mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-26 07:35:40 +00:00
Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling.
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@ -42,138 +42,138 @@
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class CRender2D
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{
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public:
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/*
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* BeginFrame(void):
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*
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* Prepare to render a new frame. Must be called once per frame prior to
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* drawing anything.
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*/
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void BeginFrame(void);
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/*
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* BeginFrame(void):
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*
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* Prepare to render a new frame. Must be called once per frame prior to
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* drawing anything.
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*/
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void BeginFrame(void);
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/*
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* EndFrame(void):
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*
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* Signals the end of rendering for this frame. Must be called last during
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* the frame.
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*/
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void EndFrame(void);
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/*
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* EndFrame(void):
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*
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* Signals the end of rendering for this frame. Must be called last during
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* the frame.
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*/
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void EndFrame(void);
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/*
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* WriteVRAM(addr, data):
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*
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* Indicates what will be written next to the tile generator's RAM. The
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* VRAM address must not have yet been updated, to allow the renderer to
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* check for changes. Data is accepted in the same form as the tile
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* generator: the MSB is what was written to addr+3. This function is
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* intended to facilitate on-the-fly decoding of tiles and palette data.
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*
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* Parameters:
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* addr Address in tile generator RAM. Caller must ensure it is
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* clamped to the range 0x000000 to 0x11FFFF because this
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* function does not.
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* data The data to write.
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*/
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void WriteVRAM(unsigned addr, UINT32 data);
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/*
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* WriteVRAM(addr, data):
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*
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* Indicates what will be written next to the tile generator's RAM. The
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* VRAM address must not have yet been updated, to allow the renderer to
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* check for changes. Data is accepted in the same form as the tile
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* generator: the MSB is what was written to addr+3. This function is
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* intended to facilitate on-the-fly decoding of tiles and palette data.
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*
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* Parameters:
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* addr Address in tile generator RAM. Caller must ensure it is
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* clamped to the range 0x000000 to 0x11FFFF because this
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* function does not.
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* data The data to write.
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*/
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void WriteVRAM(unsigned addr, uint32_t data);
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/*
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* AttachRegisters(regPtr):
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*
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* Attaches tile generator registers. This must be done prior to any
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* rendering otherwise the program may crash with an access violation.
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*
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* Parameters:
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* regPtr Pointer to the base of the tile generator registers. There
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* are assumed to be 64 in all.
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*/
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void AttachRegisters(const UINT32 *regPtr);
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/*
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* AttachRegisters(regPtr):
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*
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* Attaches tile generator registers. This must be done prior to any
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* rendering otherwise the program may crash with an access violation.
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*
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* Parameters:
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* regPtr Pointer to the base of the tile generator registers. There
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* are assumed to be 64 in all.
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*/
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void AttachRegisters(const uint32_t *regPtr);
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/*
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* AttachPalette(palPtr):
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*
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* Attaches tile generator palettes. This must be done prior to any
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* rendering.
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*
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* Parameters:
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* palPtr Pointer to two palettes. The first is for layers A/A' and
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* the second is for B/B'.
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*/
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void AttachPalette(const UINT32 *palPtr[2]);
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/*
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* AttachPalette(palPtr):
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*
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* Attaches tile generator palettes. This must be done prior to any
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* rendering.
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*
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* Parameters:
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* palPtr Pointer to two palettes. The first is for layers A/A' and
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* the second is for B/B'.
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*/
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void AttachPalette(const uint32_t *palPtr[2]);
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/*
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* AttachVRAM(vramPtr):
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*
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* Attaches tile generator RAM. This must be done prior to any rendering
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* otherwise the program may crash with an access violation.
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*
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* Parameters:
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* vramPtr Pointer to the base of the tile generator RAM (0x120000
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* bytes). VRAM is assumed to be in little endian format.
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*/
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void AttachVRAM(const UINT8 *vramPtr);
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/*
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* AttachVRAM(vramPtr):
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*
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* Attaches tile generator RAM. This must be done prior to any rendering
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* otherwise the program may crash with an access violation.
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*
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* Parameters:
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* vramPtr Pointer to the base of the tile generator RAM (0x120000
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* bytes). VRAM is assumed to be in little endian format.
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*/
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void AttachVRAM(const uint8_t *vramPtr);
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/*
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* Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes);
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*
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* One-time initialization of the context. Must be called before any other
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* members (meaning it should be called even before being attached to any
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* other objects that want to use it).
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*
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* Parameters:
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* xOffset X offset of the viewable area within OpenGL display
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* surface, in pixels.
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* yOffset Y offset.
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* xRes Horizontal resolution of the viewable area.
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* yRes Vertical resolution.
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* totalXRes Horizontal resolution of the complete display area.
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* totalYRes Vertical resolution.
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*
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* Returns:
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* OKAY is successful, otherwise FAILED if a non-recoverable error
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* occurred. Prints own error messages.
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*/
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bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
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/*
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* Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes);
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*
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* One-time initialization of the context. Must be called before any other
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* members (meaning it should be called even before being attached to any
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* other objects that want to use it).
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*
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* Parameters:
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* xOffset X offset of the viewable area within OpenGL display
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* surface, in pixels.
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* yOffset Y offset.
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* xRes Horizontal resolution of the viewable area.
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* yRes Vertical resolution.
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* totalXRes Horizontal resolution of the complete display area.
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* totalYRes Vertical resolution.
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*
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* Returns:
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* OKAY is successful, otherwise FAILED if a non-recoverable error
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* occurred. Prints own error messages.
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*/
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bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
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/*
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* CRender2D(void):
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* ~CRender2D(void):
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*
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* Constructor and destructor.
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*/
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CRender2D(void);
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~CRender2D(void);
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/*
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* CRender2D(void):
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* ~CRender2D(void):
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*
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* Constructor and destructor.
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*/
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CRender2D(void);
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~CRender2D(void);
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private:
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// Private member functions
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void DrawTileLine8BitNoClip(UINT32 *buf, UINT16 tile, int tileLine, const UINT32 *pal);
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void DrawTileLine4BitNoClip(UINT32 *buf, UINT16 tile, int tileLine, const UINT32 *pal);
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void DrawLine(UINT32 *dest, int layerNum, int y, const UINT16 *nameTableBase, const UINT32 *pal);
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bool DrawTilemaps(UINT32 *destBottom, UINT32 *destTop);
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void DisplaySurface(int surface, GLfloat z);
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void Setup2D(bool isBottom, bool clearAll);
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// Private member functions
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bool DrawTilemaps(uint32_t *destBottom, uint32_t *destTop);
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void DisplaySurface(int surface, GLfloat z);
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void Setup2D(bool isBottom, bool clearAll);
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// Data received from tile generator device object
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const UINT32 *vram;
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const UINT32 *pal[2]; // palettes for A/A' and B/B'
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const UINT32 *regs;
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// Data received from tile generator device object
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const uint32_t *m_vram;
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const uint32_t *m_palette[2]; // palettes for A/A' and B/B'
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const uint32_t *m_regs;
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// OpenGL data
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GLuint texID[2]; // IDs for the 2 layer textures (top and bottom)
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unsigned xPixels, yPixels; // display surface resolution
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unsigned xOffs, yOffs; // offset
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unsigned totalXPixels, totalYPixels; // total display surface resolution
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// OpenGL data
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bool m_npot = false; // NPOT texture support
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GLuint m_texID[2]; // IDs for the 2 layer textures (top and bottom)
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unsigned m_xPixels = 496; // display surface resolution
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unsigned m_yPixels = 384; // ...
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unsigned m_xOffset = 0; // offset
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unsigned m_yOffset = 0;
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unsigned m_totalXPixels; // total display surface resolution
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unsigned m_totalYPixels;
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// Shader programs and input data locations
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GLuint shaderProgram; // shader program object
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GLuint vertexShader; // vertex shader handle
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GLuint fragmentShader; // fragment shader
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GLuint textureMapLoc; // location of "textureMap" uniform
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// Shader programs and input data locations
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GLuint m_shaderProgram; // shader program object
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GLuint m_vertexShader; // vertex shader handle
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GLuint m_fragmentShader; // fragment shader
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GLuint m_textureMapLoc; // location of "textureMap" uniform
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// Buffers
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UINT8 *memoryPool; // all memory is allocated here
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UINT32 *surfTop; // 512x384x32bpp pixel surface for top layers
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UINT32 *surfBottom; // bottom layers
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UINT32 *lineBuffer[4]; // 512 32bpp pixel line buffers for layer composition
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// Buffers
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uint8_t *m_memoryPool = 0; // all memory is allocated here
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uint32_t *m_topSurface = 0; // 512x384x32bpp pixel surface for top layers
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uint32_t *m_bottomSurface = 0; // bottom layers
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};
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#endif // INCLUDED_RENDER2D_H
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#endif // INCLUDED_RENDER2D_H
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@ -29,7 +29,7 @@
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#define INCLUDED_SHADERS2D_H
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// Vertex shader
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static const char vertexShaderSource[] =
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static const char s_vertexShaderSource[] =
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{
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"/**\n"
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" ** Supermodel\n"
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};
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// Fragment shader
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static const char fragmentShaderSource[] =
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static const char s_fragmentShaderSource[] =
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{
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"/**\n"
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" ** Supermodel\n"
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