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.

This commit is contained in:
Bart Trzynadlowski 2016-05-07 21:54:03 +00:00
parent 69a44a5d5f
commit 5d048958b9
3 changed files with 527 additions and 668 deletions

File diff suppressed because it is too large Load diff

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

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@ -29,7 +29,7 @@
#define INCLUDED_SHADERS2D_H
// Vertex shader
static const char vertexShaderSource[] =
static const char s_vertexShaderSource[] =
{
"/**\n"
" ** Supermodel\n"
@ -68,7 +68,7 @@ static const char vertexShaderSource[] =
};
// Fragment shader
static const char fragmentShaderSource[] =
static const char s_fragmentShaderSource[] =
{
"/**\n"
" ** Supermodel\n"