mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-29 17:15:40 +00:00
delete unused files
This commit is contained in:
parent
2c23268d88
commit
707e945db9
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@ -1,352 +0,0 @@
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#include "Texture.h"
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#include <stdio.h>
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#include <math.h>
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namespace New3D {
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Texture::Texture()
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{
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Reset();
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}
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Texture::~Texture()
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{
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DeleteTexture(); // make sure to have valid context before destroying
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}
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void Texture::DeleteTexture()
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{
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if (m_textureID) {
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glDeleteTextures(1, &m_textureID);
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printf("-----> deleting %i %i %i %i %i\n", m_format, m_x, m_y, m_width, m_height);
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Reset();
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}
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}
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void Texture::Reset()
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{
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m_x = 0;
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m_y = 0;
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m_width = 0;
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m_height = 0;
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m_format = 0;
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m_textureID = 0;
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m_mirrorU = false;
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m_mirrorV = false;
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}
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void Texture::BindTexture()
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{
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glBindTexture(GL_TEXTURE_2D, m_textureID);
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}
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void Texture::GetCoordinates(UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut)
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{
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uOut = (uIn*uvScale) / m_width;
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vOut = (vIn*uvScale) / m_height;
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}
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void Texture::GetCoordinates(int width, int height, UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut)
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{
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uOut = (uIn*uvScale) / width;
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vOut = (vIn*uvScale) / height;
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}
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void Texture::SetWrapMode(bool mirrorU, bool mirrorV)
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{
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if (mirrorU != m_mirrorU) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mirrorU ? GL_MIRRORED_REPEAT : GL_REPEAT);
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m_mirrorU = mirrorU;
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}
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if (mirrorV != m_mirrorV) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mirrorV ? GL_MIRRORED_REPEAT : GL_REPEAT);
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m_mirrorV = mirrorV;
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}
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}
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UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, bool mirrorU, bool mirrorV, int x, int y, int width, int height)
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{
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int xi, yi, i;
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GLubyte texel;
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GLubyte c, a;
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UINT16* scratch16;
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GLenum type;
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if (!src || !scratch) {
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return 0; // sanity checking
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}
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DeleteTexture(); // free any existing texture
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i = 0;
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type = GL_UNSIGNED_BYTE;
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scratch16 = (UINT16*)scratch;
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switch (format)
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{
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default: // Debug texture
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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scratch[i++] = 255; // R
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scratch[i++] = 0; // G
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scratch[i++] = 0; // B
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scratch[i++] = 255; // A
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}
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}
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break;
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case 0: // T1RGB5 <- correct
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type = GL_UNSIGNED_SHORT_5_5_5_1;
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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scratch16[i++] = src[yi * 2048 + xi] << 1 | ((src[yi * 2048 + xi] >> 15) ^ 0x1); // flip alpha
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}
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}
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break;
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case 1: // Interleaved A4L4 (low byte)
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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// Interpret as A4L4
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texel = src[yi * 2048 + xi] & 0xFF;
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c = (texel & 0xF) * 17;
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a = (texel >> 4) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = a;
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}
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}
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break;
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case 2: // luminance alpha texture <- this one is correct
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] & 0xFF;
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c = ((texel >> 4) & 0xF) * 17;
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a = (texel & 0xF) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = a;
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}
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}
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break;
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case 3: // 8-bit, A4L4 (high byte)
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] >> 8;
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c = (texel & 0xF) * 17;
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a = (texel >> 4) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = a;
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}
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}
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break;
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case 4: // 8-bit, L4A4 (high byte)
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] >> 8;
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c = ((texel >> 4) & 0xF) * 17;
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a = (texel & 0xF) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = a;
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}
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}
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break;
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case 5: // 8-bit grayscale
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] & 0xFF;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = (texel==255 ? 0 : 255);
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}
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}
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break;
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case 6: // 8-bit grayscale <-- this one is correct
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] >> 8;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = (texel == 255 ? 0 : 255);
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}
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}
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break;
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case 7: // RGBA4
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type = GL_UNSIGNED_SHORT_4_4_4_4;
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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scratch16[i++] = src[yi * 2048 + xi];
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}
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}
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break;
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//
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// 4 bit texture types - all luminance textures (no alpha), only seem to be enabled when contour is enabled ( white = contour value )
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//
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case 8: // low byte, low nibble
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] & 0xFF;
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c = (texel & 0xF) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = (c == 255 ? 0 : 255);
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}
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}
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break;
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case 9: // low byte, high nibble
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] & 0xFF;
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c = ((texel >> 4) & 0xF) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = (c == 255 ? 0 : 255);
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}
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}
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break;
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case 10: // high byte, low nibble
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] >> 8;
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c = (texel & 0xF) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = (c == 255 ? 0 : 255);
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}
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}
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break;
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case 11: // high byte, high nibble
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] >> 8;
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c = ((texel >> 4) & 0xF) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = (c == 255 ? 0 : 255);
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}
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}
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break;
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}
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GLfloat maxAnistrophy;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnistrophy);
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if (maxAnistrophy > 8) {
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maxAnistrophy = 8.0f; //anymore than 8 can get expensive for little gain
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // rgba is always 4 byte aligned
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glGenTextures(1, &m_textureID);
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glBindTexture(GL_TEXTURE_2D, m_textureID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mirrorU ? GL_MIRRORED_REPEAT : GL_REPEAT); //todo this in shaders?
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mirrorV ? GL_MIRRORED_REPEAT : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnistrophy);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, type, scratch);
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// assuming successful we can copy details
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m_x = x;
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m_y = y;
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m_width = width;
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m_height = height;
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m_format = format;
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m_mirrorU = mirrorU;
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m_mirrorV = mirrorV;
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printf("create format %i x: %i y: %i width: %i height: %i\n", format, x, y, width, height);
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return m_textureID;
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}
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void Texture::GetDetails(int& x, int&y, int& width, int& height, int& format)
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{
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x = m_x;
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y = m_y;
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width = m_width;
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height = m_height;
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format = m_format;
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}
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bool Texture::Compare(int x, int y, int width, int height, int format)
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{
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if (m_x == x && m_y == y && m_width == width && m_height == height && m_format == format) {
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return true;
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}
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return false;
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}
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bool Texture::CheckMapPos(int ax1, int ax2, int ay1, int ay2)
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{
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int bx1 = m_x;
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int bx2 = m_x + m_width;
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int by1 = m_y;
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int by2 = m_y + m_height;
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if (ax1<bx2 && ax2>bx1 &&
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ay1<by2 && ay2>by1) {
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return true; // rectangles overlap
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}
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return false;
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}
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} // New3D
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File diff suppressed because it is too large
Load diff
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@ -1,239 +0,0 @@
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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, Nik Henson
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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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* New3D.h
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*
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* Header file defining the CNew3D class: OpenGL Real3D graphics engine.
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*/
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#ifndef INCLUDED_NEW3D_H
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#define INCLUDED_NEW3D_H
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#include "Pkgs/glew.h"
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#include "Types.h"
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#include "TextureSheet.h"
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#include "Graphics/IRender3D.h"
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#include "Model.h"
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#include "Mat4.h"
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#include "R3DShader.h"
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#include "VBO.h"
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#include "R3DData.h"
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#include "Plane.h"
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#include "Vec.h"
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namespace New3D {
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class CNew3D : public IRender3D
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{
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public:
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/*
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* RenderFrame(void):
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*
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* Renders the complete scene database. Must be called between BeginFrame() and
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* EndFrame(). This function traverses the scene database and builds up display
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* lists.
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*/
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void RenderFrame(void);
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/*
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* BeginFrame(void):
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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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||||
*
|
||||
* 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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||||
/*
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||||
* UploadTextures(x, y, width, height):
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*
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||||
* Signals that a portion of texture RAM has been updated.
|
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*
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||||
* Parameters:
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* x X position within texture RAM.
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* y Y position within texture RAM.
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* width Width of texture data in texels.
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* height Height.
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*/
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||||
void UploadTextures(unsigned x, unsigned y, unsigned width, unsigned height);
|
||||
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||||
/*
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* AttachMemory(cullingRAMLoPtr, cullingRAMHiPtr, polyRAMPtr, vromPtr,
|
||||
* textureRAMPtr):
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||||
*
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||||
* Attaches RAM and ROM areas. This must be done prior to any rendering
|
||||
* otherwise the program may crash with an access violation.
|
||||
*
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||||
* Parameters:
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||||
* cullingRAMLoPtr Pointer to low culling RAM (4 MB).
|
||||
* cullingRAMHiPtr Pointer to high culling RAM (1 MB).
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||||
* polyRAMPtr Pointer to polygon RAM (4 MB).
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||||
* vromPtr Pointer to video ROM (64 MB).
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||||
* textureRAMPtr Pointer to texture RAM (8 MB).
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||||
*/
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void AttachMemory(const UINT32 *cullingRAMLoPtr,
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const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr,
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const UINT32 *vromPtr, const UINT16 *textureRAMPtr);
|
||||
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||||
/*
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* SetStep(stepID):
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*
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||||
* Sets the Model 3 hardware stepping, which also determines the Real3D
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||||
* functionality. The default is Step 1.0. This should be called prior to
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||||
* any other emulation functions and after Init().
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||||
*
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||||
* Parameters:
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||||
* stepID 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0,
|
||||
* or 0x21 for Step 2.1. Anything else defaults to 1.0.
|
||||
*/
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||||
void SetStep(int stepID);
|
||||
|
||||
/*
|
||||
* 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).
|
||||
*
|
||||
* External shader files are loaded according to configuration settings.
|
||||
*
|
||||
* 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. Any allocated memory will not be freed until the
|
||||
* destructor is called. Prints own error messages.
|
||||
*/
|
||||
bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
|
||||
|
||||
/*
|
||||
* CRender3D(void):
|
||||
* ~CRender3D(void):
|
||||
*
|
||||
* Constructor and destructor.
|
||||
*/
|
||||
CNew3D(void);
|
||||
~CNew3D(void);
|
||||
|
||||
private:
|
||||
/*
|
||||
* Private Members
|
||||
*/
|
||||
|
||||
// Real3D address translation
|
||||
const UINT32 *TranslateCullingAddress(UINT32 addr);
|
||||
const UINT32 *TranslateModelAddress(UINT32 addr);
|
||||
|
||||
// Matrix stack
|
||||
void MultMatrix(UINT32 matrixOffset, Mat4& mat);
|
||||
void InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat);
|
||||
|
||||
// Scene database traversal
|
||||
bool DrawModel(UINT32 modelAddr);
|
||||
void DescendCullingNode(UINT32 addr);
|
||||
void DescendPointerList(UINT32 addr);
|
||||
void DescendNodePtr(UINT32 nodeAddr);
|
||||
void RenderViewport(UINT32 addr);
|
||||
|
||||
// building the scene
|
||||
void CacheModel(Model *m, const UINT32 *data);
|
||||
void CopyVertexData(const R3DPoly& r3dPoly, std::vector<Poly>& polyArray);
|
||||
void OffsetTexCoords(R3DPoly& r3dPoly, float offset[2]);
|
||||
|
||||
void RenderScene(int priority, bool alpha);
|
||||
float Determinant3x3(const float m[16]);
|
||||
bool IsDynamicModel(UINT32 *data); // check if the model has a colour palette
|
||||
bool IsVROMModel(UINT32 modelAddr);
|
||||
|
||||
void CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX, int& newY);
|
||||
|
||||
/*
|
||||
* Data
|
||||
*/
|
||||
|
||||
// Stepping
|
||||
int m_step;
|
||||
int m_offset; // offset to subtract for words 3 and higher of culling nodes
|
||||
float m_vertexFactor; // fixed-point conversion factor for vertices
|
||||
|
||||
// Memory (passed from outside)
|
||||
const UINT32 *m_cullingRAMLo; // 4 MB
|
||||
const UINT32 *m_cullingRAMHi; // 1 MB
|
||||
const UINT32 *m_polyRAM; // 4 MB
|
||||
const UINT32 *m_vrom; // 64 MB
|
||||
const UINT16 *m_textureRAM; // 8 MB
|
||||
|
||||
// Resolution and scaling factors (to support resolutions higher than 496x384) and offsets
|
||||
float m_xRatio, m_yRatio;
|
||||
unsigned m_xOffs, m_yOffs;
|
||||
unsigned m_totalXRes, m_totalYRes;
|
||||
|
||||
// Real3D Base Matrix Pointer
|
||||
const float *m_matrixBasePtr;
|
||||
UINT32 m_colorTableAddr = 0x400; // address of color table in polygon RAM
|
||||
|
||||
TextureSheet m_texSheet;
|
||||
NodeAttributes m_nodeAttribs;
|
||||
Mat4 m_modelMat; // current modelview matrix
|
||||
|
||||
std::vector<Node> m_nodes; // this represents the entire render frame
|
||||
std::vector<Poly> m_polyBufferRam; // dynamic polys
|
||||
std::vector<Poly> m_polyBufferRom; // rom polys
|
||||
std::unordered_map<UINT32, std::shared_ptr<std::vector<Mesh>>> m_romMap; // a hash table for all the ROM models. The meshes don't have model matrices or tex offsets yet
|
||||
|
||||
VBO m_vbo; // large VBO to hold our poly data, start of VBO is ROM data, ram polys follow
|
||||
R3DShader m_r3dShader;
|
||||
|
||||
Plane m_planes[6];
|
||||
|
||||
struct BBox
|
||||
{
|
||||
V4::Vec4 points[8];
|
||||
};
|
||||
|
||||
void CalcFrustumPlanes (Plane p[6], const float* matrix);
|
||||
void CalcBox (float distance, BBox& box);
|
||||
void TransformBox (const float *m, BBox& box);
|
||||
void MultVec (const float matrix[16], const float in[4], float out[4]);
|
||||
Clip ClipBox (BBox& box, Plane planes[6]);
|
||||
|
||||
float layerMax[4];
|
||||
int cLayer;
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
#endif // INCLUDED_NEW3D_H
|
|
@ -1,311 +0,0 @@
|
|||
#include "Texture.h"
|
||||
#include <stdio.h>
|
||||
#include <math.h>
|
||||
|
||||
namespace New3D {
|
||||
|
||||
Texture::Texture()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
Texture::~Texture()
|
||||
{
|
||||
DeleteTexture(); // make sure to have valid context before destroying
|
||||
}
|
||||
|
||||
void Texture::DeleteTexture()
|
||||
{
|
||||
if (m_textureID) {
|
||||
glDeleteTextures(1, &m_textureID);
|
||||
printf("-----> deleting %i %i %i %i %i\n", m_format, m_x, m_y, m_width, m_height);
|
||||
Reset();
|
||||
}
|
||||
}
|
||||
|
||||
void Texture::Reset()
|
||||
{
|
||||
m_x = 0;
|
||||
m_y = 0;
|
||||
m_width = 0;
|
||||
m_height = 0;
|
||||
m_format = 0;
|
||||
m_textureID = 0;
|
||||
m_mirrorU = false;
|
||||
m_mirrorV = false;
|
||||
}
|
||||
|
||||
void Texture::BindTexture()
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, m_textureID);
|
||||
}
|
||||
|
||||
void Texture::GetCoordinates(UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut)
|
||||
{
|
||||
uOut = (uIn*uvScale) / m_width;
|
||||
vOut = (vIn*uvScale) / m_height;
|
||||
}
|
||||
|
||||
void Texture::GetCoordinates(bool mirror, int width, int height, UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut)
|
||||
{
|
||||
uOut = (uIn*uvScale) / width;
|
||||
vOut = (vIn*uvScale) / height;
|
||||
/*
|
||||
|
||||
if (!mirror) {
|
||||
|
||||
float flu = uOut - floor(uOut);
|
||||
float flv = uOut - floor(uOut);
|
||||
|
||||
int iu = (int)uOut;
|
||||
int iv = (int)vOut;
|
||||
|
||||
float offu = 1 / (width*2.f);
|
||||
float offv = 1 / (height*2.f);
|
||||
|
||||
if (iu % 2) {
|
||||
if (!flu) {
|
||||
flu = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if ((iv % 2)) {
|
||||
if (!flv) {
|
||||
flv = -1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
uOut = flu;
|
||||
vOut = flv;
|
||||
|
||||
|
||||
if (flu < 0.5f) {
|
||||
uOut += offu;
|
||||
}
|
||||
else {
|
||||
uOut -= offu;
|
||||
}
|
||||
|
||||
if (flv < 0.5f) {
|
||||
vOut += offu;
|
||||
}
|
||||
else {
|
||||
vOut -= offu;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void Texture::SetWrapMode(bool mirrorU, bool mirrorV)
|
||||
{
|
||||
if (mirrorU != m_mirrorU) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mirrorU ? GL_MIRRORED_REPEAT : GL_REPEAT);
|
||||
m_mirrorU = mirrorU;
|
||||
}
|
||||
|
||||
if (mirrorV != m_mirrorV) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mirrorV ? GL_MIRRORED_REPEAT : GL_REPEAT);
|
||||
m_mirrorV = mirrorV;
|
||||
}
|
||||
}
|
||||
|
||||
UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, bool mirrorU, bool mirrorV, int x, int y, int width, int height)
|
||||
{
|
||||
int xi, yi, i;
|
||||
GLubyte texel;
|
||||
GLubyte c, a;
|
||||
|
||||
if (!src || !scratch) {
|
||||
return 0; // sanity checking
|
||||
}
|
||||
|
||||
DeleteTexture(); // free any existing texture
|
||||
|
||||
i = 0;
|
||||
|
||||
switch (format)
|
||||
{
|
||||
default: // Debug texture, use TEXTURE_DEBUG mask
|
||||
for (yi = y; yi < (y + height); yi++)
|
||||
{
|
||||
for (xi = x; xi < (x + width); xi++)
|
||||
{
|
||||
scratch[i++] = 255; // R
|
||||
scratch[i++] = 0; // G
|
||||
scratch[i++] = 0; // B
|
||||
scratch[i++] = 255; // A
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 0: // T1RGB5 <- correct
|
||||
for (yi = y; yi < (y + height); yi++)
|
||||
{
|
||||
for (xi = x; xi < (x + width); xi++)
|
||||
{
|
||||
scratch[i++] = (GLubyte)(((src[yi * 2048 + xi] >> 10) & 0x1F) * 255.f / 0x1F); // R
|
||||
scratch[i++] = (GLubyte)(((src[yi * 2048 + xi] >> 5) & 0x1F) * 255.f / 0x1F); // G
|
||||
scratch[i++] = (GLubyte)(((src[yi * 2048 + xi] >> 0) & 0x1F) * 255.f / 0x1F); // B
|
||||
scratch[i++] = ((src[yi * 2048 + xi] & 0x8000) ? 0 : 255); // T
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 1: // Interleaved A4L4 (low byte)
|
||||
for (yi = y; yi < (y + height); yi++)
|
||||
{
|
||||
for (xi = x; xi < (x + width); xi++)
|
||||
{
|
||||
// Interpret as A4L4
|
||||
texel = src[yi * 2048 + xi] & 0xFF;
|
||||
c = (texel & 0xF) * 17;
|
||||
a = (texel >> 4) * 17;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = a;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 2: // luminance alpha texture <- this one is correct
|
||||
for (yi = y; yi < (y + height); yi++)
|
||||
{
|
||||
for (xi = x; xi < (x + width); xi++)
|
||||
{
|
||||
texel = src[yi * 2048 + xi] & 0xFF;
|
||||
c = ((texel >> 4) & 0xF) * 17;
|
||||
a = (texel & 0xF) * 17;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = a;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 3: // 8-bit, A4L4 (high byte)
|
||||
for (yi = y; yi < (y + height); yi++)
|
||||
{
|
||||
for (xi = x; xi < (x + width); xi++)
|
||||
{
|
||||
texel = src[yi * 2048 + xi] >> 8;
|
||||
c = (texel & 0xF) * 17;
|
||||
a = (texel >> 4) * 17;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = a;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 4: // 8-bit, L4A4 (high byte)
|
||||
|
||||
for (yi = y; yi < (y + height); yi++)
|
||||
{
|
||||
for (xi = x; xi < (x + width); xi++)
|
||||
{
|
||||
texel = src[yi * 2048 + xi] >> 8;
|
||||
c = ((texel >> 4) & 0xF) * 17;
|
||||
a = (texel & 0xF) * 17;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = c;
|
||||
scratch[i++] = a;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 5: // 8-bit grayscale
|
||||
for (yi = y; yi < (y + height); yi++)
|
||||
{
|
||||
for (xi = x; xi < (x + width); xi++)
|
||||
{
|
||||
texel = src[yi * 2048 + xi] & 0xFF;
|
||||
scratch[i++] = texel;
|
||||
scratch[i++] = texel;
|
||||
scratch[i++] = texel;
|
||||
scratch[i++] = (texel==255 ? 0 : 255);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 6: // 8-bit grayscale <-- this one is correct
|
||||
for (yi = y; yi < (y + height); yi++)
|
||||
{
|
||||
for (xi = x; xi < (x + width); xi++)
|
||||
{
|
||||
texel = src[yi * 2048 + xi] >> 8;
|
||||
scratch[i++] = texel;
|
||||
scratch[i++] = texel;
|
||||
scratch[i++] = texel;
|
||||
scratch[i++] = (texel == 255 ? 0 : 255);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 7: // RGBA4
|
||||
for (yi = y; yi < (y + height); yi++)
|
||||
{
|
||||
for (xi = x; xi < (x + width); xi++)
|
||||
{
|
||||
scratch[i++] = ((src[yi * 2048 + xi] >> 12) & 0xF) * 17;// R
|
||||
scratch[i++] = ((src[yi * 2048 + xi] >> 8) & 0xF) * 17; // G
|
||||
scratch[i++] = ((src[yi * 2048 + xi] >> 4) & 0xF) * 17; // B
|
||||
scratch[i++] = ((src[yi * 2048 + xi] >> 0) & 0xF) * 17; // A
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
//remove debug mask
|
||||
format &= 7;
|
||||
|
||||
GLfloat maxAnistrophy;
|
||||
|
||||
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnistrophy);
|
||||
|
||||
if (maxAnistrophy > 8) {
|
||||
maxAnistrophy = 8.0f; //anymore than 8 can get expensive for little gain
|
||||
}
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // rgba is always 4 byte aligned
|
||||
glActiveTexture(GL_TEXTURE0); // activate correct texture unit
|
||||
|
||||
glGenTextures(1, &m_textureID);
|
||||
glBindTexture(GL_TEXTURE_2D, m_textureID);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mirrorU ? GL_MIRRORED_REPEAT : GL_REPEAT); //todo this in shaders?
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mirrorV ? GL_MIRRORED_REPEAT : GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnistrophy);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scratch);
|
||||
|
||||
// assuming successful we can copy details
|
||||
|
||||
m_x = x;
|
||||
m_y = y;
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
m_format = format;
|
||||
m_mirrorU = mirrorU;
|
||||
m_mirrorV = mirrorV;
|
||||
|
||||
printf("create format %i x: %i y: %i width: %i height: %i\n", format, x, y, width, height);
|
||||
|
||||
return m_textureID;
|
||||
}
|
||||
|
||||
void Texture::GetDetails(int& x, int&y, int& width, int& height, int& format)
|
||||
{
|
||||
x = m_x;
|
||||
y = m_y;
|
||||
width = m_width;
|
||||
height = m_height;
|
||||
format = m_format;
|
||||
}
|
||||
|
||||
} // New3D
|
|
@ -1,44 +0,0 @@
|
|||
#ifndef _TEXTURE_H_
|
||||
#define _TEXTURE_H_
|
||||
|
||||
#include "Types.h"
|
||||
#include "Pkgs/glew.h" //arg
|
||||
|
||||
namespace New3D {
|
||||
|
||||
#define TEXTURE_DEBUG 0x8
|
||||
#define TEXTURE_DEBUG_MASK 0x7
|
||||
|
||||
class Texture
|
||||
{
|
||||
public:
|
||||
|
||||
Texture();
|
||||
~Texture();
|
||||
|
||||
UINT32 UploadTexture (const UINT16* src, UINT8* scratch, int format, bool mirrorU, bool mirrorV, int x, int y, int width, int height);
|
||||
void DeleteTexture ();
|
||||
void BindTexture ();
|
||||
void GetCoordinates (UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut);
|
||||
void GetDetails (int& x, int&y, int& width, int& height, int& format);
|
||||
void SetWrapMode (bool mirrorU, bool mirrorV);
|
||||
|
||||
static void GetCoordinates(bool mirror, int width, int height, UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut);
|
||||
|
||||
private:
|
||||
|
||||
void Reset();
|
||||
|
||||
int m_x;
|
||||
int m_y;
|
||||
int m_width;
|
||||
int m_height;
|
||||
int m_format;
|
||||
bool m_mirrorU;
|
||||
bool m_mirrorV;
|
||||
GLuint m_textureID;
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
#endif
|
|
@ -1,84 +0,0 @@
|
|||
#include "VBO.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
VBO::VBO()
|
||||
{
|
||||
m_id = 0;
|
||||
m_target = 0;
|
||||
m_capacity = 0;
|
||||
m_size = 0;
|
||||
}
|
||||
|
||||
void VBO::Create(GLenum target, GLenum usage, GLsizeiptr size, const void* data)
|
||||
{
|
||||
glGenBuffers(1, &m_id); // create a vbo
|
||||
glBindBuffer(target, m_id); // activate vbo id to use
|
||||
glBufferData(target, size, data, usage); // upload data to video card
|
||||
|
||||
m_target = target;
|
||||
m_capacity = size;
|
||||
m_size = 0;
|
||||
|
||||
Bind(false); // unbind
|
||||
}
|
||||
|
||||
void VBO::BufferSubData(GLintptr offset, GLsizeiptr size, const GLvoid* data)
|
||||
{
|
||||
glBufferSubData(m_target, offset, size, data);
|
||||
}
|
||||
|
||||
bool VBO::AppendData(GLsizeiptr size, const GLvoid* data)
|
||||
{
|
||||
if (size == 0 || !data) {
|
||||
return true; // nothing to do
|
||||
}
|
||||
|
||||
if (m_size + size >= m_capacity) {
|
||||
return false;
|
||||
}
|
||||
|
||||
BufferSubData(m_size, size, data);
|
||||
|
||||
m_size += size;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void VBO::Reset()
|
||||
{
|
||||
m_size = 0;
|
||||
}
|
||||
|
||||
void VBO::Destroy()
|
||||
{
|
||||
if (m_id) {
|
||||
glDeleteBuffers(1, &m_id);
|
||||
m_id = 0;
|
||||
m_target = 0;
|
||||
m_capacity = 0;
|
||||
m_size = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void VBO::Bind(bool enable)
|
||||
{
|
||||
if (enable) {
|
||||
glBindBuffer(m_target, m_id);
|
||||
}
|
||||
else {
|
||||
glBindBuffer(m_target, 0);
|
||||
}
|
||||
}
|
||||
|
||||
int VBO::GetSize()
|
||||
{
|
||||
return m_size;
|
||||
}
|
||||
|
||||
int VBO::GetCapacity()
|
||||
{
|
||||
return m_capacity;
|
||||
}
|
||||
|
||||
} // New3D
|
|
@ -1,52 +0,0 @@
|
|||
#ifndef _MAT4_H_
|
||||
#define _MAT4_H_
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace New3D {
|
||||
|
||||
class Mat4
|
||||
{
|
||||
public:
|
||||
|
||||
Mat4();
|
||||
|
||||
void LoadIdentity ();
|
||||
void Translate (float x, float y, float z);
|
||||
void Rotate (float angle, float x, float y, float z);
|
||||
void Scale (float x, float y, float z);
|
||||
void Frustum (float left, float right, float bottom, float top, float nearVal, float farVal);
|
||||
void Ortho (float left, float right, float bottom, float top, float nearVal, float farVal);
|
||||
void Perspective (float fovy, float aspect, float zNear, float zFar);
|
||||
void MultMatrix (const float *m);
|
||||
void LoadMatrix (const float *m);
|
||||
void LoadTransposeMatrix (const float *m);
|
||||
void MultTransposeMatrix (const float *m);
|
||||
void PushMatrix ();
|
||||
void PopMatrix ();
|
||||
void Release ();
|
||||
|
||||
operator const float* () { return currentMatrix; }
|
||||
|
||||
float currentMatrix[16];
|
||||
|
||||
struct Mat4Container {
|
||||
float mat[16]; // we must wrap the matrix inside a struct otherwise vector doesn't work
|
||||
};
|
||||
|
||||
std::vector<Mat4Container> m_vMat4;
|
||||
private:
|
||||
|
||||
void MultiMatrices (const float a[16], const float b[16], float r[16]);
|
||||
void Copy (const float in[16], float out[16]);
|
||||
void Transpose (float m[16]);
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
#endif
|
||||
|
File diff suppressed because it is too large
Load diff
|
@ -1,237 +0,0 @@
|
|||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
** Copyright 2011 Bart Trzynadlowski, Nik Henson
|
||||
**
|
||||
** This file is part of Supermodel.
|
||||
**
|
||||
** Supermodel is free software: you can redistribute it and/or modify it under
|
||||
** the terms of the GNU General Public License as published by the Free
|
||||
** Software Foundation, either version 3 of the License, or (at your option)
|
||||
** any later version.
|
||||
**
|
||||
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
|
||||
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
** more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License along
|
||||
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
|
||||
**/
|
||||
|
||||
/*
|
||||
* New3D.h
|
||||
*
|
||||
* Header file defining the CNew3D class: OpenGL Real3D graphics engine.
|
||||
*/
|
||||
|
||||
#ifndef INCLUDED_NEW3D_H
|
||||
#define INCLUDED_NEW3D_H
|
||||
|
||||
#include "Pkgs/glew.h"
|
||||
#include "Types.h"
|
||||
#include "TextureSheet.h"
|
||||
#include "Graphics/IRender3D.h"
|
||||
#include "Model.h"
|
||||
#include "Mat4.h"
|
||||
#include "R3DShader.h"
|
||||
#include "VBO.h"
|
||||
#include "R3DData.h"
|
||||
#include "Vec.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
class CNew3D : public IRender3D
|
||||
{
|
||||
public:
|
||||
/*
|
||||
* RenderFrame(void):
|
||||
*
|
||||
* Renders the complete scene database. Must be called between BeginFrame() and
|
||||
* EndFrame(). This function traverses the scene database and builds up display
|
||||
* lists.
|
||||
*/
|
||||
void RenderFrame(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);
|
||||
|
||||
/*
|
||||
* UploadTextures(x, y, width, height):
|
||||
*
|
||||
* Signals that a portion of texture RAM has been updated.
|
||||
*
|
||||
* Parameters:
|
||||
* x X position within texture RAM.
|
||||
* y Y position within texture RAM.
|
||||
* width Width of texture data in texels.
|
||||
* height Height.
|
||||
*/
|
||||
void UploadTextures(unsigned x, unsigned y, unsigned width, unsigned height);
|
||||
|
||||
/*
|
||||
* AttachMemory(cullingRAMLoPtr, cullingRAMHiPtr, polyRAMPtr, vromPtr,
|
||||
* textureRAMPtr):
|
||||
*
|
||||
* Attaches RAM and ROM areas. This must be done prior to any rendering
|
||||
* otherwise the program may crash with an access violation.
|
||||
*
|
||||
* Parameters:
|
||||
* cullingRAMLoPtr Pointer to low culling RAM (4 MB).
|
||||
* cullingRAMHiPtr Pointer to high culling RAM (1 MB).
|
||||
* polyRAMPtr Pointer to polygon RAM (4 MB).
|
||||
* vromPtr Pointer to video ROM (64 MB).
|
||||
* textureRAMPtr Pointer to texture RAM (8 MB).
|
||||
*/
|
||||
void AttachMemory(const UINT32 *cullingRAMLoPtr,
|
||||
const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr,
|
||||
const UINT32 *vromPtr, const UINT16 *textureRAMPtr);
|
||||
|
||||
/*
|
||||
* SetStep(stepID):
|
||||
*
|
||||
* Sets the Model 3 hardware stepping, which also determines the Real3D
|
||||
* functionality. The default is Step 1.0. This should be called prior to
|
||||
* any other emulation functions and after Init().
|
||||
*
|
||||
* Parameters:
|
||||
* stepID 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0,
|
||||
* or 0x21 for Step 2.1. Anything else defaults to 1.0.
|
||||
*/
|
||||
void SetStep(int stepID);
|
||||
|
||||
/*
|
||||
* 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).
|
||||
*
|
||||
* External shader files are loaded according to configuration settings.
|
||||
*
|
||||
* 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. Any allocated memory will not be freed until the
|
||||
* destructor is called. Prints own error messages.
|
||||
*/
|
||||
bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
|
||||
|
||||
/*
|
||||
* CRender3D(void):
|
||||
* ~CRender3D(void):
|
||||
*
|
||||
* Constructor and destructor.
|
||||
*/
|
||||
CNew3D(void);
|
||||
~CNew3D(void);
|
||||
|
||||
private:
|
||||
/*
|
||||
* Private Members
|
||||
*/
|
||||
|
||||
// Real3D address translation
|
||||
const UINT32 *TranslateCullingAddress(UINT32 addr);
|
||||
const UINT32 *TranslateModelAddress(UINT32 addr);
|
||||
|
||||
// Matrix stack
|
||||
void MultMatrix(UINT32 matrixOffset, Mat4& mat);
|
||||
void InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat);
|
||||
|
||||
// Scene database traversal
|
||||
bool DrawModel(UINT32 modelAddr);
|
||||
void DescendCullingNode(UINT32 addr);
|
||||
void DescendPointerList(UINT32 addr);
|
||||
void DescendNodePtr(UINT32 nodeAddr);
|
||||
void RenderViewport(UINT32 addr);
|
||||
void DrawBoundingBoxes();
|
||||
|
||||
// building the scene
|
||||
void CacheModel(Model *m, const UINT32 *data);
|
||||
void CopyVertexData(const R3DPoly& r3dPoly, std::vector<Poly>& polyArray);
|
||||
void OffsetTexCoords(R3DPoly& r3dPoly, float offset[2]);
|
||||
|
||||
void RenderScene(int priority, bool alpha);
|
||||
float Determinant3x3(const float m[16]);
|
||||
bool IsDynamicModel(UINT32 *data); // check if the model has a colour palette
|
||||
bool IsVROMModel(UINT32 modelAddr);
|
||||
|
||||
void CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX, int& newY);
|
||||
|
||||
UINT32 ConvertProFloat(UINT32 a1); // return float in hex or integer format
|
||||
UINT32 Convert16BitProFloat(UINT32 a1);
|
||||
float ToFloat(UINT32 a1); // integer float to actual IEEE 754 float
|
||||
|
||||
/*
|
||||
* Data
|
||||
*/
|
||||
|
||||
// Stepping
|
||||
int m_step;
|
||||
int m_offset; // offset to subtract for words 3 and higher of culling nodes
|
||||
float m_vertexFactor; // fixed-point conversion factor for vertices
|
||||
|
||||
// Memory (passed from outside)
|
||||
const UINT32 *m_cullingRAMLo; // 4 MB
|
||||
const UINT32 *m_cullingRAMHi; // 1 MB
|
||||
const UINT32 *m_polyRAM; // 4 MB
|
||||
const UINT32 *m_vrom; // 64 MB
|
||||
const UINT16 *m_textureRAM; // 8 MB
|
||||
|
||||
// Resolution and scaling factors (to support resolutions higher than 496x384) and offsets
|
||||
float m_xRatio, m_yRatio;
|
||||
unsigned m_xOffs, m_yOffs;
|
||||
unsigned m_totalXRes, m_totalYRes;
|
||||
|
||||
// Real3D Base Matrix Pointer
|
||||
const float *m_matrixBasePtr;
|
||||
UINT32 m_colorTableAddr = 0x400; // address of color table in polygon RAM
|
||||
|
||||
TextureSheet m_texSheet;
|
||||
NodeAttributes m_nodeAttribs;
|
||||
Mat4 m_modelMat; // current modelview matrix
|
||||
|
||||
std::vector<Node> m_nodes; // this represents the entire render frame
|
||||
std::vector<Poly> m_polyBufferRam; // dynamic polys
|
||||
std::vector<Poly> m_polyBufferRom; // rom polys
|
||||
std::unordered_map<UINT32, std::shared_ptr<std::vector<Mesh>>> m_romMap; // a hash table for all the ROM models. The meshes don't have model matrices or tex offsets yet
|
||||
|
||||
VBO m_vbo; // large VBO to hold our poly data, start of VBO is ROM data, ram polys follow
|
||||
R3DShader m_r3dShader;
|
||||
|
||||
struct BBox
|
||||
{
|
||||
V3::Vec3 points[8];
|
||||
Mat4 mat;
|
||||
};
|
||||
|
||||
void CalcBox(float distance, BBox& box);
|
||||
|
||||
std::vector<BBox> m_bBoxes;
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
#endif // INCLUDED_NEW3D_H
|
|
@ -1,147 +0,0 @@
|
|||
#ifndef _MODEL_H_
|
||||
#define _MODEL_H_
|
||||
|
||||
#include "Types.h"
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include "Texture.h"
|
||||
#include "Mat4.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
float pos[3];
|
||||
float normal[3];
|
||||
float texcoords[2];
|
||||
float color[4]; //rgba
|
||||
};
|
||||
|
||||
struct Poly // our polys are always 3 triangles, unlike the real h/w
|
||||
{
|
||||
Vertex p1;
|
||||
Vertex p2;
|
||||
Vertex p3;
|
||||
};
|
||||
|
||||
struct R3DPoly
|
||||
{
|
||||
Vertex v[4]; // just easier to have them as an array
|
||||
float faceNormal[3]; // we need this to help work out poly winding, i assume the h/w uses this instead of calculating normals itself
|
||||
float faceColour[4]; // per face colour
|
||||
int number = 4;
|
||||
};
|
||||
|
||||
struct Mesh
|
||||
{
|
||||
// texture
|
||||
int format, x, y, width, height = 0;
|
||||
bool microTexture = false;
|
||||
int microTextureID = 0;
|
||||
bool mirrorU = false;
|
||||
bool mirrorV = false;
|
||||
|
||||
// attributes
|
||||
bool doubleSided = false;
|
||||
bool textured = false;
|
||||
bool polyAlpha = false; // specified in the rgba colour
|
||||
bool textureAlpha = false; // use alpha in texture
|
||||
bool alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
|
||||
bool clockWise = true; // we need to check if the matrix will change the winding
|
||||
bool layered = false; // stencil poly
|
||||
|
||||
// lighting
|
||||
bool lighting = false;
|
||||
bool specular = false;
|
||||
float shininess = 0;
|
||||
float specularCoefficient = 0;
|
||||
|
||||
// fog
|
||||
float fogIntensity = 1.0f;
|
||||
|
||||
// opengl resources
|
||||
int vboOffset = 0; // this will be calculated later
|
||||
int triangleCount = 0;
|
||||
};
|
||||
|
||||
struct SortingMesh : public Mesh // This struct temporarily holds the model data, before it gets copied to the main buffer
|
||||
{
|
||||
std::vector<Poly> polys;
|
||||
};
|
||||
|
||||
struct Model
|
||||
{
|
||||
std::shared_ptr<std::vector<Mesh>> meshes; // this reason why this is a shared ptr to an array, is that multiple models might use the same meshes
|
||||
|
||||
//which memory are we in
|
||||
bool dynamic = true;
|
||||
|
||||
// texture offsets for model
|
||||
int textureOffsetX = 0;
|
||||
int textureOffsetY = 0;
|
||||
int page = 0;
|
||||
|
||||
//matrices
|
||||
float modelMat[16];
|
||||
float determinant; // we check if the determinant of the matrix is negative, if it is, the matrix will swap the axis order
|
||||
};
|
||||
|
||||
struct Viewport
|
||||
{
|
||||
int vpX, vpY, vpWidth, vpHeight;// real3d viewport paramaters
|
||||
float left, right, bottom, top; // angles for projection matrix - near/far calculated later
|
||||
|
||||
Mat4 projectionMatrix; // projection matrix
|
||||
float lightingParams[6]; // lighting parameters (see RenderViewport() and vertex shader)
|
||||
float spotEllipse[4]; // spotlight ellipse (see RenderViewport())
|
||||
float spotRange[2]; // Z range
|
||||
float spotColor[3]; // color
|
||||
float fogParams[5]; // fog parameters (...)
|
||||
float scrollFog; // a transparency value that determines if fog is blended over the bottom 2D layer
|
||||
int x, y; // viewport coordinates (scaled and in OpenGL format)
|
||||
int width, height; // viewport dimensions (scaled for display surface size)
|
||||
int priority;
|
||||
};
|
||||
|
||||
enum class Clip { INSIDE, OUTSIDE, INTERCEPT };
|
||||
|
||||
class NodeAttributes
|
||||
{
|
||||
public:
|
||||
|
||||
NodeAttributes();
|
||||
|
||||
bool Push();
|
||||
bool Pop();
|
||||
bool StackLimit();
|
||||
void Reset();
|
||||
|
||||
int currentTexOffsetX;
|
||||
int currentTexOffsetY;
|
||||
int currentPage;
|
||||
Clip currentClipStatus;
|
||||
|
||||
private:
|
||||
|
||||
struct NodeAttribs
|
||||
{
|
||||
int texOffsetX;
|
||||
int texOffsetY;
|
||||
int page;
|
||||
Clip clip;
|
||||
};
|
||||
std::vector<NodeAttribs> m_vecAttribs;
|
||||
};
|
||||
|
||||
struct Node
|
||||
{
|
||||
Viewport viewport;
|
||||
std::vector<Model> models;
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
|
||||
#endif
|
File diff suppressed because it is too large
Load diff
|
@ -1,252 +0,0 @@
|
|||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
** Copyright 2011 Bart Trzynadlowski, Nik Henson
|
||||
**
|
||||
** This file is part of Supermodel.
|
||||
**
|
||||
** Supermodel is free software: you can redistribute it and/or modify it under
|
||||
** the terms of the GNU General Public License as published by the Free
|
||||
** Software Foundation, either version 3 of the License, or (at your option)
|
||||
** any later version.
|
||||
**
|
||||
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
|
||||
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
** more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License along
|
||||
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
|
||||
**/
|
||||
|
||||
/*
|
||||
* New3D.h
|
||||
*
|
||||
* Header file defining the CNew3D class: OpenGL Real3D graphics engine.
|
||||
*/
|
||||
|
||||
#ifndef INCLUDED_NEW3D_H
|
||||
#define INCLUDED_NEW3D_H
|
||||
|
||||
#include "Pkgs/glew.h"
|
||||
#include "Types.h"
|
||||
#include "TextureSheet.h"
|
||||
#include "Graphics/IRender3D.h"
|
||||
#include "Model.h"
|
||||
#include "Mat4.h"
|
||||
#include "R3DShader.h"
|
||||
#include "VBO.h"
|
||||
#include "R3DData.h"
|
||||
#include "Plane.h"
|
||||
#include "Vec.h"
|
||||
#include "R3DScrollFog.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
class CNew3D : public IRender3D
|
||||
{
|
||||
public:
|
||||
/*
|
||||
* RenderFrame(void):
|
||||
*
|
||||
* Renders the complete scene database. Must be called between BeginFrame() and
|
||||
* EndFrame(). This function traverses the scene database and builds up display
|
||||
* lists.
|
||||
*/
|
||||
void RenderFrame(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);
|
||||
|
||||
/*
|
||||
* UploadTextures(x, y, width, height):
|
||||
*
|
||||
* Signals that a portion of texture RAM has been updated.
|
||||
*
|
||||
* Parameters:
|
||||
* x X position within texture RAM.
|
||||
* y Y position within texture RAM.
|
||||
* width Width of texture data in texels.
|
||||
* height Height.
|
||||
*/
|
||||
void UploadTextures(unsigned x, unsigned y, unsigned width, unsigned height);
|
||||
|
||||
/*
|
||||
* AttachMemory(cullingRAMLoPtr, cullingRAMHiPtr, polyRAMPtr, vromPtr,
|
||||
* textureRAMPtr):
|
||||
*
|
||||
* Attaches RAM and ROM areas. This must be done prior to any rendering
|
||||
* otherwise the program may crash with an access violation.
|
||||
*
|
||||
* Parameters:
|
||||
* cullingRAMLoPtr Pointer to low culling RAM (4 MB).
|
||||
* cullingRAMHiPtr Pointer to high culling RAM (1 MB).
|
||||
* polyRAMPtr Pointer to polygon RAM (4 MB).
|
||||
* vromPtr Pointer to video ROM (64 MB).
|
||||
* textureRAMPtr Pointer to texture RAM (8 MB).
|
||||
*/
|
||||
void AttachMemory(const UINT32 *cullingRAMLoPtr,
|
||||
const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr,
|
||||
const UINT32 *vromPtr, const UINT16 *textureRAMPtr);
|
||||
|
||||
/*
|
||||
* SetStep(stepID):
|
||||
*
|
||||
* Sets the Model 3 hardware stepping, which also determines the Real3D
|
||||
* functionality. The default is Step 1.0. This should be called prior to
|
||||
* any other emulation functions and after Init().
|
||||
*
|
||||
* Parameters:
|
||||
* stepID 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0,
|
||||
* or 0x21 for Step 2.1. Anything else defaults to 1.0.
|
||||
*/
|
||||
void SetStep(int stepID);
|
||||
|
||||
/*
|
||||
* 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).
|
||||
*
|
||||
* External shader files are loaded according to configuration settings.
|
||||
*
|
||||
* 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. Any allocated memory will not be freed until the
|
||||
* destructor is called. Prints own error messages.
|
||||
*/
|
||||
bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
|
||||
|
||||
/*
|
||||
* CRender3D(void):
|
||||
* ~CRender3D(void):
|
||||
*
|
||||
* Constructor and destructor.
|
||||
*/
|
||||
CNew3D(void);
|
||||
~CNew3D(void);
|
||||
|
||||
private:
|
||||
/*
|
||||
* Private Members
|
||||
*/
|
||||
|
||||
// Real3D address translation
|
||||
const UINT32 *TranslateCullingAddress(UINT32 addr);
|
||||
const UINT32 *TranslateModelAddress(UINT32 addr);
|
||||
|
||||
// Matrix stack
|
||||
void MultMatrix(UINT32 matrixOffset, Mat4& mat);
|
||||
void InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat);
|
||||
|
||||
// Scene database traversal
|
||||
bool DrawModel(UINT32 modelAddr);
|
||||
void DescendCullingNode(UINT32 addr);
|
||||
void DescendPointerList(UINT32 addr);
|
||||
void DescendNodePtr(UINT32 nodeAddr);
|
||||
void RenderViewport(UINT32 addr);
|
||||
void CalcViewports();
|
||||
|
||||
// building the scene
|
||||
void CacheModel(Model *m, const UINT32 *data);
|
||||
void CopyVertexData(const R3DPoly& r3dPoly, std::vector<Poly>& polyArray);
|
||||
void OffsetTexCoords(R3DPoly& r3dPoly, float offset[2]);
|
||||
|
||||
void RenderScene(int priority, bool alpha);
|
||||
float Determinant3x3(const float m[16]);
|
||||
bool IsDynamicModel(UINT32 *data); // check if the model has a colour palette
|
||||
bool IsVROMModel(UINT32 modelAddr);
|
||||
void DrawScrollFog();
|
||||
|
||||
void CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX, int& newY);
|
||||
|
||||
/*
|
||||
* Data
|
||||
*/
|
||||
|
||||
// Stepping
|
||||
int m_step;
|
||||
int m_offset; // offset to subtract for words 3 and higher of culling nodes
|
||||
float m_vertexFactor; // fixed-point conversion factor for vertices
|
||||
|
||||
// Memory (passed from outside)
|
||||
const UINT32 *m_cullingRAMLo; // 4 MB
|
||||
const UINT32 *m_cullingRAMHi; // 1 MB
|
||||
const UINT32 *m_polyRAM; // 4 MB
|
||||
const UINT32 *m_vrom; // 64 MB
|
||||
const UINT16 *m_textureRAM; // 8 MB
|
||||
|
||||
// Resolution and scaling factors (to support resolutions higher than 496x384) and offsets
|
||||
float m_xRatio, m_yRatio;
|
||||
unsigned m_xOffs, m_yOffs;
|
||||
unsigned m_totalXRes, m_totalYRes;
|
||||
|
||||
// Real3D Base Matrix Pointer
|
||||
const float *m_matrixBasePtr;
|
||||
UINT32 m_colorTableAddr = 0x400; // address of color table in polygon RAM
|
||||
|
||||
TextureSheet m_texSheet;
|
||||
NodeAttributes m_nodeAttribs;
|
||||
Mat4 m_modelMat; // current modelview matrix
|
||||
|
||||
std::vector<Node> m_nodes; // this represents the entire render frame
|
||||
std::vector<Poly> m_polyBufferRam; // dynamic polys
|
||||
std::vector<Poly> m_polyBufferRom; // rom polys
|
||||
std::unordered_map<UINT32, std::shared_ptr<std::vector<Mesh>>> m_romMap; // a hash table for all the ROM models. The meshes don't have model matrices or tex offsets yet
|
||||
|
||||
VBO m_vbo; // large VBO to hold our poly data, start of VBO is ROM data, ram polys follow
|
||||
R3DShader m_r3dShader;
|
||||
R3DScrollFog m_r3dScrollFog;
|
||||
|
||||
Plane m_planes[5];
|
||||
|
||||
struct NFPair
|
||||
{
|
||||
float nearVal;
|
||||
float farVal;
|
||||
};
|
||||
|
||||
NFPair m_nfPair[4]; // near/far value for each priority layer
|
||||
int m_currentPriority;
|
||||
|
||||
struct BBox
|
||||
{
|
||||
V4::Vec4 points[8];
|
||||
};
|
||||
|
||||
void CalcFrustumPlanes (Plane p[6], const float *vpNodeData);
|
||||
void CalcBox (float distance, BBox& box);
|
||||
void TransformBox (const float *m, BBox& box);
|
||||
void MultVec (const float matrix[16], const float in[4], float out[4]);
|
||||
Clip ClipBox (BBox& box, Plane planes[6]);
|
||||
void GetBBMaxZ (float &compare, BBox &box);
|
||||
|
||||
float m_minTest;
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
#endif // INCLUDED_NEW3D_H
|
File diff suppressed because it is too large
Load diff
|
@ -1,241 +0,0 @@
|
|||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
** Copyright 2011 Bart Trzynadlowski, Nik Henson
|
||||
**
|
||||
** This file is part of Supermodel.
|
||||
**
|
||||
** Supermodel is free software: you can redistribute it and/or modify it under
|
||||
** the terms of the GNU General Public License as published by the Free
|
||||
** Software Foundation, either version 3 of the License, or (at your option)
|
||||
** any later version.
|
||||
**
|
||||
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
|
||||
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
** more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License along
|
||||
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
|
||||
**/
|
||||
|
||||
/*
|
||||
* New3D.h
|
||||
*
|
||||
* Header file defining the CNew3D class: OpenGL Real3D graphics engine.
|
||||
*/
|
||||
|
||||
#ifndef INCLUDED_NEW3D_H
|
||||
#define INCLUDED_NEW3D_H
|
||||
|
||||
#include "Pkgs/glew.h"
|
||||
#include "Types.h"
|
||||
#include "TextureSheet.h"
|
||||
#include "Graphics/IRender3D.h"
|
||||
#include "Model.h"
|
||||
#include "Mat4.h"
|
||||
#include "R3DShader.h"
|
||||
#include "VBO.h"
|
||||
#include "R3DData.h"
|
||||
#include "Plane.h"
|
||||
#include "Vec.h"
|
||||
#include "R3DScrollFog.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
class CNew3D : public IRender3D
|
||||
{
|
||||
public:
|
||||
/*
|
||||
* RenderFrame(void):
|
||||
*
|
||||
* Renders the complete scene database. Must be called between BeginFrame() and
|
||||
* EndFrame(). This function traverses the scene database and builds up display
|
||||
* lists.
|
||||
*/
|
||||
void RenderFrame(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);
|
||||
|
||||
/*
|
||||
* UploadTextures(x, y, width, height):
|
||||
*
|
||||
* Signals that a portion of texture RAM has been updated.
|
||||
*
|
||||
* Parameters:
|
||||
* x X position within texture RAM.
|
||||
* y Y position within texture RAM.
|
||||
* width Width of texture data in texels.
|
||||
* height Height.
|
||||
*/
|
||||
void UploadTextures(unsigned x, unsigned y, unsigned width, unsigned height);
|
||||
|
||||
/*
|
||||
* AttachMemory(cullingRAMLoPtr, cullingRAMHiPtr, polyRAMPtr, vromPtr,
|
||||
* textureRAMPtr):
|
||||
*
|
||||
* Attaches RAM and ROM areas. This must be done prior to any rendering
|
||||
* otherwise the program may crash with an access violation.
|
||||
*
|
||||
* Parameters:
|
||||
* cullingRAMLoPtr Pointer to low culling RAM (4 MB).
|
||||
* cullingRAMHiPtr Pointer to high culling RAM (1 MB).
|
||||
* polyRAMPtr Pointer to polygon RAM (4 MB).
|
||||
* vromPtr Pointer to video ROM (64 MB).
|
||||
* textureRAMPtr Pointer to texture RAM (8 MB).
|
||||
*/
|
||||
void AttachMemory(const UINT32 *cullingRAMLoPtr,
|
||||
const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr,
|
||||
const UINT32 *vromPtr, const UINT16 *textureRAMPtr);
|
||||
|
||||
/*
|
||||
* SetStep(stepID):
|
||||
*
|
||||
* Sets the Model 3 hardware stepping, which also determines the Real3D
|
||||
* functionality. The default is Step 1.0. This should be called prior to
|
||||
* any other emulation functions and after Init().
|
||||
*
|
||||
* Parameters:
|
||||
* stepID 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0,
|
||||
* or 0x21 for Step 2.1. Anything else defaults to 1.0.
|
||||
*/
|
||||
void SetStep(int stepID);
|
||||
|
||||
/*
|
||||
* 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).
|
||||
*
|
||||
* External shader files are loaded according to configuration settings.
|
||||
*
|
||||
* 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. Any allocated memory will not be freed until the
|
||||
* destructor is called. Prints own error messages.
|
||||
*/
|
||||
bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
|
||||
|
||||
/*
|
||||
* CRender3D(void):
|
||||
* ~CRender3D(void):
|
||||
*
|
||||
* Constructor and destructor.
|
||||
*/
|
||||
CNew3D(void);
|
||||
~CNew3D(void);
|
||||
|
||||
private:
|
||||
/*
|
||||
* Private Members
|
||||
*/
|
||||
|
||||
// Real3D address translation
|
||||
const UINT32 *TranslateCullingAddress(UINT32 addr);
|
||||
const UINT32 *TranslateModelAddress(UINT32 addr);
|
||||
|
||||
// Matrix stack
|
||||
void MultMatrix(UINT32 matrixOffset, Mat4& mat);
|
||||
void InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat);
|
||||
|
||||
// Scene database traversal
|
||||
bool DrawModel(UINT32 modelAddr);
|
||||
void DescendCullingNode(UINT32 addr);
|
||||
void DescendPointerList(UINT32 addr);
|
||||
void DescendNodePtr(UINT32 nodeAddr);
|
||||
void RenderViewport(UINT32 addr);
|
||||
|
||||
// building the scene
|
||||
void CacheModel(Model *m, const UINT32 *data);
|
||||
void CopyVertexData(const R3DPoly& r3dPoly, std::vector<Poly>& polyArray);
|
||||
void OffsetTexCoords(R3DPoly& r3dPoly, float offset[2]);
|
||||
|
||||
void RenderScene(int priority, bool alpha);
|
||||
float Determinant3x3(const float m[16]);
|
||||
bool IsDynamicModel(UINT32 *data); // check if the model has a colour palette
|
||||
bool IsVROMModel(UINT32 modelAddr);
|
||||
void DrawScrollFog();
|
||||
|
||||
void CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX, int& newY);
|
||||
|
||||
/*
|
||||
* Data
|
||||
*/
|
||||
|
||||
// Stepping
|
||||
int m_step;
|
||||
int m_offset; // offset to subtract for words 3 and higher of culling nodes
|
||||
float m_vertexFactor; // fixed-point conversion factor for vertices
|
||||
|
||||
// Memory (passed from outside)
|
||||
const UINT32 *m_cullingRAMLo; // 4 MB
|
||||
const UINT32 *m_cullingRAMHi; // 1 MB
|
||||
const UINT32 *m_polyRAM; // 4 MB
|
||||
const UINT32 *m_vrom; // 64 MB
|
||||
const UINT16 *m_textureRAM; // 8 MB
|
||||
|
||||
// Resolution and scaling factors (to support resolutions higher than 496x384) and offsets
|
||||
float m_xRatio, m_yRatio;
|
||||
unsigned m_xOffs, m_yOffs;
|
||||
unsigned m_totalXRes, m_totalYRes;
|
||||
|
||||
// Real3D Base Matrix Pointer
|
||||
const float *m_matrixBasePtr;
|
||||
UINT32 m_colorTableAddr = 0x400; // address of color table in polygon RAM
|
||||
|
||||
TextureSheet m_texSheet;
|
||||
NodeAttributes m_nodeAttribs;
|
||||
Mat4 m_modelMat; // current modelview matrix
|
||||
|
||||
std::vector<Node> m_nodes; // this represents the entire render frame
|
||||
std::vector<Poly> m_polyBufferRam; // dynamic polys
|
||||
std::vector<Poly> m_polyBufferRom; // rom polys
|
||||
std::unordered_map<UINT32, std::shared_ptr<std::vector<Mesh>>> m_romMap; // a hash table for all the ROM models. The meshes don't have model matrices or tex offsets yet
|
||||
|
||||
VBO m_vbo; // large VBO to hold our poly data, start of VBO is ROM data, ram polys follow
|
||||
R3DShader m_r3dShader;
|
||||
R3DScrollFog m_r3dScrollFog;
|
||||
|
||||
Plane m_planes[6];
|
||||
|
||||
struct BBox
|
||||
{
|
||||
V4::Vec4 points[8];
|
||||
};
|
||||
|
||||
void CalcFrustumPlanes (Plane p[6], const float* matrix);
|
||||
void CalcBox (float distance, BBox& box);
|
||||
void TransformBox (const float *m, BBox& box);
|
||||
void MultVec (const float matrix[16], const float in[4], float out[4]);
|
||||
Clip ClipBox (BBox& box, Plane planes[6]);
|
||||
|
||||
void TestDraw();
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
#endif // INCLUDED_NEW3D_H
|
|
@ -1,355 +0,0 @@
|
|||
#include "R3DShader.h"
|
||||
#include "Graphics/Shader.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
static const char *vertexShaderBasic =
|
||||
|
||||
// uniforms
|
||||
"uniform float fogIntensity;\n"
|
||||
"uniform float fogDensity;\n"
|
||||
"uniform float fogStart;\n"
|
||||
|
||||
//outputs to fragment shader
|
||||
"varying float fsFogFactor;\n"
|
||||
"varying float fsSpecularTerm;\n" // specular light term (additive)
|
||||
"varying vec3 fsViewVertex;\n"
|
||||
"varying vec3 fsViewNormal;\n" // per vertex normal vector
|
||||
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
"fsViewVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
|
||||
"fsViewNormal = normalize(gl_NormalMatrix *gl_Normal);\n"
|
||||
"float z = length(fsViewVertex);\n"
|
||||
"fsFogFactor = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);\n"
|
||||
|
||||
"gl_FrontColor = gl_Color;\n"
|
||||
"gl_TexCoord[0] = gl_MultiTexCoord0;\n"
|
||||
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
|
||||
"}\n";
|
||||
|
||||
static const char *fragmentShaderBasic =
|
||||
|
||||
"uniform sampler2D tex1;\n" // base tex
|
||||
"uniform sampler2D tex2;\n" // micro tex (optional)
|
||||
|
||||
"uniform int textureEnabled;\n"
|
||||
"uniform int microTexture;\n"
|
||||
"uniform int alphaTest;\n"
|
||||
"uniform int textureAlpha;\n"
|
||||
"uniform vec3 fogColour;\n"
|
||||
"uniform vec4 spotEllipse;\n" // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
|
||||
"uniform vec2 spotRange;\n" // spotlight Z range: .x=start (viewspace coordinates), .y=limit
|
||||
"uniform vec3 spotColor;\n" // spotlight RGB color
|
||||
"uniform vec3 lighting[2];\n" // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
|
||||
"uniform int lightEnable;\n" // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
|
||||
"uniform float specularCoefficient;\n" // specular coefficient
|
||||
"uniform float shininess;\n" // specular shininess
|
||||
|
||||
//interpolated inputs from vertex shader
|
||||
"varying float fsFogFactor;\n"
|
||||
"varying float fsSpecularTerm;\n" // specular light term (additive)
|
||||
"varying vec3 fsViewVertex;\n"
|
||||
"varying vec3 fsViewNormal;\n" // per vertex normal vector
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"vec4 tex1Data;\n"
|
||||
"vec4 colData;\n"
|
||||
"vec4 finalData;\n"
|
||||
|
||||
"bool discardFragment = false;\n"
|
||||
|
||||
"tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n"
|
||||
|
||||
"if(textureEnabled==1) {\n"
|
||||
|
||||
"tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
|
||||
|
||||
"if (microTexture==1) {\n"
|
||||
"vec4 tex2Data = texture2D( tex2, gl_TexCoord[0].st * 4.0);\n"
|
||||
"tex1Data = (tex1Data+tex2Data)/2.0;\n"
|
||||
"}\n"
|
||||
|
||||
"if (alphaTest==1) {\n" // does it make any sense to do this later?
|
||||
"if (tex1Data.a < (8.0/16.0)) {\n"
|
||||
"discardFragment = true;\n"
|
||||
"}\n"
|
||||
"}\n"
|
||||
|
||||
"if (textureAlpha == 0) {\n"
|
||||
"tex1Data.a = 1.0;\n"
|
||||
"}\n"
|
||||
"}\n"
|
||||
|
||||
"colData = gl_Color;\n"
|
||||
|
||||
"finalData = tex1Data * colData;\n"
|
||||
"if (finalData.a < (1.0/16.0)) {\n" // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
|
||||
"discardFragment = true;\n"
|
||||
"}\n"
|
||||
|
||||
"if (discardFragment) {\n"
|
||||
"discard;\n"
|
||||
"}\n"
|
||||
|
||||
"if (lightEnable==1) {\n"
|
||||
"vec3 lightIntensity;\n"
|
||||
"vec3 sunVector;\n" // sun lighting vector (as reflecting away from vertex)
|
||||
"float sunFactor;\n" // sun light projection along vertex normal (0.0 to 1.0)
|
||||
|
||||
// Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)
|
||||
"sunVector = lighting[0] * vec3(1.0, -1.0, -1.0);\n"
|
||||
|
||||
// Compute diffuse factor for sunlight
|
||||
"sunFactor = max(dot(sunVector, fsViewNormal), 0.0);\n"
|
||||
|
||||
// Total light intensity: sum of all components
|
||||
"lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y);\n" // ambient + diffuse
|
||||
|
||||
"lightIntensity = clamp(lightIntensity,0.0,1.0);\n"
|
||||
|
||||
"vec2 ellipse;\n"
|
||||
"float insideSpot;\n"
|
||||
|
||||
// Compute spotlight and apply lighting
|
||||
"ellipse = (gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw;\n"
|
||||
"insideSpot = dot(ellipse, ellipse);\n"
|
||||
|
||||
"if ((insideSpot <= 1.0) && (-fsViewVertex.z >= spotRange.x)) {\n"
|
||||
"lightIntensity.rgb += (1.0 - insideSpot)*spotColor;\n"
|
||||
"}\n"
|
||||
|
||||
|
||||
"finalData.rgb *= lightIntensity;\n"
|
||||
|
||||
"if (sunFactor > 0.0 && specularCoefficient > 0.0) {\n"
|
||||
|
||||
"vec3 v = normalize(-fsViewVertex);\n"
|
||||
"vec3 h = normalize(sunVector + v);\n" // halfway vector
|
||||
|
||||
"float NdotHV = max(dot(fsViewNormal,h),0.0);\n"
|
||||
|
||||
"finalData.rgb += vec3(specularCoefficient * pow(NdotHV,shininess));\n"
|
||||
"}\n"
|
||||
"}\n"
|
||||
|
||||
|
||||
"finalData.rgb = mix(finalData.rgb, fogColour, fsFogFactor);\n"
|
||||
|
||||
"gl_FragColor = finalData;\n"
|
||||
"}\n";
|
||||
|
||||
R3DShader::R3DShader()
|
||||
{
|
||||
m_shaderProgram = 0;
|
||||
m_vertexShader = 0;
|
||||
m_fragmentShader = 0;
|
||||
|
||||
Start(); // reset attributes
|
||||
}
|
||||
|
||||
void R3DShader::Start()
|
||||
{
|
||||
m_textured1 = false;
|
||||
m_textured2 = false;
|
||||
m_textureAlpha = false; // use alpha in texture
|
||||
m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
|
||||
m_doubleSided = false;
|
||||
m_lightEnabled = false;
|
||||
m_layered = false;
|
||||
|
||||
m_shininess = 0;
|
||||
m_specularCoefficient = 0;
|
||||
|
||||
m_matDet = MatDet::notset;
|
||||
|
||||
m_dirtyMesh = true; // dirty means all the above are dirty, ie first run
|
||||
m_dirtyModel = true;
|
||||
}
|
||||
|
||||
bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
|
||||
{
|
||||
const char* vShader;
|
||||
const char* fShader;
|
||||
bool success;
|
||||
|
||||
if (vertexShader) {
|
||||
vShader = vertexShader;
|
||||
}
|
||||
else {
|
||||
vShader = vertexShaderBasic;
|
||||
}
|
||||
|
||||
if (fragmentShader) {
|
||||
fShader = fragmentShader;
|
||||
}
|
||||
else {
|
||||
fShader = fragmentShaderBasic;
|
||||
}
|
||||
|
||||
success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, nullptr, nullptr, vShader, fShader);
|
||||
|
||||
m_locTexture1 = glGetUniformLocation(m_shaderProgram, "tex1");
|
||||
m_locTexture2 = glGetUniformLocation(m_shaderProgram, "tex2");
|
||||
m_locTexture1Enabled= glGetUniformLocation(m_shaderProgram, "textureEnabled");
|
||||
m_locTexture2Enabled= glGetUniformLocation(m_shaderProgram, "microTexture");
|
||||
m_locTextureAlpha = glGetUniformLocation(m_shaderProgram, "textureAlpha");
|
||||
m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
|
||||
|
||||
m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
|
||||
m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
|
||||
m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
|
||||
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
|
||||
|
||||
m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
|
||||
m_locLightEnable = glGetUniformLocation(m_shaderProgram, "lightEnable");
|
||||
m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess");
|
||||
m_locSpecCoefficient= glGetUniformLocation(m_shaderProgram, "specularCoefficient");
|
||||
m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
|
||||
m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
|
||||
m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
void R3DShader::SetShader(bool enable)
|
||||
{
|
||||
if (enable) {
|
||||
glUseProgram(m_shaderProgram);
|
||||
Start();
|
||||
}
|
||||
else {
|
||||
glUseProgram(0);
|
||||
}
|
||||
}
|
||||
|
||||
void R3DShader::SetMeshUniforms(const Mesh* m)
|
||||
{
|
||||
if (m == nullptr) {
|
||||
return; // sanity check
|
||||
}
|
||||
|
||||
if (m_dirtyMesh) {
|
||||
glUniform1i(m_locTexture1, 0);
|
||||
glUniform1i(m_locTexture2, 1);
|
||||
}
|
||||
|
||||
if (m_dirtyMesh || m->textured != m_textured1) {
|
||||
glUniform1i(m_locTexture1Enabled, m->textured);
|
||||
m_textured1 = m->textured;
|
||||
}
|
||||
|
||||
if (m_dirtyMesh || m->microTexture != m_textured2) {
|
||||
glUniform1i(m_locTexture2Enabled, m->microTexture);
|
||||
m_textured2 = m->microTexture;
|
||||
}
|
||||
|
||||
if (m_dirtyMesh || m->alphaTest != m_alphaTest) {
|
||||
glUniform1i(m_locAlphaTest, m->alphaTest);
|
||||
m_alphaTest = m->alphaTest;
|
||||
}
|
||||
|
||||
if (m_dirtyMesh || m->textureAlpha != m_textureAlpha) {
|
||||
glUniform1i(m_locTextureAlpha, m->textureAlpha);
|
||||
m_textureAlpha = m->textureAlpha;
|
||||
}
|
||||
|
||||
if (m_dirtyMesh || m->fogIntensity != m_fogIntensity) {
|
||||
glUniform1f(m_locFogIntensity, m->fogIntensity);
|
||||
m_fogIntensity = m->fogIntensity;
|
||||
}
|
||||
|
||||
if (m_dirtyMesh || m->lighting != m_lightEnabled) {
|
||||
glUniform1i(m_locLightEnable, m->lighting);
|
||||
m_lightEnabled = m->lighting;
|
||||
}
|
||||
|
||||
if (m_dirtyMesh || m->shininess != m_shininess) {
|
||||
glUniform1f(m_locShininess, (m->shininess + 1) * 4);
|
||||
m_shininess = m->shininess;
|
||||
}
|
||||
|
||||
if (m_dirtyMesh || m->specularCoefficient != m_specularCoefficient) {
|
||||
glUniform1f(m_locSpecCoefficient, m->specularCoefficient);
|
||||
m_specularCoefficient = m->specularCoefficient;
|
||||
}
|
||||
|
||||
if (m_dirtyMesh || m->layered != m_layered) {
|
||||
m_layered = m->layered;
|
||||
if (m_layered) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
}
|
||||
else {
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_matDet!=MatDet::zero) {
|
||||
|
||||
if (m_dirtyMesh || m->doubleSided != m_doubleSided) {
|
||||
|
||||
m_doubleSided = m->doubleSided;
|
||||
|
||||
if (m_doubleSided) {
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
else {
|
||||
//glEnable(GL_CULL_FACE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
m_dirtyMesh = false;
|
||||
}
|
||||
|
||||
void R3DShader::SetViewportUniforms(const Viewport *vp)
|
||||
{
|
||||
//didn't bother caching these, they don't get frequently called anyway
|
||||
glUniform1f (m_locFogDensity, vp->fogParams[3]);
|
||||
glUniform1f (m_locFogStart, vp->fogParams[4]);
|
||||
glUniform3fv(m_locFogColour, 1, vp->fogParams);
|
||||
|
||||
glUniform3fv(m_locLighting, 2, vp->lightingParams);
|
||||
glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
|
||||
glUniform2fv(m_locSpotRange, 1, vp->spotRange);
|
||||
glUniform3fv(m_locSpotColor, 1, vp->spotColor);
|
||||
}
|
||||
|
||||
void R3DShader::SetModelStates(const Model* model)
|
||||
{
|
||||
//==========
|
||||
MatDet test;
|
||||
//==========
|
||||
|
||||
test = MatDet::notset; // happens for bad matrices with NaN
|
||||
|
||||
if (model->determinant < 0) { test = MatDet::negative; }
|
||||
else if (model->determinant > 0) { test = MatDet::positive; }
|
||||
else if (model->determinant == 0) { test = MatDet::zero; }
|
||||
|
||||
if (m_dirtyModel || m_matDet!=test) {
|
||||
|
||||
switch (test) {
|
||||
case MatDet::negative:
|
||||
glCullFace(GL_FRONT);
|
||||
//glEnable(GL_CULL_FACE);
|
||||
m_doubleSided = false;
|
||||
break;
|
||||
case MatDet::positive:
|
||||
glCullFace(GL_BACK);
|
||||
//glEnable(GL_CULL_FACE);
|
||||
m_doubleSided = false;
|
||||
break;
|
||||
default:
|
||||
glDisable(GL_CULL_FACE);
|
||||
m_doubleSided = true; // basically drawing on both sides now
|
||||
}
|
||||
}
|
||||
|
||||
m_matDet = test;
|
||||
m_dirtyModel = false;
|
||||
}
|
||||
|
||||
} // New3D
|
|
@ -1,124 +0,0 @@
|
|||
#ifndef _MODEL_H_
|
||||
#define _MODEL_H_
|
||||
|
||||
#include "types.h"
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include "Texture.h"
|
||||
#include "Mat4.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
float pos[3];
|
||||
float normal[3];
|
||||
float texcoords[2];
|
||||
UINT8 color[4]; //rgba
|
||||
};
|
||||
|
||||
struct Poly // our polys are always 3 triangles, unlike the real h/w
|
||||
{
|
||||
Vertex p1;
|
||||
Vertex p2;
|
||||
Vertex p3;
|
||||
};
|
||||
|
||||
struct R3DPoly
|
||||
{
|
||||
Vertex v[4]; // just easier to have them as an array
|
||||
float faceNormal[3]; // we need this to help work out poly winding, i assume the h/w uses this instead of calculating normals itself
|
||||
int number = 4;
|
||||
};
|
||||
|
||||
struct Mesh
|
||||
{
|
||||
// texture
|
||||
int format, x, y, width, height;
|
||||
bool mirrorU = false;
|
||||
bool mirrorV = false;
|
||||
|
||||
// attributes
|
||||
bool doubleSided = false;
|
||||
bool textured = false;
|
||||
bool polyAlpha = false; // specified in the rgba colour
|
||||
bool textureAlpha = false; // use alpha in texture
|
||||
bool alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
|
||||
bool lighting = false;
|
||||
bool testBit = false;
|
||||
bool clockWise = true; // we need to check if the matrix will change the winding
|
||||
|
||||
float fogIntensity = 1.0f;
|
||||
|
||||
// opengl resources
|
||||
int vboOffset = 0; // this will be calculated later
|
||||
int triangleCount = 0;
|
||||
};
|
||||
|
||||
struct SortingMesh : public Mesh // This struct temporarily holds the model data, before it gets copied to the main buffer
|
||||
{
|
||||
std::vector<Poly> polys;
|
||||
};
|
||||
|
||||
struct Model
|
||||
{
|
||||
std::vector<Mesh> meshes;
|
||||
|
||||
bool dynamic = true;
|
||||
|
||||
//matrices
|
||||
float modelMat[16];
|
||||
float determinant; // we check if the determinant of the matrix is negative, if it is, the matrix will swap the axis order
|
||||
};
|
||||
|
||||
struct Viewport
|
||||
{
|
||||
Mat4 projectionMatrix; // projection matrix
|
||||
float lightingParams[6]; // lighting parameters (see RenderViewport() and vertex shader)
|
||||
float spotEllipse[4]; // spotlight ellipse (see RenderViewport())
|
||||
float spotRange[2]; // Z range
|
||||
float spotColor[3]; // color
|
||||
float fogParams[5]; // fog parameters (...)
|
||||
int x, y; // viewport coordinates (scaled and in OpenGL format)
|
||||
int width, height; // viewport dimensions (scaled for display surface size)
|
||||
int priority;
|
||||
};
|
||||
|
||||
class NodeAttributes
|
||||
{
|
||||
public:
|
||||
|
||||
NodeAttributes();
|
||||
|
||||
bool Push();
|
||||
bool Pop();
|
||||
bool StackLimit();
|
||||
void Reset();
|
||||
|
||||
int currentTexOffsetX;
|
||||
int currentTexOffsetY;
|
||||
int currentTexOffset; // raw value
|
||||
|
||||
private:
|
||||
|
||||
struct NodeAttribs
|
||||
{
|
||||
int texOffsetX;
|
||||
int texOffsetY;
|
||||
int texOffset;
|
||||
};
|
||||
std::vector<NodeAttribs> m_vecAttribs;
|
||||
};
|
||||
|
||||
struct Node
|
||||
{
|
||||
Viewport viewport;
|
||||
std::vector<std::shared_ptr<Model>> models;
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
|
||||
#endif
|
File diff suppressed because it is too large
Load diff
|
@ -1,221 +0,0 @@
|
|||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
** Copyright 2011 Bart Trzynadlowski, Nik Henson
|
||||
**
|
||||
** This file is part of Supermodel.
|
||||
**
|
||||
** Supermodel is free software: you can redistribute it and/or modify it under
|
||||
** the terms of the GNU General Public License as published by the Free
|
||||
** Software Foundation, either version 3 of the License, or (at your option)
|
||||
** any later version.
|
||||
**
|
||||
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
|
||||
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
** more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License along
|
||||
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
|
||||
**/
|
||||
|
||||
/*
|
||||
* New3D.h
|
||||
*
|
||||
* Header file defining the CNew3D class: OpenGL Real3D graphics engine.
|
||||
*/
|
||||
|
||||
#ifndef INCLUDED_NEW3D_H
|
||||
#define INCLUDED_NEW3D_H
|
||||
|
||||
#include "Pkgs/glew.h"
|
||||
#include "Types.h"
|
||||
#include "TextureSheet.h"
|
||||
#include "Graphics/IRender3D.h"
|
||||
#include "Model.h"
|
||||
#include "Mat4.h"
|
||||
#include "R3DShader.h"
|
||||
#include "VBO.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
class CNew3D : public IRender3D
|
||||
{
|
||||
public:
|
||||
/*
|
||||
* RenderFrame(void):
|
||||
*
|
||||
* Renders the complete scene database. Must be called between BeginFrame() and
|
||||
* EndFrame(). This function traverses the scene database and builds up display
|
||||
* lists.
|
||||
*/
|
||||
void RenderFrame(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);
|
||||
|
||||
/*
|
||||
* UploadTextures(x, y, width, height):
|
||||
*
|
||||
* Signals that a portion of texture RAM has been updated.
|
||||
*
|
||||
* Parameters:
|
||||
* x X position within texture RAM.
|
||||
* y Y position within texture RAM.
|
||||
* width Width of texture data in texels.
|
||||
* height Height.
|
||||
*/
|
||||
void UploadTextures(unsigned x, unsigned y, unsigned width, unsigned height);
|
||||
|
||||
/*
|
||||
* AttachMemory(cullingRAMLoPtr, cullingRAMHiPtr, polyRAMPtr, vromPtr,
|
||||
* textureRAMPtr):
|
||||
*
|
||||
* Attaches RAM and ROM areas. This must be done prior to any rendering
|
||||
* otherwise the program may crash with an access violation.
|
||||
*
|
||||
* Parameters:
|
||||
* cullingRAMLoPtr Pointer to low culling RAM (4 MB).
|
||||
* cullingRAMHiPtr Pointer to high culling RAM (1 MB).
|
||||
* polyRAMPtr Pointer to polygon RAM (4 MB).
|
||||
* vromPtr Pointer to video ROM (64 MB).
|
||||
* textureRAMPtr Pointer to texture RAM (8 MB).
|
||||
*/
|
||||
void AttachMemory(const UINT32 *cullingRAMLoPtr,
|
||||
const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr,
|
||||
const UINT32 *vromPtr, const UINT16 *textureRAMPtr);
|
||||
|
||||
/*
|
||||
* SetStep(stepID):
|
||||
*
|
||||
* Sets the Model 3 hardware stepping, which also determines the Real3D
|
||||
* functionality. The default is Step 1.0. This should be called prior to
|
||||
* any other emulation functions and after Init().
|
||||
*
|
||||
* Parameters:
|
||||
* stepID 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0,
|
||||
* or 0x21 for Step 2.1. Anything else defaults to 1.0.
|
||||
*/
|
||||
void SetStep(int stepID);
|
||||
|
||||
/*
|
||||
* 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).
|
||||
*
|
||||
* External shader files are loaded according to configuration settings.
|
||||
*
|
||||
* 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. Any allocated memory will not be freed until the
|
||||
* destructor is called. Prints own error messages.
|
||||
*/
|
||||
bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
|
||||
|
||||
/*
|
||||
* CRender3D(void):
|
||||
* ~CRender3D(void):
|
||||
*
|
||||
* Constructor and destructor.
|
||||
*/
|
||||
CNew3D(void);
|
||||
~CNew3D(void);
|
||||
|
||||
private:
|
||||
/*
|
||||
* Private Members
|
||||
*/
|
||||
|
||||
// Real3D address translation
|
||||
const UINT32 *TranslateCullingAddress(UINT32 addr);
|
||||
const UINT32 *TranslateModelAddress(UINT32 addr);
|
||||
|
||||
// Matrix stack
|
||||
void MultMatrix(UINT32 matrixOffset, Mat4& mat);
|
||||
void InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat);
|
||||
|
||||
// Scene database traversal
|
||||
bool DrawModel(UINT32 modelAddr);
|
||||
void DescendCullingNode(UINT32 addr);
|
||||
void DescendPointerList(UINT32 addr);
|
||||
void DescendNodePtr(UINT32 nodeAddr);
|
||||
void RenderViewport(UINT32 addr, int pri);
|
||||
|
||||
// building the scene
|
||||
void CacheModel(Model *m, const UINT32 *data);
|
||||
void CopyVertexData(R3DPoly& r3dPoly, std::vector<Poly>& polyArray);
|
||||
|
||||
void RenderScene(int priority, bool alpha);
|
||||
float Determinant3x3(const float m[16]);
|
||||
bool IsDynamicModel(UINT32 *data); // check if the model has a colour palette
|
||||
bool IsVROMModel(UINT32 modelAddr);
|
||||
UINT64 GetRomMapKey(int address, int texOffset);
|
||||
|
||||
|
||||
/*
|
||||
* Data
|
||||
*/
|
||||
|
||||
// Stepping
|
||||
int m_step;
|
||||
int m_offset; // offset to subtract for words 3 and higher of culling nodes
|
||||
float m_vertexFactor; // fixed-point conversion factor for vertices
|
||||
|
||||
// Memory (passed from outside)
|
||||
const UINT32 *m_cullingRAMLo; // 4 MB
|
||||
const UINT32 *m_cullingRAMHi; // 1 MB
|
||||
const UINT32 *m_polyRAM; // 4 MB
|
||||
const UINT32 *m_vrom; // 64 MB
|
||||
const UINT16 *m_textureRAM; // 8 MB
|
||||
|
||||
// Resolution and scaling factors (to support resolutions higher than 496x384) and offsets
|
||||
float m_xRatio, m_yRatio;
|
||||
unsigned m_xOffs, m_yOffs;
|
||||
unsigned m_totalXRes, m_totalYRes;
|
||||
|
||||
// Real3D Base Matrix Pointer
|
||||
const float *m_matrixBasePtr;
|
||||
|
||||
TextureSheet m_texSheet;
|
||||
NodeAttributes m_nodeAttribs;
|
||||
Mat4 m_modelMat; // current modelview matrix
|
||||
int m_listDepth;
|
||||
|
||||
std::vector<Node> m_nodes; // this represents the entire render frame
|
||||
std::vector<Poly> m_polyBufferRam; // dynamic polys
|
||||
std::vector<Poly> m_polyBufferRom; // rom polys
|
||||
std::unordered_map<UINT64, std::shared_ptr<Model>> m_romMap; // a hash table for all the ROM models
|
||||
|
||||
VBO m_vbo; // large VBO to hold our poly data, start of VBO is ROM data, ram polys follow
|
||||
|
||||
R3DShader m_r3dShader;
|
||||
int m_currentVPPriority;
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
#endif // INCLUDED_NEW3D_H
|
|
@ -1,84 +0,0 @@
|
|||
#include "VBO.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
VBO::VBO()
|
||||
{
|
||||
m_id = 0;
|
||||
m_target = 0;
|
||||
m_capacity = 0;
|
||||
m_size = 0;
|
||||
}
|
||||
|
||||
void VBO::Create(GLenum target, GLenum usage, GLsizeiptr size, const void* data)
|
||||
{
|
||||
glGenBuffers(1, &m_id); // create a vbo
|
||||
glBindBuffer(target, m_id); // activate vbo id to use
|
||||
glBufferData(target, size, data, usage); // upload data to video card
|
||||
|
||||
m_target = target;
|
||||
m_capacity = size;
|
||||
m_size = 0;
|
||||
|
||||
Bind(false); // unbind
|
||||
}
|
||||
|
||||
void VBO::BufferSubData(GLintptr offset, GLsizeiptr size, const GLvoid* data)
|
||||
{
|
||||
glBufferSubData(m_target, offset, size, data);
|
||||
}
|
||||
|
||||
bool VBO::AppendData(GLsizeiptr size, const GLvoid* data)
|
||||
{
|
||||
if (size == 0 || !data) {
|
||||
return true; // nothing to do
|
||||
}
|
||||
|
||||
if (m_size + size >= m_capacity) {
|
||||
return false;
|
||||
}
|
||||
|
||||
BufferSubData(m_size, size, data);
|
||||
|
||||
m_size += size;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void VBO::Reset()
|
||||
{
|
||||
m_size = 0;
|
||||
}
|
||||
|
||||
void VBO::Destroy()
|
||||
{
|
||||
if (m_id) {
|
||||
glDeleteBuffers(1, &m_id);
|
||||
m_id = 0;
|
||||
m_target = 0;
|
||||
m_capacity = 0;
|
||||
m_size = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void VBO::Bind(bool enable)
|
||||
{
|
||||
if (enable) {
|
||||
glBindBuffer(m_target, m_id);
|
||||
}
|
||||
else {
|
||||
glBindBuffer(m_target, 0);
|
||||
}
|
||||
}
|
||||
|
||||
int VBO::GetSize()
|
||||
{
|
||||
return m_size;
|
||||
}
|
||||
|
||||
int VBO::GetCapacity()
|
||||
{
|
||||
return m_capacity;
|
||||
}
|
||||
|
||||
} // New3D
|
|
@ -1,125 +0,0 @@
|
|||
#ifndef _MODEL_H_
|
||||
#define _MODEL_H_
|
||||
|
||||
#include "types.h"
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include "Texture.h"
|
||||
#include "Mat4.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
float pos[3];
|
||||
float normal[3];
|
||||
float texcoords[2];
|
||||
UINT8 color[4]; //rgba
|
||||
};
|
||||
|
||||
struct Poly // our polys are always 3 triangles, unlike the real h/w
|
||||
{
|
||||
Vertex p1;
|
||||
Vertex p2;
|
||||
Vertex p3;
|
||||
};
|
||||
|
||||
struct R3DPoly
|
||||
{
|
||||
Vertex v[4]; // just easier to have them as an array
|
||||
float faceNormal[3]; // we need this to help work out poly winding, i assume the h/w uses this instead of calculating normals itself
|
||||
int number = 4;
|
||||
};
|
||||
|
||||
struct Mesh
|
||||
{
|
||||
std::shared_ptr<Texture> texture;
|
||||
|
||||
// attributes
|
||||
bool doubleSided = false;
|
||||
bool textured = false;
|
||||
bool polyAlpha = false; // specified in the rgba colour
|
||||
bool textureAlpha = false; // use alpha in texture
|
||||
bool alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
|
||||
bool lighting = false;
|
||||
bool testBit = false;
|
||||
bool clockWise = true; // we need to check if the matrix will change the winding
|
||||
|
||||
float fogIntensity = 1.0f;
|
||||
|
||||
// texture
|
||||
bool mirrorU = false;
|
||||
bool mirrorV = false;
|
||||
|
||||
// opengl resources
|
||||
int vboOffset = 0; // this will be calculated later
|
||||
int triangleCount = 0;
|
||||
};
|
||||
|
||||
struct SortingMesh : public Mesh // This struct temporarily holds the model data, before it gets copied to the main buffer
|
||||
{
|
||||
std::vector<Poly> polys;
|
||||
};
|
||||
|
||||
struct Model
|
||||
{
|
||||
std::vector<Mesh> meshes;
|
||||
|
||||
bool dynamic = true;
|
||||
|
||||
//matrices
|
||||
float modelMat[16];
|
||||
float determinant; // we check if the determinant of the matrix is negative, if it is, the matrix will swap the axis order
|
||||
};
|
||||
|
||||
struct Viewport
|
||||
{
|
||||
Mat4 projectionMatrix; // projection matrix
|
||||
float lightingParams[6]; // lighting parameters (see RenderViewport() and vertex shader)
|
||||
float spotEllipse[4]; // spotlight ellipse (see RenderViewport())
|
||||
float spotRange[2]; // Z range
|
||||
float spotColor[3]; // color
|
||||
float fogParams[5]; // fog parameters (...)
|
||||
int x, y; // viewport coordinates (scaled and in OpenGL format)
|
||||
int width, height; // viewport dimensions (scaled for display surface size)
|
||||
int priority;
|
||||
};
|
||||
|
||||
class NodeAttributes
|
||||
{
|
||||
public:
|
||||
|
||||
NodeAttributes();
|
||||
|
||||
bool Push();
|
||||
bool Pop();
|
||||
bool StackLimit();
|
||||
void Reset();
|
||||
|
||||
int currentTexOffsetX;
|
||||
int currentTexOffsetY;
|
||||
int currentTexOffset; // raw value
|
||||
|
||||
private:
|
||||
|
||||
struct NodeAttribs
|
||||
{
|
||||
int texOffsetX;
|
||||
int texOffsetY;
|
||||
int texOffset;
|
||||
};
|
||||
std::vector<NodeAttribs> m_vecAttribs;
|
||||
};
|
||||
|
||||
struct Node
|
||||
{
|
||||
Viewport viewport;
|
||||
std::vector<Model> models;
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
|
||||
#endif
|
File diff suppressed because it is too large
Load diff
|
@ -1,226 +0,0 @@
|
|||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
** Copyright 2011 Bart Trzynadlowski, Nik Henson
|
||||
**
|
||||
** This file is part of Supermodel.
|
||||
**
|
||||
** Supermodel is free software: you can redistribute it and/or modify it under
|
||||
** the terms of the GNU General Public License as published by the Free
|
||||
** Software Foundation, either version 3 of the License, or (at your option)
|
||||
** any later version.
|
||||
**
|
||||
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
|
||||
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
** more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License along
|
||||
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
|
||||
**/
|
||||
|
||||
/*
|
||||
* New3D.h
|
||||
*
|
||||
* Header file defining the CNew3D class: OpenGL Real3D graphics engine.
|
||||
*/
|
||||
|
||||
#ifndef INCLUDED_NEW3D_H
|
||||
#define INCLUDED_NEW3D_H
|
||||
|
||||
#include "Pkgs/glew.h"
|
||||
#include "Types.h"
|
||||
#include "TextureSheet.h"
|
||||
#include "Graphics/IRender3D.h"
|
||||
#include "Model.h"
|
||||
#include "Mat4.h"
|
||||
#include "R3DShader.h"
|
||||
#include "VBO.h"
|
||||
|
||||
namespace New3D {
|
||||
|
||||
class CNew3D : public IRender3D
|
||||
{
|
||||
public:
|
||||
/*
|
||||
* RenderFrame(void):
|
||||
*
|
||||
* Renders the complete scene database. Must be called between BeginFrame() and
|
||||
* EndFrame(). This function traverses the scene database and builds up display
|
||||
* lists.
|
||||
*/
|
||||
void RenderFrame(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);
|
||||
|
||||
/*
|
||||
* UploadTextures(x, y, width, height):
|
||||
*
|
||||
* Signals that a portion of texture RAM has been updated.
|
||||
*
|
||||
* Parameters:
|
||||
* x X position within texture RAM.
|
||||
* y Y position within texture RAM.
|
||||
* width Width of texture data in texels.
|
||||
* height Height.
|
||||
*/
|
||||
void UploadTextures(unsigned x, unsigned y, unsigned width, unsigned height);
|
||||
|
||||
/*
|
||||
* AttachMemory(cullingRAMLoPtr, cullingRAMHiPtr, polyRAMPtr, vromPtr,
|
||||
* textureRAMPtr):
|
||||
*
|
||||
* Attaches RAM and ROM areas. This must be done prior to any rendering
|
||||
* otherwise the program may crash with an access violation.
|
||||
*
|
||||
* Parameters:
|
||||
* cullingRAMLoPtr Pointer to low culling RAM (4 MB).
|
||||
* cullingRAMHiPtr Pointer to high culling RAM (1 MB).
|
||||
* polyRAMPtr Pointer to polygon RAM (4 MB).
|
||||
* vromPtr Pointer to video ROM (64 MB).
|
||||
* textureRAMPtr Pointer to texture RAM (8 MB).
|
||||
*/
|
||||
void AttachMemory(const UINT32 *cullingRAMLoPtr,
|
||||
const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr,
|
||||
const UINT32 *vromPtr, const UINT16 *textureRAMPtr);
|
||||
|
||||
/*
|
||||
* SetStep(stepID):
|
||||
*
|
||||
* Sets the Model 3 hardware stepping, which also determines the Real3D
|
||||
* functionality. The default is Step 1.0. This should be called prior to
|
||||
* any other emulation functions and after Init().
|
||||
*
|
||||
* Parameters:
|
||||
* stepID 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0,
|
||||
* or 0x21 for Step 2.1. Anything else defaults to 1.0.
|
||||
*/
|
||||
void SetStep(int stepID);
|
||||
|
||||
/*
|
||||
* 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).
|
||||
*
|
||||
* External shader files are loaded according to configuration settings.
|
||||
*
|
||||
* 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. Any allocated memory will not be freed until the
|
||||
* destructor is called. Prints own error messages.
|
||||
*/
|
||||
bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
|
||||
|
||||
/*
|
||||
* CRender3D(void):
|
||||
* ~CRender3D(void):
|
||||
*
|
||||
* Constructor and destructor.
|
||||
*/
|
||||
CNew3D(void);
|
||||
~CNew3D(void);
|
||||
|
||||
private:
|
||||
/*
|
||||
* Private Members
|
||||
*/
|
||||
|
||||
// Real3D address translation
|
||||
const UINT32 *TranslateCullingAddress(UINT32 addr);
|
||||
const UINT32 *TranslateModelAddress(UINT32 addr);
|
||||
|
||||
// Matrix stack
|
||||
void MultMatrix(UINT32 matrixOffset, Mat4& mat);
|
||||
void InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat);
|
||||
|
||||
// Scene database traversal
|
||||
bool DrawModel(UINT32 modelAddr);
|
||||
void DescendCullingNode(UINT32 addr);
|
||||
void DescendPointerList(UINT32 addr);
|
||||
void DescendNodePtr(UINT32 nodeAddr);
|
||||
void RenderViewport(UINT32 addr, int pri);
|
||||
|
||||
// building the scene
|
||||
void CacheModel(Model *m, const UINT32 *data);
|
||||
void CopyVertexData(R3DPoly& r3dPoly, std::vector<Poly>& polyArray);
|
||||
|
||||
void RenderScene(int priority, bool alpha);
|
||||
float Determinant3x3(const float m[16]);
|
||||
bool IsDynamicModel(UINT32 *data); // check if the model has a colour palette
|
||||
bool IsVROMModel(UINT32 modelAddr);
|
||||
UINT64 GetRomMapKey(int address, int texOffset);
|
||||
|
||||
|
||||
/*
|
||||
* Data
|
||||
*/
|
||||
|
||||
// Stepping
|
||||
int m_step;
|
||||
int m_offset; // offset to subtract for words 3 and higher of culling nodes
|
||||
float m_vertexFactor; // fixed-point conversion factor for vertices
|
||||
|
||||
// Memory (passed from outside)
|
||||
const UINT32 *m_cullingRAMLo; // 4 MB
|
||||
const UINT32 *m_cullingRAMHi; // 1 MB
|
||||
const UINT32 *m_polyRAM; // 4 MB
|
||||
const UINT32 *m_vrom; // 64 MB
|
||||
const UINT16 *m_textureRAM; // 8 MB
|
||||
|
||||
// Resolution and scaling factors (to support resolutions higher than 496x384) and offsets
|
||||
float m_xRatio, m_yRatio;
|
||||
unsigned m_xOffs, m_yOffs;
|
||||
unsigned m_totalXRes, m_totalYRes;
|
||||
|
||||
// Real3D Base Matrix Pointer
|
||||
const float *m_matrixBasePtr;
|
||||
|
||||
TextureSheet m_texSheet;
|
||||
NodeAttributes m_nodeAttribs;
|
||||
Mat4 m_modelMat; // current modelview matrix
|
||||
int m_listDepth;
|
||||
|
||||
std::vector<Node> m_nodes; // build the scene
|
||||
std::vector<Poly> m_polyBufferRam;
|
||||
std::vector<Poly> m_polyBufferRom;
|
||||
VBO m_vbo; // large VBO to hold our poly data, start of VBO is ROM data, ram polys follow
|
||||
|
||||
struct ModelKey {
|
||||
int lutIdx;
|
||||
int texOffset;
|
||||
};
|
||||
|
||||
std::unordered_map<UINT64, Model> m_romMap;
|
||||
|
||||
R3DShader m_r3dShader;
|
||||
int m_currentVPPriority;
|
||||
};
|
||||
|
||||
} // New3D
|
||||
|
||||
#endif // INCLUDED_NEW3D_H
|
Loading…
Reference in a new issue