16 *) &vram[(0xF8000+layerNum*2*0x2000)/4], 0, 0, 62, 48);
|
|
|
|
memset(dirty, 0, sizeof(dirty));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Otherwise, for now, use a dumb approach that updates each rectangle individually
|
|
|
|
for (int y = 0; y < 64/DIRTY_RECT_HEIGHT; y++)
|
|
|
|
{
|
|
|
|
for (int x = 0; x < 48/DIRTY_RECT_WIDTH; x++)
|
|
|
|
{
|
|
|
|
if (dirty[layerNum][y][x])
|
|
|
|
{
|
|
|
|
DrawRect(layerNum, (UINT16 *) &vram[(0xF8000+layerNum*2*0x2000)/4], x*DIRTY_RECT_WIDTH, y*DIRTY_RECT_HEIGHT, DIRTY_RECT_WIDTH, DIRTY_RECT_HEIGHT);
|
|
|
|
dirty[layerNum][y][x] = 0; // not dirty anymore
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/******************************************************************************
|
|
|
|
Frame Display Functions
|
|
|
|
******************************************************************************/
|
|
|
|
|
|
|
|
// Draws a layer to the screen
|
|
|
|
void CRender2D::DisplayLayer(int layerNum, GLfloat z)
|
|
|
|
{
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texID[layerNum]);
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
glTexCoord2f(0.0f/512.0f, 0.0f); glVertex3f(0.0f, 0.0f, z);
|
|
|
|
glTexCoord2f(496.0f/512.0f, 0.0f); glVertex3f(1.0f, 0.0f, z);
|
|
|
|
glTexCoord2f(496.0f/512.0f, 384.0f/512.0f); glVertex3f(1.0f, 1.0f, z);
|
|
|
|
glTexCoord2f(0.0f/512.0f, 384.0f/512.0f); glVertex3f(0.0f, 1.0f, z);
|
|
|
|
glEnd();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set up viewport and OpenGL state for 2D rendering (sets up blending function but disables blending)
|
|
|
|
void CRender2D::Setup2D(void)
|
|
|
|
{
|
|
|
|
// Set up the viewport and orthogonal projection
|
|
|
|
glViewport(xOffs, yOffs, xPixels, yPixels);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glLoadIdentity();
|
|
|
|
gluOrtho2D(0.0, 1.0, 1.0, 0.0);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glLoadIdentity();
|
|
|
|
|
|
|
|
// Enable texture mapping and blending
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha of 1.0 is opaque, 0 is transparent
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
|
|
|
|
// Disable Z-buffering
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
|
|
|
|
// Shader program
|
|
|
|
glUseProgram(shaderProgram);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Convert color offset register data to RGB
|
|
|
|
void CRender2D::ColorOffset(GLfloat colorOffset[3], UINT32 reg)
|
|
|
|
{
|
|
|
|
INT8 ir, ig, ib;
|
|
|
|
|
|
|
|
ib = (reg>>16)&0xFF;
|
|
|
|
ig = (reg>>8)&0xFF;
|
|
|
|
ir = (reg>>0)&0xFF;
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Uncertain how these should be interpreted. It appears to be signed,
|
|
|
|
* which means the values range from -128 to +127. The division by 128
|
|
|
|
* normalizes this to roughly -1,+1.
|
|
|
|
*/
|
|
|
|
colorOffset[0] = (GLfloat) ir * (1.0f/128.0f);
|
|
|
|
colorOffset[1] = (GLfloat) ig * (1.0f/128.0f);
|
|
|
|
colorOffset[2] = (GLfloat) ib * (1.0f/128.0f);
|
|
|
|
//printf("%08X -> %g,%g,%g\n", reg, colorOffset[2], colorOffset[1], colorOffset[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Bottom layers
|
|
|
|
void CRender2D::BeginFrame(void)
|
|
|
|
{
|
|
|
|
GLfloat colorOffset[3];
|
|
|
|
|
|
|
|
// Update all layers
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
|
|
{
|
|
|
|
UpdateLayer(i);
|
|
|
|
}
|
|
|
|
allDirty = FALSE;
|
|
|
|
|
|
|
|
// Draw bottom layer
|
|
|
|
Setup2D();
|
|
|
|
ColorOffset(colorOffset, regs[0x44/4]);
|
|
|
|
glUniform3fv(colorOffsetLoc, 1, colorOffset);
|
|
|
|
DisplayLayer(1, 0.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Top layers
|
|
|
|
void CRender2D::EndFrame(void)
|
|
|
|
{
|
|
|
|
GLfloat colorOffset[3];
|
|
|
|
|
|
|
|
// Draw top layer
|
|
|
|
Setup2D();
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
ColorOffset(colorOffset, regs[0x40/4]);
|
|
|
|
glUniform3fv(colorOffsetLoc, 1, colorOffset);
|
|
|
|
DisplayLayer(0, -0.5);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/******************************************************************************
|
|
|
|
Emulation Callbacks
|
|
|
|
******************************************************************************/
|
|
|
|
|
2011-07-04 20:53:37 +00:00
|
|
|
void CRender2D::WritePalette(unsigned color, UINT32 data)
|
2011-04-24 01:14:00 +00:00
|
|
|
{
|
|
|
|
UINT8 r, g, b, a;
|
2011-07-04 20:53:37 +00:00
|
|
|
|
|
|
|
a = 0xFF * ((data>>15)&1); // decode the RGBA (make alpha 0xFF or 0x00)
|
|
|
|
a = ~a; // invert it (set on Model 3 means clear pixel)
|
|
|
|
|
|
|
|
if ((data&0x8000))
|
|
|
|
r = g = b = 0;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
b = (data>>7)&0xF8;
|
|
|
|
g = (data>>2)&0xF8;
|
|
|
|
r = (data<<3)&0xF8;
|
|
|
|
}
|
|
|
|
|
|
|
|
pal[color] = (a<<24)|(b<<16)|(g<<8)|r;
|
|
|
|
}
|
2011-04-24 01:14:00 +00:00
|
|
|
|
2011-07-04 20:53:37 +00:00
|
|
|
void CRender2D::WriteVRAM(unsigned addr, UINT32 data)
|
|
|
|
{
|
2011-04-24 01:14:00 +00:00
|
|
|
if (vram[addr/4] == data) // do nothing if no changes
|
|
|
|
return;
|
|
|
|
|
|
|
|
// For now, mark everything as dirty
|
|
|
|
allDirty = TRUE;
|
|
|
|
|
|
|
|
// Palette
|
|
|
|
if (addr >= 0x100000)
|
|
|
|
{
|
2011-07-04 20:53:37 +00:00
|
|
|
unsigned color = (addr-0x100000)/4; // color index
|
|
|
|
WritePalette(color, data);
|
2011-04-24 01:14:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-07-04 20:53:37 +00:00
|
|
|
/*
|
|
|
|
* InitPalette():
|
|
|
|
*
|
|
|
|
* This must be called from AttachVRAM() to initialize the palette. The reason
|
|
|
|
* is that because WriteVRAM() always compares incoming data to what is already
|
|
|
|
* in the VRAM, there is no actual way to initialize the palette by calling
|
|
|
|
* WriteVRAM() and passing it the initial VRAM contents. It will always fail to
|
|
|
|
* update because nothing is being changed.
|
|
|
|
*
|
|
|
|
* This function fixes the transparent pixel bug that frequently occurred when
|
|
|
|
* loading save states in Supermodel 0.1a.
|
|
|
|
*/
|
|
|
|
void CRender2D::InitPalette(void)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 0x20000/4; i++)
|
|
|
|
WritePalette(i, vram[0x100000/4 + i]);
|
|
|
|
}
|
|
|
|
|
2011-04-24 01:14:00 +00:00
|
|
|
|
|
|
|
/******************************************************************************
|
|
|
|
Configuration, Initialization, and Shutdown
|
|
|
|
******************************************************************************/
|
|
|
|
|
|
|
|
void CRender2D::AttachRegisters(const UINT32 *regPtr)
|
|
|
|
{
|
|
|
|
regs = regPtr;
|
|
|
|
DebugLog("Render2D attached registers\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRender2D::AttachVRAM(const UINT8 *vramPtr)
|
|
|
|
{
|
|
|
|
vram = (UINT32 *) vramPtr;
|
2011-07-04 20:53:37 +00:00
|
|
|
InitPalette();
|
2011-04-24 01:14:00 +00:00
|
|
|
DebugLog("Render2D attached VRAM\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
#define MEMORY_POOL_SIZE (512*512*4+0x20000)
|
|
|
|
|
|
|
|
BOOL CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes)
|
|
|
|
{
|
|
|
|
float memSizeMB = (float)MEMORY_POOL_SIZE/(float)0x100000;
|
|
|
|
|
|
|
|
// Load shaders
|
|
|
|
if (OKAY != LoadShaderProgram(&shaderProgram,&vertexShader,&fragmentShader,NULL,NULL,vertexShaderSource,fragmentShaderSource))
|
|
|
|
return FAIL;
|
|
|
|
|
|
|
|
// Get locations of the uniforms
|
|
|
|
glUseProgram(shaderProgram); // bind program
|
|
|
|
textureMapLoc = glGetUniformLocation(shaderProgram, "textureMap");
|
|
|
|
glUniform1i(textureMapLoc,0); // attach it to texture unit 0
|
|
|
|
colorOffsetLoc = glGetUniformLocation(shaderProgram, "colorOffset");
|
|
|
|
|
|
|
|
// Allocate memory for layer surfaces and palette
|
|
|
|
memoryPool = new(std::nothrow) UINT8[MEMORY_POOL_SIZE];
|
|
|
|
if (NULL == memoryPool)
|
|
|
|
return ErrorLog("Insufficient memory for tile layer surfaces (need %1.1f MB).", memSizeMB);
|
|
|
|
memset(memoryPool,0,MEMORY_POOL_SIZE);
|
|
|
|
|
|
|
|
// Set up pointers to memory regions
|
|
|
|
surf = (UINT32 *) memoryPool;
|
|
|
|
pal = (UINT32 *) &memoryPool[512*512*4];
|
|
|
|
|
|
|
|
// Resolution
|
|
|
|
xPixels = xRes;
|
|
|
|
yPixels = yRes;
|
|
|
|
xOffs = xOffset;
|
|
|
|
yOffs = yOffset;
|
|
|
|
|
|
|
|
// Clear textures and dirty rectangles (all memory)
|
|
|
|
memset(memoryPool, 0, MEMORY_POOL_SIZE);
|
|
|
|
memset(dirty, 0, sizeof(dirty));
|
|
|
|
allDirty = TRUE;
|
|
|
|
|
|
|
|
// Create textures
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
glGenTextures(2, texID);
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
|
|
{
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texID[i]);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf);
|
|
|
|
if (glGetError() != GL_NO_ERROR)
|
|
|
|
return ErrorLog("OpenGL was unable to provide 512x512-texel texture maps for tile map layers.");
|
|
|
|
}
|
|
|
|
|
|
|
|
DebugLog("Render2D initialized (allocated %1.1f MB)\n", memSizeMB);
|
|
|
|
return OKAY;
|
|
|
|
}
|
|
|
|
|
|
|
|
CRender2D::CRender2D(void)
|
|
|
|
{
|
|
|
|
xPixels = 496;
|
|
|
|
yPixels = 384;
|
|
|
|
xOffs = 0;
|
|
|
|
yOffs = 0;
|
|
|
|
|
|
|
|
memoryPool = NULL;
|
|
|
|
vram = NULL;
|
|
|
|
surf = NULL;
|
|
|
|
|
|
|
|
DebugLog("Built Render2D\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
CRender2D::~CRender2D(void)
|
|
|
|
{
|
|
|
|
DestroyShaderProgram(shaderProgram,vertexShader,fragmentShader);
|
|
|
|
glDeleteTextures(2, texID);
|
|
|
|
|
|
|
|
if (memoryPool != NULL)
|
|
|
|
{
|
|
|
|
delete [] memoryPool;
|
|
|
|
memoryPool = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
surf = NULL;
|
|
|
|
vram = NULL;
|
|
|
|
|
|
|
|
DebugLog("Destroyed Render2D\n");
|
|
|
|
}
|