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Added an updated description of the polygon header to the top of Legacy3D/Models.cpp
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@ -24,10 +24,56 @@
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*
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* Model parsing, caching, and drawing.
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*
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* Polygon header bits:
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*
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* 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 0 | S | S | S | S | S | S |ID?|ID?|ID?|ID?| ID| ID| ID| ID| ID| ID| ID| ID| ID| ID| ID| ID| | | SC|TYP| | |LNK|LNK|LNK|LNK|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 1 | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |TCF| | | |END|COL| |
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 2 | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | | | | | | |RPX|RPY|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 3 | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | | |TXW|TXW|TXW|TXH|TXH|TXH|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 4 |?/R|P/R|P/R|P/R|P/R|P/R|P/R|P/R|P/G|P/G|P/G|P/G|?/G|Q/G|Q/G|Q/G|Q/B|Q/B|Q/B|Q/B|Q/B|Q/B|Q/B|Q/B| | TP| | TX| TX| TX| TX| TX|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 5 | | | | | | | | | | | | | | | | | | | | | | | | | TX| | | TY| TY| TY| TY| TY|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 6 |TRN| | | | | | | |OPQ| TL| TL| TL| TL| TL| |LUM|FOG|FOG|FOG|FOG|FOG|TEN|TFM|TFM|TFM| | | | | | | |
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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*
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* S 6-bit Field Unknown purpose
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* ID Identification A numerical identifier of unknown purpose that increments for each polygon in the model
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* SC 6-bit Field Control Related to the 6-bit field
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* TYP Polygon Type 0 = Triangle, 1 = Quad
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* LNK Link Strip link information
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* X Normal X Lighting normal X component (2.22 fixed-point)
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* Y Normal Y
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* Z Normal Z
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* TCF Tex. Coord. Format 0 = 13.3 unsigned fixed-point, 1 = unsigned 16 bits
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* END Model End 1 = Last polygon in model
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* COL Polygon Color Format 0 = Palette-based (P, Q), 1 = RGB
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* RPX Texture X Repeat 0 = Wrap, 1 = Mirror
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* RPY Texture Y Repeat
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* TXW Texture Width 000 = 32, 001 = 64, 010 = 128, 011 = 256, 100 = 512
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* TXH Texture Height
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* R Red Red component of untextured polygon color
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* G Green
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* B Blue
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* TP Texture Page 0 = First 2048x1024 page, 1 = Second page
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* TX Texture X Texture X position within page in units of 32 pixels
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* TY Texture Y Texture Y position within page in units of 32 pixels
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* TRN Transparency 0 = No transparency, 1 = Process A1RGB5 pixels with A set as transparent (does it affect RGBA4 textures?)
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* TEN Texture Enable 0 = Do not texture, 1 = Texture
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* OPQ Opaque 0 = Polygon is translucent (32 levels of transparency), 1 = Polygon is opaque
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* TL Transparency Level 32 levels of transparency
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* LUM Luminous 0 = Lighting enabled, 1 = Lighting disabled (luminous)
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* FOG Fog Attenuation Effect of fog on luminous polygons (0 = full fog effect, 31 = no fog). "SetLightModifier()" in API docs.
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* TFM Texture Format
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*
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* TO-DO List:
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* -----------
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* - If vertex normals aren't offset from polygon normals, would that improve
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* specular lighting?
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* - More should be predecoded into the polygon structures, so that things like
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* texture base coordinates are not re-decoded in two different places!
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*/
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@ -362,7 +408,6 @@ void CLegacy3D::InsertVertex(ModelCache *Cache, const Vertex *V, const Poly *P,
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{
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// Texture selection
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unsigned texEnable = P->header[6]&0x400;
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// unsigned texEnable = P->header[6]&0x04000000;
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unsigned texFormat = (P->header[6]>>7)&7;
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GLfloat texWidth = (GLfloat) (32<<((P->header[3]>>3)&7));
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GLfloat texHeight = (GLfloat) (32<<((P->header[3]>>0)&7));
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