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# include " New3D.h "
# include "PolyHeader.h"
# include "Texture.h"
# include "Vec.h"
# include <cmath> // needed by gcc
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# define MAX_RAM_POLYS 100000
# define MAX_ROM_POLYS 500000
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# ifndef M_PI
# define M_PI 3.14159265359
# endif
namespace New3D {
CNew3D : : CNew3D ( )
{
m_cullingRAMLo = nullptr ;
m_cullingRAMHi = nullptr ;
m_polyRAM = nullptr ;
m_vrom = nullptr ;
m_textureRAM = nullptr ;
}
CNew3D : : ~ CNew3D ( )
{
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m_vbo . Destroy ( ) ;
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}
void CNew3D : : AttachMemory ( const UINT32 * cullingRAMLoPtr , const UINT32 * cullingRAMHiPtr , const UINT32 * polyRAMPtr , const UINT32 * vromPtr , const UINT16 * textureRAMPtr )
{
m_cullingRAMLo = cullingRAMLoPtr ;
m_cullingRAMHi = cullingRAMHiPtr ;
m_polyRAM = polyRAMPtr ;
m_vrom = vromPtr ;
m_textureRAM = textureRAMPtr ;
}
void CNew3D : : SetStep ( int stepID )
{
m_step = stepID ;
if ( ( m_step ! = 0x10 ) & & ( m_step ! = 0x15 ) & & ( m_step ! = 0x20 ) & & ( m_step ! = 0x21 ) ) {
m_step = 0x10 ;
}
if ( m_step > 0x10 ) {
m_offset = 0 ; // culling nodes are 10 words
m_vertexFactor = ( 1.0f / 2048.0f ) ; // vertices are in 13.11 format
}
else {
m_offset = 2 ; // 8 words
m_vertexFactor = ( 1.0f / 128.0f ) ; // 17.7
}
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m_vbo . Create ( GL_ARRAY_BUFFER , GL_DYNAMIC_DRAW , sizeof ( Poly ) * ( MAX_RAM_POLYS + MAX_ROM_POLYS ) ) ;
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}
bool CNew3D : : Init ( unsigned xOffset , unsigned yOffset , unsigned xRes , unsigned yRes , unsigned totalXResParam , unsigned totalYResParam )
{
// Resolution and offset within physical display area
m_xRatio = xRes / 496.0f ;
m_yRatio = yRes / 384.0f ;
m_xOffs = xOffset ;
m_yOffs = yOffset ;
m_totalXRes = totalXResParam ;
m_totalYRes = totalYResParam ;
m_r3dShader . LoadShader ( ) ;
glUseProgram ( 0 ) ;
return OKAY ; // OKAY ? wtf ..
}
void CNew3D : : UploadTextures ( unsigned x , unsigned y , unsigned width , unsigned height )
{
m_texSheet . Invalidate ( x , y , width , height ) ;
}
void CNew3D : : RenderScene ( int priority , bool alpha )
{
if ( alpha ) {
glEnable ( GL_BLEND ) ;
}
for ( auto & n : m_nodes ) {
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if ( n . viewport . priority ! = priority | | n . models . empty ( ) ) {
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continue ;
}
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glViewport ( n . viewport . x , n . viewport . y , n . viewport . width , n . viewport . height ) ;
glMatrixMode ( GL_PROJECTION ) ;
glLoadMatrixf ( n . viewport . projectionMatrix ) ;
glMatrixMode ( GL_MODELVIEW ) ;
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m_r3dShader . SetViewportUniforms ( & n . viewport ) ;
for ( auto & m : n . models ) {
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bool matrixLoaded = false ;
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if ( m . meshes - > empty ( ) ) {
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continue ;
}
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m_r3dShader . SetModelStates ( & m ) ;
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for ( auto & mesh : * m . meshes ) {
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if ( alpha ) {
if ( ! mesh . textureAlpha & & ! mesh . polyAlpha ) {
continue ;
}
}
else {
if ( mesh . textureAlpha | | mesh . polyAlpha ) {
continue ;
}
}
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if ( ! matrixLoaded ) {
glLoadMatrixf ( m . modelMat ) ;
matrixLoaded = true ; // do this here to stop loading matrices we don't need. Ie when rendering non transparent etc
}
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if ( mesh . textured ) {
auto tex = m_texSheet . BindTexture ( m_textureRAM , mesh . format , mesh . mirrorU , mesh . mirrorV , mesh . x + m . textureOffsetX , mesh . y + m . textureOffsetY , mesh . width , mesh . height ) ;
if ( tex ) {
tex - > BindTexture ( ) ;
tex - > SetWrapMode ( mesh . mirrorU , mesh . mirrorV ) ;
}
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}
m_r3dShader . SetMeshUniforms ( & mesh ) ;
glDrawArrays ( GL_TRIANGLES , mesh . vboOffset * 3 , mesh . triangleCount * 3 ) ; // times 3 to convert triangles to vertices
}
}
}
glDisable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
}
void CNew3D : : RenderFrame ( void )
{
// release any resources from last frame
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m_polyBufferRam . clear ( ) ; // clear dyanmic model memory buffer
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m_nodes . clear ( ) ; // memory will grow during the object life time, that's fine, no need to shrink to fit
m_modelMat . Release ( ) ; // would hope we wouldn't need this but no harm in checking
m_nodeAttribs . Reset ( ) ;
glDepthFunc ( GL_LEQUAL ) ;
glEnable ( GL_DEPTH_TEST ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glEnable ( GL_CULL_FACE ) ;
glFrontFace ( GL_CW ) ;
for ( int pri = 0 ; pri < = 3 ; pri + + ) {
RenderViewport ( 0x800000 , pri ) ; // build model structure
}
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m_vbo . Bind ( true ) ;
m_vbo . BufferSubData ( MAX_ROM_POLYS * sizeof ( Poly ) , m_polyBufferRam . size ( ) * sizeof ( Poly ) , m_polyBufferRam . data ( ) ) ; // upload all the dynamic data to GPU in one go
if ( m_polyBufferRom . size ( ) ) {
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// sync rom memory with vbo
int romBytes = ( int ) m_polyBufferRom . size ( ) * sizeof ( Poly ) ;
int vboBytes = m_vbo . GetSize ( ) ;
int size = romBytes - vboBytes ;
if ( size ) {
//check we haven't blown up the memory buffers
//we will lose rom models for 1 frame is this happens, not the end of the world, as probably won't ever happen anyway
if ( m_polyBufferRom . size ( ) > = MAX_ROM_POLYS ) {
m_polyBufferRom . clear ( ) ;
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m_romMap . clear ( ) ;
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m_vbo . Reset ( ) ;
}
else {
m_vbo . AppendData ( size , & m_polyBufferRom [ vboBytes / sizeof ( Poly ) ] ) ;
}
}
}
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glEnableClientState ( GL_VERTEX_ARRAY ) ;
glEnableClientState ( GL_NORMAL_ARRAY ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glEnableClientState ( GL_COLOR_ARRAY ) ;
// before draw, specify vertex and index arrays with their offsets, offsetof is maybe evil ..
glVertexPointer ( 3 , GL_FLOAT , sizeof ( Vertex ) , 0 ) ;
glNormalPointer ( GL_FLOAT , sizeof ( Vertex ) , ( void * ) offsetof ( Vertex , normal ) ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( Vertex ) , ( void * ) offsetof ( Vertex , texcoords ) ) ;
glColorPointer ( 4 , GL_UNSIGNED_BYTE , sizeof ( Vertex ) , ( void * ) offsetof ( Vertex , color ) ) ;
m_r3dShader . SetShader ( true ) ;
for ( int pri = 0 ; pri < = 3 ; pri + + ) {
glClear ( GL_DEPTH_BUFFER_BIT ) ;
RenderScene ( pri , false ) ;
RenderScene ( pri , true ) ;
}
m_r3dShader . SetShader ( false ) ; // unbind shader
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m_vbo . Bind ( false ) ;
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glDisable ( GL_CULL_FACE ) ;
glDisableClientState ( GL_VERTEX_ARRAY ) ;
glDisableClientState ( GL_NORMAL_ARRAY ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glDisableClientState ( GL_COLOR_ARRAY ) ;
}
void CNew3D : : BeginFrame ( void )
{
}
void CNew3D : : EndFrame ( void )
{
}
/******************************************************************************
Real3D Address Translation
Functions that interpret word - granular Real3D addresses and return pointers .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
// Translates 24-bit culling RAM addresses
const UINT32 * CNew3D : : TranslateCullingAddress ( UINT32 addr )
{
addr & = 0x00FFFFFF ; // caller should have done this already
if ( ( addr > = 0x800000 ) & & ( addr < 0x840000 ) ) {
return & m_cullingRAMHi [ addr & 0x3FFFF ] ;
}
else if ( addr < 0x100000 ) {
return & m_cullingRAMLo [ addr ] ;
}
return NULL ;
}
// Translates model references
const UINT32 * CNew3D : : TranslateModelAddress ( UINT32 modelAddr )
{
modelAddr & = 0x00FFFFFF ; // caller should have done this already
if ( modelAddr < 0x100000 ) {
return & m_polyRAM [ modelAddr ] ;
}
else {
return & m_vrom [ modelAddr ] ;
}
}
bool CNew3D : : DrawModel ( UINT32 modelAddr )
{
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const UINT32 * modelAddress ;
bool cached = false ;
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Model * m ;
modelAddress = TranslateModelAddress ( modelAddr ) ;
// create a new model to push onto the vector
m_nodes . back ( ) . models . emplace_back ( Model ( ) ) ;
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// get the last model in the array
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m = & m_nodes . back ( ) . models . back ( ) ;
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if ( IsVROMModel ( modelAddr ) & & ! IsDynamicModel ( ( UINT32 * ) modelAddress ) ) {
// try to find meshes in the rom cache
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if ( m_romMap . count ( modelAddr ) ) {
m - > meshes = m_romMap [ modelAddr ] ;
cached = true ;
}
else {
m - > meshes = std : : make_shared < std : : vector < Mesh > > ( ) ;
m_romMap [ modelAddr ] = m - > meshes ; // store meshes in our rom map here
}
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m - > dynamic = false ;
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}
else {
m - > meshes = std : : make_shared < std : : vector < Mesh > > ( ) ;
}
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// copy current model matrix
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for ( int i = 0 ; i < 16 ; i + + ) {
m - > modelMat [ i ] = m_modelMat . currentMatrix [ i ] ;
}
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//calculate determinant
m - > determinant = Determinant3x3 ( m_modelMat ) ;
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// update texture offsets
m - > textureOffsetX = m_nodeAttribs . currentTexOffsetX ;
m - > textureOffsetY = m_nodeAttribs . currentTexOffsetY ;
if ( ! cached ) {
CacheModel ( m , modelAddress ) ;
}
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return true ;
}
// Descends into a 10-word culling node
void CNew3D : : DescendCullingNode ( UINT32 addr )
{
const UINT32 * node , * lodTable ;
UINT32 matrixOffset , node1Ptr , node2Ptr ;
float x , y , z ;
int tx , ty ;
if ( m_nodeAttribs . StackLimit ( ) ) {
return ;
}
node = TranslateCullingAddress ( addr ) ;
if ( NULL = = node ) {
return ;
}
// Extract known fields
node1Ptr = node [ 0x07 - m_offset ] ;
node2Ptr = node [ 0x08 - m_offset ] ;
matrixOffset = node [ 0x03 - m_offset ] & 0xFFF ;
x = * ( float * ) & node [ 0x04 - m_offset ] ; // magic numbers everywhere !
y = * ( float * ) & node [ 0x05 - m_offset ] ;
z = * ( float * ) & node [ 0x06 - m_offset ] ;
m_nodeAttribs . Push ( ) ; // save current attribs
if ( ! m_offset ) // Step 1.5+
{
tx = 32 * ( ( node [ 0x02 ] > > 7 ) & 0x3F ) ;
ty = 32 * ( node [ 0x02 ] & 0x3F ) + ( ( node [ 0x02 ] & 0x4000 ) ? 1024 : 0 ) ; // TODO: 5 or 6 bits for Y coord?
// apply texture offsets, else retain current ones
if ( ( node [ 0x02 ] & 0x8000 ) ) {
m_nodeAttribs . currentTexOffsetX = tx ;
m_nodeAttribs . currentTexOffsetY = ty ;
m_nodeAttribs . currentTexOffset = node [ 0x02 ] & 0x7FFF ;
}
}
// Apply matrix and translation
m_modelMat . PushMatrix ( ) ;
// apply translation vector
if ( ( node [ 0x00 ] & 0x10 ) ) {
m_modelMat . Translate ( x , y , z ) ;
}
// multiply matrix, if specified
else if ( matrixOffset ) {
MultMatrix ( matrixOffset , m_modelMat ) ;
}
// Descend down first link
if ( ( node [ 0x00 ] & 0x08 ) ) // 4-element LOD table
{
lodTable = TranslateCullingAddress ( node1Ptr ) ;
if ( NULL ! = lodTable ) {
if ( ( node [ 0x03 - m_offset ] & 0x20000000 ) ) {
DescendCullingNode ( lodTable [ 0 ] & 0xFFFFFF ) ;
}
else {
DrawModel ( lodTable [ 0 ] & 0xFFFFFF ) ; //TODO
}
}
}
else {
DescendNodePtr ( node1Ptr ) ;
}
// Proceed to second link
m_modelMat . PopMatrix ( ) ;
// seems to indicate second link is invalid (fixes circular references)
if ( ( node [ 0x00 ] & 0x07 ) ! = 0x06 ) {
DescendNodePtr ( node2Ptr ) ;
}
// Restore old texture offsets
m_nodeAttribs . Pop ( ) ;
}
void CNew3D : : DescendNodePtr ( UINT32 nodeAddr )
{
// 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 ;
}
}
void CNew3D : : DescendPointerList ( UINT32 addr )
{
const UINT32 * list ;
UINT32 nodeAddr ;
int listEnd ;
if ( m_listDepth > 2 ) { // several Step 2.1 games require this safeguard
return ;
}
list = TranslateCullingAddress ( addr ) ;
if ( NULL = = list ) {
return ;
}
m_listDepth + + ;
// Traverse the list forward and print it out
listEnd = 0 ;
while ( 1 )
{
if ( ( list [ listEnd ] & 0x02000000 ) ) { // end of list (?)
break ;
}
if ( ( list [ listEnd ] = = 0 ) | | ( ( ( list [ listEnd ] ) > > 24 ) ! = 0 ) ) {
listEnd - - ; // back up to last valid list element
break ;
}
listEnd + + ;
}
for ( int i = 0 ; i < = listEnd ; i + + ) {
nodeAddr = list [ i ] & 0x00FFFFFF ; // clear upper 8 bits to ensure this is processed as a culling node
if ( ! ( list [ i ] & 0x01000000 ) ) { //Fighting Vipers
if ( ( nodeAddr ! = 0 ) & & ( nodeAddr ! = 0x800800 ) ) {
DescendCullingNode ( nodeAddr ) ;
}
}
}
/*
// Traverse the list backward and descend into each pointer
while ( listEnd > = 0 )
{
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 ) ;
}
}
listEnd - - ;
}
*/
m_listDepth - - ;
}
/******************************************************************************
Matrix Stack
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
// Macro to generate column-major (OpenGL) index from y,x subscripts
# define CMINDEX(y,x) (x*4+y)
/*
* 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 CNew3D : : MultMatrix ( UINT32 matrixOffset , Mat4 & mat )
{
GLfloat m [ 4 * 4 ] ;
const float * src = & m_matrixBasePtr [ matrixOffset * 12 ] ;
if ( m_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 ;
mat . MultMatrix ( m ) ;
}
/*
* 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 :
*
* 0 0 - 1 0
* 1 0 0 0
* 0 - 1 0 0
* 0 0 0 1
*
* When this is multiplied by a column vector , the output is :
*
* - Z
* X
* - Y
* 1
*
* 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 CNew3D : : InitMatrixStack ( UINT32 matrixBaseAddr , Mat4 & mat )
{
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 ;
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mat . LoadMatrix ( m ) ;
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// Set matrix base address and apply matrix #0 (coordinate system matrix)
m_matrixBasePtr = ( float * ) TranslateCullingAddress ( matrixBaseAddr ) ;
MultMatrix ( 0 , mat ) ;
}
// Draws viewports of the given priority
void CNew3D : : RenderViewport ( UINT32 addr , int pri )
{
GLfloat color [ 8 ] [ 3 ] = // RGB1 translation
{
{ 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
} ;
const UINT32 * vpnode ;
UINT32 nextAddr , nodeAddr , matrixBase ;
int curPri ;
int vpX , vpY , vpWidth , vpHeight ;
int spotColorIdx ;
GLfloat scrollFog , scrollAtt ;
Viewport * vp ;
// Translate address and obtain pointer
vpnode = TranslateCullingAddress ( addr ) ;
if ( NULL = = vpnode ) {
return ;
}
curPri = ( vpnode [ 0x00 ] > > 3 ) & 3 ; // viewport priority
nextAddr = vpnode [ 0x01 ] & 0xFFFFFF ; // next viewport
nodeAddr = vpnode [ 0x02 ] ; // scene database node pointer
// Recursively process next viewport
if ( vpnode [ 0x01 ] = = 0 ) { // memory probably hasn't been set up yet, abort
return ;
}
if ( vpnode [ 0x01 ] ! = 0x01000000 ) {
RenderViewport ( vpnode [ 0x01 ] , pri ) ;
}
// If the priority doesn't match, do not process
if ( curPri ! = pri ) {
return ;
}
// create node object
m_nodes . emplace_back ( Node ( ) ) ;
m_nodes . back ( ) . models . reserve ( 2048 ) ; // create space for models
// get pointer to its viewport
vp = & m_nodes . back ( ) . viewport ;
vp - > priority = pri ;
// Fetch viewport parameters (TO-DO: would rounding make a difference?)
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vpX = ( int ) ( ( ( vpnode [ 0x1A ] & 0xFFFF ) / 16.0f ) + 0.5f ) ; // viewport X (12.4 fixed point)
vpY = ( int ) ( ( ( vpnode [ 0x1A ] > > 16 ) / 16.0f ) + 0.5f ) ; // viewport Y (12.4)
vpWidth = ( int ) ( ( ( vpnode [ 0x14 ] & 0xFFFF ) / 4.0f ) + 0.5f ) ; // width (14.2)
vpHeight = ( int ) ( ( ( vpnode [ 0x14 ] > > 16 ) / 4.0f ) + 0.5f ) ; // height (14.2)
matrixBase = vpnode [ 0x16 ] & 0xFFFFFF ; // matrix base address
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if ( vpX ) {
vpX + = 2 ;
}
if ( vpY ) {
vpY + = 2 ;
}
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LODBlendTable * tableTest = ( LODBlendTable * ) TranslateCullingAddress ( vpnode [ 0x17 ] ) ;
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float angle_left = - atan2 ( * ( float * ) & vpnode [ 12 ] , * ( float * ) & vpnode [ 13 ] ) ;
float angle_right = atan2 ( * ( float * ) & vpnode [ 16 ] , - * ( float * ) & vpnode [ 17 ] ) ;
float angle_top = atan2 ( * ( float * ) & vpnode [ 14 ] , * ( float * ) & vpnode [ 15 ] ) ;
float angle_bottom = - atan2 ( * ( float * ) & vpnode [ 18 ] , - * ( float * ) & vpnode [ 19 ] ) ;
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float near = 0.25f ;
float far = 2e6 ;
if ( m_step = = 0x10 ) {
near = 8 ;
}
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float l = near * tanf ( angle_left ) ;
float r = near * tanf ( angle_right ) ;
float t = near * tanf ( angle_top ) ;
float b = near * tanf ( angle_bottom ) ;
// TO-DO: investigate clipping near/far planes
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if ( ( vpX = = 0 ) & & ( vpWidth > = 495 ) & & ( vpY = = 0 ) & & ( vpHeight > = 383 ) )
{
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float windowAR = ( float ) m_totalXRes / ( float ) m_totalYRes ;
float originalAR = 496 / 384.f ;
float correction = windowAR / originalAR ; // expand horizontal frustum planes
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vp - > x = 0 ;
vp - > y = m_yOffs + ( GLint ) ( ( float ) ( 384 - ( vpY + vpHeight ) ) * m_yRatio ) ;
vp - > width = m_totalXRes ;
vp - > height = ( GLint ) ( ( float ) vpHeight * m_yRatio ) ;
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vp - > projectionMatrix . Frustum ( l * correction , r * correction , b , t , near , far ) ;
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}
else
{
vp - > x = m_xOffs + ( GLint ) ( ( float ) vpX * m_xRatio ) ;
vp - > y = m_yOffs + ( GLint ) ( ( float ) ( 384 - ( vpY + vpHeight ) ) * m_yRatio ) ;
vp - > width = ( GLint ) ( ( float ) vpWidth * m_xRatio ) ;
vp - > height = ( GLint ) ( ( float ) vpHeight * m_yRatio ) ;
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vp - > projectionMatrix . Frustum ( l , r , b , t , near , far ) ;
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}
// Lighting (note that sun vector points toward sun -- away from vertex)
vp - > lightingParams [ 0 ] = * ( float * ) & vpnode [ 0x05 ] ; // sun X
vp - > lightingParams [ 1 ] = * ( float * ) & vpnode [ 0x06 ] ; // sun Y
vp - > lightingParams [ 2 ] = * ( float * ) & vpnode [ 0x04 ] ; // sun Z
vp - > lightingParams [ 3 ] = * ( float * ) & vpnode [ 0x07 ] ; // sun intensity
vp - > lightingParams [ 4 ] = ( float ) ( ( vpnode [ 0x24 ] > > 8 ) & 0xFF ) * ( 1.0f / 255.0f ) ; // ambient intensity
vp - > lightingParams [ 5 ] = 0.0 ; // reserved
// Spotlight
spotColorIdx = ( vpnode [ 0x20 ] > > 11 ) & 7 ; // spotlight color index
vp - > spotEllipse [ 0 ] = ( float ) ( ( vpnode [ 0x1E ] > > 3 ) & 0x1FFF ) ; // spotlight X position (fractional component?)
vp - > spotEllipse [ 1 ] = ( float ) ( ( vpnode [ 0x1D ] > > 3 ) & 0x1FFF ) ; // spotlight Y
vp - > spotEllipse [ 2 ] = ( float ) ( ( vpnode [ 0x1E ] > > 16 ) & 0xFFFF ) ; // spotlight X size (16-bit? May have fractional component below bit 16)
vp - > spotEllipse [ 3 ] = ( float ) ( ( vpnode [ 0x1D ] > > 16 ) & 0xFFFF ) ; // spotlight Y size
vp - > spotRange [ 0 ] = 1.0f / ( * ( float * ) & vpnode [ 0x21 ] ) ; // spotlight start
vp - > spotRange [ 1 ] = * ( float * ) & vpnode [ 0x1F ] ; // spotlight extent
vp - > spotColor [ 0 ] = color [ spotColorIdx ] [ 0 ] ; // spotlight color
vp - > spotColor [ 1 ] = color [ spotColorIdx ] [ 1 ] ;
vp - > spotColor [ 2 ] = color [ spotColorIdx ] [ 2 ] ;
// Spotlight is applied on a per pixel basis, must scale its position and size to screen
vp - > spotEllipse [ 1 ] = 384.0f - vp - > spotEllipse [ 1 ] ;
vp - > spotRange [ 1 ] + = vp - > spotRange [ 0 ] ; // limit
vp - > spotEllipse [ 2 ] = 496.0f / sqrt ( vp - > spotEllipse [ 2 ] ) ; // spotlight appears to be specified in terms of physical resolution (unconfirmed)
vp - > spotEllipse [ 3 ] = 384.0f / sqrt ( vp - > spotEllipse [ 3 ] ) ;
// Scale the spotlight to the OpenGL viewport
vp - > spotEllipse [ 0 ] = vp - > spotEllipse [ 0 ] * m_xRatio + m_xOffs ;
vp - > spotEllipse [ 1 ] = vp - > spotEllipse [ 1 ] * m_yRatio + m_yOffs ;
vp - > spotEllipse [ 2 ] * = m_xRatio ;
vp - > spotEllipse [ 3 ] * = m_yRatio ;
// Fog
vp - > fogParams [ 0 ] = ( float ) ( ( vpnode [ 0x22 ] > > 16 ) & 0xFF ) * ( 1.0f / 255.0f ) ; // fog color R
vp - > fogParams [ 1 ] = ( float ) ( ( vpnode [ 0x22 ] > > 8 ) & 0xFF ) * ( 1.0f / 255.0f ) ; // fog color G
vp - > fogParams [ 2 ] = ( float ) ( ( vpnode [ 0x22 ] > > 0 ) & 0xFF ) * ( 1.0f / 255.0f ) ; // fog color B
vp - > fogParams [ 3 ] = * ( float * ) & vpnode [ 0x23 ] ; // fog density
vp - > fogParams [ 4 ] = ( float ) ( INT16 ) ( vpnode [ 0x25 ] & 0xFFFF ) * ( 1.0f / 255.0f ) ; // fog start
if ( std : : isinf ( vp - > fogParams [ 3 ] ) | | std : : isnan ( vp - > fogParams [ 3 ] ) | | std : : isinf ( vp - > fogParams [ 4 ] ) | | std : : isnan ( vp - > fogParams [ 4 ] ) ) { // Star Wars Trilogy
vp - > fogParams [ 3 ] = vp - > fogParams [ 4 ] = 0.0f ;
}
// Unknown light/fog parameters
scrollFog = ( float ) ( vpnode [ 0x20 ] & 0xFF ) * ( 1.0f / 255.0f ) ; // scroll fog
scrollAtt = ( float ) ( vpnode [ 0x24 ] & 0xFF ) * ( 1.0f / 255.0f ) ; // scroll attenuation
// Clear texture offsets before proceeding
m_nodeAttribs . Reset ( ) ;
// Set up coordinate system and base matrix
InitMatrixStack ( matrixBase , m_modelMat ) ;
// Safeguard: weird coordinate system matrices usually indicate scenes that will choke the renderer
if ( NULL ! = m_matrixBasePtr )
{
float m21 , m32 , m13 ;
// Get the three elements that are usually set and see if their magnitudes are 1
m21 = m_matrixBasePtr [ 6 ] ;
m32 = m_matrixBasePtr [ 10 ] ;
m13 = m_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 ;
}
m_listDepth = 0 ;
// Descend down the node link: Use recursive traversal
DescendNodePtr ( nodeAddr ) ;
}
void CNew3D : : CopyVertexData ( R3DPoly & r3dPoly , std : : vector < Poly > & polyArray )
{
//====================
Poly p ;
V3 : : Vec3 normal ;
float dotProd ;
bool clockWise ;
//====================
V3 : : createNormal ( r3dPoly . v [ 0 ] . pos , r3dPoly . v [ 1 ] . pos , r3dPoly . v [ 2 ] . pos , normal ) ;
dotProd = V3 : : dotProduct ( normal , r3dPoly . faceNormal ) ;
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clockWise = dotProd > = 0.0 ;
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if ( clockWise ) {
p . p1 = r3dPoly . v [ 0 ] ;
p . p2 = r3dPoly . v [ 1 ] ;
p . p3 = r3dPoly . v [ 2 ] ;
}
else {
p . p1 = r3dPoly . v [ 2 ] ;
p . p2 = r3dPoly . v [ 1 ] ;
p . p3 = r3dPoly . v [ 0 ] ;
}
polyArray . emplace_back ( p ) ;
if ( r3dPoly . number = = 4 ) {
if ( clockWise ) {
p . p1 = r3dPoly . v [ 0 ] ;
p . p2 = r3dPoly . v [ 2 ] ;
p . p3 = r3dPoly . v [ 3 ] ;
}
else {
p . p1 = r3dPoly . v [ 0 ] ;
p . p2 = r3dPoly . v [ 3 ] ;
p . p3 = r3dPoly . v [ 2 ] ;
}
polyArray . emplace_back ( p ) ;
}
}
void CNew3D : : CacheModel ( Model * m , const UINT32 * data )
{
Vertex prev [ 4 ] ;
PolyHeader ph ;
int numPolys = 0 ;
bool done = false ;
UINT64 lastHash = - 1 ;
SortingMesh * currentMesh = nullptr ;
std : : map < UINT64 , SortingMesh > sMap ;
if ( data = = NULL )
return ;
ph = data ;
int numTriangles = ph . NumTrianglesTotal ( ) ;
// Cache all polygons
while ( ! done )
{
R3DPoly p ; // current polygon
GLfloat uvScale ;
int i , j ;
bool validPoly = true ;
ph = data ;
if ( ph . header [ 6 ] = = 0 ) {
break ;
}
if ( ( ph . header [ 0 ] & 0x100 ) & & ( ph . header [ 0 ] & 0x200 ) ) { // assuming these two bits mean z and colour writes are disabled
validPoly = false ;
}
else {
if ( ! numPolys & & ( ph . NumSharedVerts ( ) ! = 0 ) ) { // sharing vertices, but we haven't started the model yet
printf ( " incomplete data \n " ) ;
validPoly = false ;
}
}
// Set current header pointer (header is 7 words)
data + = 7 ; // data will now point to first vertex
// create a hash value based on poly attributes -todo add more attributes
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auto hash = ph . Hash ( ) ;
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if ( hash ! = lastHash & & validPoly ) {
if ( sMap . count ( hash ) = = 0 ) {
sMap [ hash ] = SortingMesh ( ) ;
currentMesh = & sMap [ hash ] ;
//make space for our vertices
currentMesh - > polys . reserve ( numTriangles ) ;
//copy attributes
currentMesh - > doubleSided = ph . DoubleSided ( ) ;
currentMesh - > textured = ph . TexEnabled ( ) ;
currentMesh - > alphaTest = ph . AlphaTest ( ) ;
currentMesh - > textureAlpha = ph . TextureAlpha ( ) ;
currentMesh - > polyAlpha = ph . PolyAlpha ( ) ;
currentMesh - > lighting = ph . LightEnabled ( ) ;
if ( ! ph . Luminous ( ) ) {
currentMesh - > fogIntensity = 1.0f ;
}
else {
currentMesh - > fogIntensity = ph . LightModifier ( ) ;
}
if ( ph . TexEnabled ( ) ) {
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currentMesh - > format = ph . TexFormat ( ) ;
currentMesh - > x = ph . X ( ) ;
currentMesh - > y = ph . Y ( ) ;
currentMesh - > width = ph . TexWidth ( ) ;
currentMesh - > height = ph . TexHeight ( ) ;
currentMesh - > mirrorU = ph . TexUMirror ( ) ;
currentMesh - > mirrorV = ph . TexVMirror ( ) ;
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}
}
currentMesh = & sMap [ hash ] ;
}
if ( validPoly ) {
lastHash = hash ;
}
// Obtain basic polygon parameters
done = ph . LastPoly ( ) ;
p . number = ph . NumVerts ( ) ;
uvScale = ph . UVScale ( ) ;
ph . FaceNormal ( p . faceNormal ) ;
// Fetch reused vertices according to bitfield, then new verts
i = 0 ;
j = 0 ;
for ( i = 0 ; i < 4 ; i + + ) // up to 4 reused vertices
{
if ( ph . SharedVertex ( i ) )
{
p . v [ j ] = prev [ i ] ;
+ + j ;
}
}
for ( ; j < p . number ; j + + ) // remaining vertices are new and defined here
{
// Fetch vertices
UINT32 ix = data [ 0 ] ;
UINT32 iy = data [ 1 ] ;
UINT32 iz = data [ 2 ] ;
UINT32 it = data [ 3 ] ;
// Decode vertices
p . v [ j ] . pos [ 0 ] = ( GLfloat ) ( ( ( INT32 ) ix ) > > 8 ) * m_vertexFactor ;
p . v [ j ] . pos [ 1 ] = ( GLfloat ) ( ( ( INT32 ) iy ) > > 8 ) * m_vertexFactor ;
p . v [ j ] . pos [ 2 ] = ( GLfloat ) ( ( ( INT32 ) iz ) > > 8 ) * m_vertexFactor ;
p . v [ j ] . normal [ 0 ] = p . faceNormal [ 0 ] + ( GLfloat ) ( INT8 ) ( ix & 0xFF ) ; // vertex normals are offset from polygon normal - we can normalise them in the shader
p . v [ j ] . normal [ 1 ] = p . faceNormal [ 1 ] + ( GLfloat ) ( INT8 ) ( iy & 0xFF ) ;
p . v [ j ] . normal [ 2 ] = p . faceNormal [ 2 ] + ( GLfloat ) ( INT8 ) ( iz & 0xFF ) ;
if ( ( ph . header [ 1 ] & 2 ) = = 0 ) {
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UINT32 colorIdx = ( ( ph . header [ 4 ] > > 8 ) & 0x7FF ) ;
p . v [ j ] . color [ 2 ] = ( m_polyRAM [ 0x400 + colorIdx ] & 0xFF ) ;
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p . v [ j ] . color [ 1 ] = ( m_polyRAM [ 0x400 + colorIdx ] > > 8 ) & 0xFF ;
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p . v [ j ] . color [ 0 ] = ( m_polyRAM [ 0x400 + colorIdx ] > > 16 ) & 0xFF ;
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}
else if ( ph . FixedShading ( ) ) {
UINT8 shade = ph . ShadeValue ( ) ;
p . v [ j ] . color [ 0 ] = shade ;
p . v [ j ] . color [ 1 ] = shade ;
p . v [ j ] . color [ 2 ] = shade ;
}
else {
p . v [ j ] . color [ 0 ] = ( ph . header [ 4 ] > > 24 ) ;
p . v [ j ] . color [ 1 ] = ( ph . header [ 4 ] > > 16 ) & 0xFF ;
p . v [ j ] . color [ 2 ] = ( ph . header [ 4 ] > > 8 ) & 0xFF ;
}
if ( ( ph . header [ 6 ] & 0x00800000 ) ) { // if set, polygon is opaque
p . v [ j ] . color [ 3 ] = 255 ;
}
else {
p . v [ j ] . color [ 3 ] = ph . Transparency ( ) ;
}
float texU , texV = 0 ;
// tex coords
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if ( validPoly & & currentMesh - > textured ) {
Texture : : GetCoordinates ( currentMesh - > width , currentMesh - > height , ( UINT16 ) ( it > > 16 ) , ( UINT16 ) ( it & 0xFFFF ) , uvScale , texU , texV ) ;
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}
p . v [ j ] . texcoords [ 0 ] = texU ;
p . v [ j ] . texcoords [ 1 ] = texV ;
data + = 4 ;
}
// Copy current vertices into previous vertex array
for ( i = 0 ; i < 4 & & validPoly ; i + + ) {
prev [ i ] = p . v [ i ] ;
}
// Copy this polygon into the model buffer
if ( validPoly ) {
CopyVertexData ( p , currentMesh - > polys ) ;
numPolys + + ;
}
}
//sorted the data, now copy to main data structures
// we know how many meshes we have so reserve appropriate space
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m - > meshes - > reserve ( sMap . size ( ) ) ;
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for ( auto & it : sMap ) {
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if ( m - > dynamic ) {
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// calculate VBO values for current mesh
it . second . vboOffset = m_polyBufferRam . size ( ) + MAX_ROM_POLYS ;
it . second . triangleCount = it . second . polys . size ( ) ;
// copy poly data to main buffer
m_polyBufferRam . insert ( m_polyBufferRam . end ( ) , it . second . polys . begin ( ) , it . second . polys . end ( ) ) ;
}
else {
// calculate VBO values for current mesh
it . second . vboOffset = m_polyBufferRom . size ( ) ;
it . second . triangleCount = it . second . polys . size ( ) ;
// copy poly data to main buffer
m_polyBufferRom . insert ( m_polyBufferRom . end ( ) , it . second . polys . begin ( ) , it . second . polys . end ( ) ) ;
}
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//copy the temp mesh into the model structure
//this will lose the associated vertex data, which is now copied to the main buffer anyway
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m - > meshes - > push_back ( it . second ) ;
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}
}
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float CNew3D : : Determinant3x3 ( const float m [ 16 ] ) {
/*
| A B C |
M = | D E F |
| G H I |
then the determinant is calculated as follows :
det M = A * ( EI - HF ) - B * ( DI - GF ) + C * ( DH - GE )
*/
return m [ 0 ] * ( ( m [ 5 ] * m [ 10 ] ) - ( m [ 6 ] * m [ 9 ] ) ) - m [ 4 ] * ( ( m [ 1 ] * m [ 10 ] ) - ( m [ 2 ] * m [ 9 ] ) ) + m [ 8 ] * ( ( m [ 1 ] * m [ 6 ] ) - ( m [ 2 ] * m [ 5 ] ) ) ;
}
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bool CNew3D : : IsDynamicModel ( UINT32 * data )
{
if ( data = = NULL ) {
return false ;
}
PolyHeader p ( data ) ;
do {
if ( ( p . header [ 1 ] & 2 ) = = 0 ) { // model has rgb colour palette
return true ;
}
if ( p . header [ 6 ] = = 0 ) {
break ;
}
} while ( p . NextPoly ( ) ) ;
return false ;
}
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bool CNew3D : : IsVROMModel ( UINT32 modelAddr )
{
return modelAddr > = 0x100000 ;
}
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} // New3D