diff --git a/Src/Graphics/Render2D.cpp b/Src/Graphics/Render2D.cpp
index 031abde..e896cf8 100644
--- a/Src/Graphics/Render2D.cpp
+++ b/Src/Graphics/Render2D.cpp
@@ -1,12 +1,12 @@
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
- ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
+ ** Copyright 2011-2012 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
+ ** 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.
**
@@ -18,11 +18,11 @@
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see .
**/
-
+
/*
* Render2D.cpp
*
- * Implementation of the CRender2D class: OpenGL tile generator graphics.
+ * Implementation of the CRender2D class: OpenGL tile generator graphics.
*
* To-Do List
* ----------
@@ -31,7 +31,7 @@
* mode? To fix Scud Race, either the stencil mask or the h-scroll value must
* be shifted by 16 pixels. Magical Truck Adventure is similar but opposite.
* Perhaps this is a function of timing registers accessed via JTAG?
- * - Is there a better way to handle the overscan regions in wide screen mode?
+ * - Is there a better way to handle the overscan regions in wide screen mode?
* Is clearing two thin viewports better than one big clear?
* - Are v-scroll values 9 or 10 bits? (Does it matter?) Lost World seems to
* have some scrolling issues.
@@ -43,20 +43,20 @@
*
* Model 3's medium resolution tile generator hardware appears to be derived
* from the Model 2 and System 24 chipset, but is much simpler. It consists of
- * four 64x64 tile layers, comprised of 8x8 pixel tiles, with configurable
- * priorities. There may be additional features but so far, no known Model 3
+ * four 64x64 tile layers, comprised of 8x8 pixel tiles, with configurable
+ * priorities. There may be additional features but so far, no known Model 3
* games use them.
*
- * VRAM is comprised of 1 MB for tile data and an additional 128 KB for the
+ * VRAM is comprised of 1 MB for tile data and an additional 128 KB for the
* palette (each color occupies 32 bits). The four tilemap layers are referred
- * to as: A (0), A' (1), B (2), and B' (3). Palette RAM may be located on a
+ * to as: A (0), A' (1), B (2), and B' (3). Palette RAM may be located on a
* separate RAM IC.
*
* Registers
* ---------
*
* Registers are listed by their byte offset in the PowerPC address space. Each
- * is 32 bits wide and little endian. Only those registers relevant to
+ * is 32 bits wide and little endian. Only those registers relevant to
* rendering are listed here (see CTileGen for others).
*
* Offset: Description:
@@ -74,9 +74,9 @@
* 31 0
* ???? ???? ???? ???? pqrs tuvw ???? ????
*
- * Bits 'pqrs' control the color depth of layers B', B, A', and A,
+ * Bits 'pqrs' control the color depth of layers B', B, A', and A,
* respectively. If set, the layer's pattern data is encoded as 4 bits,
- * otherwise the pixels are 8 bits.
+ * otherwise the pixels are 8 bits.
*
* Bits 'tuvw' control priority for layers B', B, A', and A, respectively,
* which is also the relative ordering of the layers from bottom to top. For
@@ -94,7 +94,7 @@
*
* 00000-F5FFF Tile pattern data
* F6000-F63FF Layer A horizontal scroll table (512 lines)
- * F6400-F67FF Layer A' horizontal scroll table
+ * F6400-F67FF Layer A' horizontal scroll table
* F6800-F6BFF Layer B horizontal scroll table
* F6C00-F6FFF Layer B' horizontal scroll table
* F7000-F77FF Mask table (assuming 4 bytes per line, 512 lines)
@@ -106,7 +106,7 @@
*
* Tiles may actually address the entire 1 MB space, although in practice,
* that would conflict with the other fixed memory regions.
- *
+ *
* Palette
* -------
*
@@ -123,16 +123,16 @@
* ----------------------------------
*
* The name table is a 64x64 array of 16-bit words serving as indices for tile
- * pattern data and the palette. The first 64 words correspond to the first
+ * pattern data and the palette. The first 64 words correspond to the first
* row of tiles, the next 64 to the second row, etc. Although 64x64 entries
* describes a 512x512 pixel screen, only the upper-left 62x48 tiles are
- * visible when the vertical and horizontal scroll values are 0. Scrolling
+ * visible when the vertical and horizontal scroll values are 0. Scrolling
* moves the 496x384 pixel 'window' around, with individual wrapping of the
* two axes.
*
- * The data is actually arranged in 32-bit chunks in little endian format, so
- * that tiles 0, 1, 2, and 3 will be stored as 1, 0, 3, 2. Fetching two name
- * table entries as a single 32-bit word places the left tile in the high 16
+ * The data is actually arranged in 32-bit chunks in little endian format, so
+ * that tiles 0, 1, 2, and 3 will be stored as 1, 0, 3, 2. Fetching two name
+ * table entries as a single 32-bit word places the left tile in the high 16
* bits and the right tile in the low 16 bits.
*
* The format of a name table entry in 4-bit color mode is:
@@ -141,9 +141,9 @@
* jkpp pppp pppp iiii
*
* The pattern index is '0ppp pppp pppi iiij'. Multiplying by 32 yields the
- * offset in VRAM at which the tile pattern data is stored. Note that the MSB
- * of the name table entry becomes the LSB of the pattern index. This allows
- * for 32768 4-bit tile patterns, each occupying 32 bytes, which means the
+ * offset in VRAM at which the tile pattern data is stored. Note that the MSB
+ * of the name table entry becomes the LSB of the pattern index. This allows
+ * for 32768 4-bit tile patterns, each occupying 32 bytes, which means the
* whole 1 MB VRAM space can be addressed.
*
* The 4-bit pattern data is stored as 8 32-bit words. Each word stores a row
@@ -155,7 +155,7 @@
* 'a' is the left-most pixel data. These 4-bit values are combined with bits
* from the name table to form a palette index, which determines the final
* color. For example, for pixel 'a', the 15-bit color index is:
- *
+ *
* 14 0
* kpp pppp pppp aaaa
*
@@ -167,7 +167,7 @@
* 15 0
* ?ppp pppp iiii iiii
*
- * The low 15 'p' and 'i' bits together form the pattern index, which must be
+ * The low 15 'p' and 'i' bits together form the pattern index, which must be
* multiplied by 64 to get the offset. The pattern data now consists of 16 32-
* bit words, each containing four 8-bit pixels:
*
@@ -180,7 +180,7 @@
* 14 0
* ppp pppp aaaa aaaa
*
- * Stencil Mask
+ * Stencil Mask
* ------------
*
* For any pixel position, there are in fact only two visible layers, despite
@@ -209,11 +209,11 @@
* 0111 0000 0000 1111 0000 0000 1111 1111
*
* These settings would display layer A' for the first 32 pixels of the line,
- * followed by layer A for the next 96 pixels, A' for the subsequent 256
+ * followed by layer A for the next 96 pixels, A' for the subsequent 256
* pixels, and A for the final 128 pixels. The first 256 pixels of the line
* would display layer B' and the second 256 pixels would be from layer B.
*
- * The stencil mask does not affect layer priorities, which are managed
+ * The stencil mask does not affect layer priorities, which are managed
* separately regardless of mask settings.
*
* Scrolling
@@ -223,17 +223,17 @@
* values are stored in the appropriate scroll register and horizontal scroll
* values can be sourced either from the register (in which case the entire
* layer will be scrolled uniformly) or from a table in VRAM (which contains
- * independent values for each line).
+ * independent values for each line).
*
* The scroll registers are laid out as:
*
* 31 0
* e??? ???y yyyy yyyy h??? ??xx xxxx xxxx
*
- * The 'e' bit enables the layer when set. The 'y' bits comprise a vertical
+ * The 'e' bit enables the layer when set. The 'y' bits comprise a vertical
* scroll value in pixels. The 'x' bits form a horizontal scroll value. If 'h'
* is set, then the VRAM table (line-by-line scrolling) is used, otherwise the
- * 'x' values are applied to every line. It is also possible that the scroll
+ * 'x' values are applied to every line. It is also possible that the scroll
* values use more or less bits, but probably no more than 1.
*
* Each line must be wrapped back to the beginning of the same line. Likewise,
@@ -242,7 +242,7 @@
* The horizontal scroll table is a series of 16-bit little endian words, one
* for each line beginning at 0. It appears all the values can be used for
* scrolling (no control bits have been observed). The number of bits actually
- * used by the hardware is irrelevant -- wrapping has the effect of making
+ * used by the hardware is irrelevant -- wrapping has the effect of making
* higher order bits unimportant.
*
* Layer Priorities
@@ -318,7 +318,7 @@ static inline void DrawTileLine(uint32_t *line, int pixelOffset, uint16_t tile,
patternOffset = tile & 0x3FFF;
patternOffset *= 64;
patternOffset /= 4;
- }
+ }
// Name table entry provides high color bits
uint32_t colorHi = tile & ((bits == 4) ? 0x7FF0 : 0x7F00);
@@ -397,7 +397,7 @@ static void DrawLayer(uint32_t *pixels, int layerNum, const uint32_t *vram, cons
// If mask bit is clear, alternate layer is shown. We want to test for non-
// zero, so we flip the mask when drawing alternate layers (layers 1 and 3).
const uint16_t maskPolarity = (layerNum & 1) ? 0xFFFF : 0x0000;
-
+
uint32_t *line = pixels;
for (int y = 0; y < 384; y++)
@@ -438,7 +438,7 @@ static void DrawLayer(uint32_t *pixels, int layerNum, const uint32_t *vram, cons
std::pair CRender2D::DrawTilemaps(uint32_t *pixelsBottom, uint32_t *pixelsTop)
{
unsigned priority = (m_regs[0x20/4] >> 8) & 0xF;
-
+
// Render bottom layers
bool noBottomSurface = true;
static const int bottomOrder[4] = { 3, 2, 1, 0 };
@@ -511,7 +511,7 @@ std::pair CRender2D::DrawTilemaps(uint32_t *pixelsBottom, uint32_t *
// Draws a surface to the screen (0 is top and 1 is bottom)
void CRender2D::DisplaySurface(int surface)
-{
+{
// Draw the surface
glActiveTexture(GL_TEXTURE0); // texture unit 0
glBindTexture(GL_TEXTURE_2D, m_texID[surface]);
@@ -531,22 +531,26 @@ void CRender2D::Setup2D(bool isBottom)
// Disable Z-buffering
glDisable(GL_DEPTH_TEST);
-
+
// Shader program
glUseProgram(m_shaderProgram);
-
+
// Clear everything if requested or just overscan areas for wide screen mode
if (isBottom)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glViewport(0, 0, m_totalXPixels, m_totalYPixels);
- glDisable(GL_SCISSOR_TEST); // scissor is enabled to fix the 2d/3d miss match problem
+ glDisable(GL_SCISSOR_TEST); // scissor is enabled to fix the 2d/3d miss match problem
glClear(GL_COLOR_BUFFER_BIT); // we want to clear outside the scissored areas so must disable it
- glEnable(GL_SCISSOR_TEST);
+ glEnable(GL_SCISSOR_TEST);
}
// Set up the viewport and orthogonal projection
- glViewport(m_xOffset - m_correction, m_yOffset + m_correction, m_xPixels, m_yPixels);
+ bool stretchBottom = m_config["WideBackground"].ValueAs() && isBottom;
+ if (!stretchBottom)
+ {
+ glViewport(m_xOffset - m_correction, m_yOffset + m_correction, m_xPixels, m_yPixels); //Preserve aspect ratio of tile layer by constraining and centering viewport
+ }
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 1.0, 0.0, 1.0, -1.0);
@@ -642,22 +646,22 @@ bool CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned
// Load shaders
if (OKAY != LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, m_config["VertexShader2D"].ValueAs(), m_config["FragmentShader2D"].ValueAs(), s_vertexShaderSource, s_fragmentShaderSource))
return FAIL;
-
+
// Get locations of the uniforms
glUseProgram(m_shaderProgram); // bind program
m_textureMapLoc = glGetUniformLocation(m_shaderProgram, "textureMap");
glUniform1i(m_textureMapLoc, 0); // attach it to texture unit 0
-
+
// Allocate memory for layer surfaces
m_memoryPool = new(std::nothrow) uint8_t[MEMORY_POOL_SIZE];
if (NULL == m_memoryPool)
return ErrorLog("Insufficient memory for tilemap surfaces (need %1.1f MB).", float(MEMORY_POOL_SIZE) / 0x100000);
memset(m_memoryPool, 0, MEMORY_POOL_SIZE); // clear textures
-
+
// Set up pointers to memory regions
m_topSurface = (uint32_t *) &m_memoryPool[OFFSET_TOP_SURFACE];
m_bottomSurface = (uint32_t *) &m_memoryPool[OFFSET_BOTTOM_SURFACE];
-
+
// Resolution
m_xPixels = xRes;
m_yPixels = yRes;
@@ -695,13 +699,13 @@ CRender2D::~CRender2D(void)
{
DestroyShaderProgram(m_shaderProgram, m_vertexShader, m_fragmentShader);
glDeleteTextures(2, m_texID);
-
+
if (m_memoryPool)
{
delete [] m_memoryPool;
m_memoryPool = 0;
}
-
+
m_vram = 0;
m_topSurface = 0;
m_bottomSurface = 0;
diff --git a/Src/OSD/SDL/Main.cpp b/Src/OSD/SDL/Main.cpp
index 247e6ca..2674541 100644
--- a/Src/OSD/SDL/Main.cpp
+++ b/Src/OSD/SDL/Main.cpp
@@ -1398,6 +1398,7 @@ static Util::Config::Node DefaultConfig()
config.Set("FullScreen", false);
config.Set("WideScreen", false);
config.Set("Stretch", false);
+ config.Set("WideBackground", false);
config.Set("VSync", true);
config.Set("Throttle", true);
config.Set("ShowFrameRate", false);
@@ -1468,6 +1469,8 @@ static void Help(void)
puts(" -window Windowed mode [Default]");
puts(" -fullscreen Full screen mode");
puts(" -wide-screen Expand 3D field of view to screen width");
+ puts(" -wide-bg When wide-screen mode is enabled, also expand the 2D");
+ puts(" background layer to screen width");
puts(" -stretch Fit viewport to resolution, ignoring aspect ratio");
puts(" -no-throttle Disable 60 Hz frame rate lock");
puts(" -vsync Lock to vertical refresh rate [Default]");
@@ -1582,6 +1585,8 @@ static ParsedCommandLine ParseCommandLine(int argc, char **argv)
{ "-wide-screen", { "WideScreen", true } },
{ "-stretch", { "Stretch", true } },
{ "-no-stretch", { "Stretch", false } },
+ { "-wide-bg", { "WideBackground", true } },
+ { "-no-wide-bg", { "WideBackground", false } },
{ "-no-multi-texture", { "MultiTexture", false } },
{ "-multi-texture", { "MultiTexture", true } },
{ "-throttle", { "Throttle", true } },