mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-25 07:05:40 +00:00
Emulate the entire tilegen chip in a GLSL shader. (This is now possible with opengl 3+). The tilegen drawing was emulated on the CPU, but was one of the most expensive functions in the emulator according to a profiler. On a modern GPU it's pretty much free, because a GPU is a massive SIMD monster.
Tilegen shaders are mapped to uniforms, and the vram and palette are mapped to two textures. TODO rip out the redundant code in the tilegen class. We don't need to pre-calculate palettes anymore. etc The tilegen code supports has a start/end line so we can emulate as many lines as we want in a chunk, which will come in later as some games update the tilegen immediately after the ping_pong bit has flipped ~ 66% of the frame. The scud rolling start tilegen bug is probably actually a bug in the original h/w implementation, that ends up looking correct on original h/w but not for us. Need hardware testing to confirm what it's actually doing.
This commit is contained in:
parent
015e8e9212
commit
c6ea81d996
73
Src/Graphics/FBO.cpp
Normal file
73
Src/Graphics/FBO.cpp
Normal file
|
@ -0,0 +1,73 @@
|
|||
#include "FBO.h"
|
||||
|
||||
FBO::FBO() :
|
||||
m_frameBufferID(0),
|
||||
m_textureID(0)
|
||||
{
|
||||
}
|
||||
|
||||
bool FBO::Create(int width, int height)
|
||||
{
|
||||
CreateTexture(width, height);
|
||||
|
||||
glGenFramebuffers(1, &m_frameBufferID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textureID, 0);
|
||||
|
||||
auto frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0); //created FBO now disable it
|
||||
|
||||
return frameBufferStatus == GL_FRAMEBUFFER_COMPLETE;
|
||||
}
|
||||
|
||||
void FBO::Destroy()
|
||||
{
|
||||
if (m_frameBufferID) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glDeleteFramebuffers(1, &m_frameBufferID);
|
||||
}
|
||||
|
||||
if (m_textureID) {
|
||||
glDeleteTextures(1, &m_textureID);
|
||||
}
|
||||
|
||||
m_frameBufferID = 0;
|
||||
m_textureID = 0;
|
||||
}
|
||||
|
||||
void FBO::BindTexture()
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, m_textureID);
|
||||
}
|
||||
|
||||
void FBO::Set()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
|
||||
}
|
||||
|
||||
void FBO::Disable()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
GLuint FBO::GetFBOID()
|
||||
{
|
||||
return m_frameBufferID;
|
||||
}
|
||||
|
||||
GLuint FBO::GetTextureID()
|
||||
{
|
||||
return m_textureID;
|
||||
}
|
||||
|
||||
void FBO::CreateTexture(int width, int height)
|
||||
{
|
||||
glGenTextures (1, &m_textureID);
|
||||
glBindTexture (GL_TEXTURE_2D, m_textureID);
|
||||
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
||||
}
|
28
Src/Graphics/FBO.h
Normal file
28
Src/Graphics/FBO.h
Normal file
|
@ -0,0 +1,28 @@
|
|||
#ifndef _FBO_H_
|
||||
#define _FBO_H_
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
class FBO
|
||||
{
|
||||
public:
|
||||
|
||||
FBO();
|
||||
|
||||
bool Create(int width, int height);
|
||||
void Destroy();
|
||||
void BindTexture();
|
||||
void Set();
|
||||
void Disable();
|
||||
GLuint GetFBOID();
|
||||
GLuint GetTextureID();
|
||||
|
||||
private:
|
||||
|
||||
void CreateTexture(int width, int height);
|
||||
|
||||
GLuint m_frameBufferID;
|
||||
GLuint m_textureID;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -54,36 +54,47 @@
|
|||
*
|
||||
* 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
|
||||
* rendering are listed here (see CTileGen for others).
|
||||
*
|
||||
* Offset: Description:
|
||||
*
|
||||
* 0x20 Layer configuration
|
||||
* 0x40 Layer A/A' color offset
|
||||
* 0x44 Layer B/B' color offset
|
||||
* 0x60 Layer A scroll
|
||||
* 0x64 Layer A' scroll
|
||||
* 0x68 Layer B scroll
|
||||
* 0x6C Layer B' scroll
|
||||
*
|
||||
* Layer configuration is formatted as:
|
||||
*
|
||||
* 31 0
|
||||
* ???? ???? ???? ???? pqrs tuvw ???? ????
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* 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
|
||||
* each layer, if its bit is clear, it will be drawn below the 3D layer,
|
||||
* otherwise it is drawn on top.
|
||||
*
|
||||
* The remaining registers are described where appropriate further below.
|
||||
|
||||
0xF1180020: -------- -------- -------- -------- ?
|
||||
-------- -------- x------- -------- Layer 3 bitdepth (0 = 8-bit, 1 = 4-bit)
|
||||
-------- -------- -x------ -------- Layer 2 bitdepth (0 = 8-bit, 1 = 4-bit)
|
||||
-------- -------- --x----- -------- Layer 1 bitdepth (0 = 8-bit, 1 = 4-bit)
|
||||
-------- -------- ---x---- -------- Layer 0 bitdepth (0 = 8-bit, 1 = 4-bit)
|
||||
-------- -------- ----x--- -------- Layer 3 priority (0 = below 3D, 1 = above 3D)
|
||||
-------- -------- -----x-- -------- Layer 2 priority (0 = below 3D, 1 = above 3D)
|
||||
-------- -------- ------x- -------- Layer 1 priority (0 = below 3D, 1 = above 3D)
|
||||
-------- -------- -------x -------- Layer 0 priority (0 = below 3D, 1 = above 3D)
|
||||
|
||||
0xF1180040: Foreground layer color modulation
|
||||
-------- xxxxxxxx -------- -------- Red component
|
||||
-------- -------- xxxxxxxx -------- Green component
|
||||
-------- -------- -------- xxxxxxxx Blue component
|
||||
|
||||
0xF1180044: Background layer color modulation
|
||||
-------- xxxxxxxx -------- -------- Red component
|
||||
-------- -------- xxxxxxxx -------- Green component
|
||||
-------- -------- -------- xxxxxxxx Blue component
|
||||
|
||||
0xF1180060: x------- -------- -------- -------- Layer 0 enable
|
||||
-------x xxxxxxxx -------- -------- Layer 0 Y scroll position
|
||||
-------- -------- x------- -------- Layer 0 X line scroll enable
|
||||
-------- -------- -------x xxxxxxxx Layer 0 X scroll position
|
||||
|
||||
0xF1180064: x------- -------- -------- -------- Layer 1 enable
|
||||
-------x xxxxxxxx -------- -------- Layer 1 Y scroll position
|
||||
-------- -------- x------- -------- Layer 1 X line scroll enable
|
||||
-------- -------- -------x xxxxxxxx Layer 1 X scroll position
|
||||
|
||||
0xF1180068: x------- -------- -------- -------- Layer 2 enable
|
||||
-------x xxxxxxxx -------- -------- Layer 2 Y scroll position
|
||||
-------- -------- x------- -------- Layer 2 X line scroll enable
|
||||
-------- -------- -------x xxxxxxxx Layer 2 X scroll position
|
||||
|
||||
0xF118006C: x------- -------- -------- -------- Layer 3 enable
|
||||
-------x xxxxxxxx -------- -------- Layer 3 Y scroll position
|
||||
-------- -------- x------- -------- Layer 3 X line scroll enable
|
||||
-------- -------- -------x xxxxxxxx Layer 3 X scroll position
|
||||
|
||||
*
|
||||
* VRAM Memory Map
|
||||
* ---------------
|
||||
|
@ -284,238 +295,14 @@
|
|||
#include <GL/glew.h>
|
||||
|
||||
|
||||
/******************************************************************************
|
||||
Definitions and Constants
|
||||
******************************************************************************/
|
||||
|
||||
// Shader program files (for use in development builds only)
|
||||
#define VERTEX_2D_SHADER_FILE "Src/Graphics/Vertex2D.glsl"
|
||||
#define FRAGMENT_2D_SHADER_FILE "Src/Graphics/Fragment2D.glsl"
|
||||
|
||||
|
||||
/******************************************************************************
|
||||
Layer Rendering
|
||||
|
||||
This code is quite slow and badly needs to be optimized. Dirty rectangles
|
||||
should be implemented first and tile pre-decoding second.
|
||||
******************************************************************************/
|
||||
|
||||
template <int bits, bool alphaTest, bool clip>
|
||||
static inline void DrawTileLine(uint32_t *line, int pixelOffset, uint16_t tile, int patternLine, const uint32_t *vram, const uint32_t *palette, uint16_t mask)
|
||||
{
|
||||
static_assert(bits == 4 || bits == 8, "Tiles are either 4- or 8-bit");
|
||||
|
||||
// For 8-bit pixels, each line of tile pattern is two words
|
||||
if (bits == 8)
|
||||
patternLine *= 2;
|
||||
|
||||
// Compute offset of pattern for this line
|
||||
int patternOffset;
|
||||
if (bits == 4)
|
||||
{
|
||||
patternOffset = ((tile & 0x3FFF) << 1) | ((tile >> 15) & 1);
|
||||
patternOffset *= 32;
|
||||
patternOffset /= 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
patternOffset = tile & 0x3FFF;
|
||||
patternOffset *= 64;
|
||||
patternOffset /= 4;
|
||||
}
|
||||
|
||||
// Name table entry provides high color bits
|
||||
uint32_t colorHi = tile & ((bits == 4) ? 0x7FF0 : 0x7F00);
|
||||
|
||||
// Draw
|
||||
if (bits == 4)
|
||||
{
|
||||
uint32_t pattern = vram[patternOffset + patternLine];
|
||||
for (int p = 7; p >= 0; p--)
|
||||
{
|
||||
if (!clip || (/*pixelOffset >= 0 &&*/ (unsigned int)pixelOffset < 496u)) // the >= 0 check is accounted for, as the cast to uint makes them appear as very large unsigned values
|
||||
{
|
||||
uint16_t maskTest = 1 << (15-((pixelOffset+0)/32));
|
||||
bool visible = (mask & maskTest) != 0;
|
||||
uint32_t pixel = visible ? palette[((pattern >> (p*4)) & 0xF) | colorHi] : 0;
|
||||
if (!alphaTest || (visible && (pixel >> 24) != 0)) // only draw opaque pixels
|
||||
line[pixelOffset] = pixel;
|
||||
}
|
||||
++pixelOffset;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < 2; i++) // 4 pixels per word
|
||||
{
|
||||
uint32_t pattern = vram[patternOffset + patternLine + i];
|
||||
for (int p = 3; p >= 0; p--)
|
||||
{
|
||||
if (!clip || (/*pixelOffset >= 0 &&*/ (unsigned int)pixelOffset < 496u)) // the >= 0 check is accounted for, as the cast to uint makes them appear as very large unsigned values
|
||||
{
|
||||
uint16_t maskTest = 1 << (15-((pixelOffset+0)/32));
|
||||
bool visible = (mask & maskTest) != 0;
|
||||
uint32_t pixel = visible ? palette[((pattern >> (p*8)) & 0xFF) | colorHi] : 0;
|
||||
if (!alphaTest || (visible && (pixel >> 24) != 0))
|
||||
line[pixelOffset] = pixel;
|
||||
}
|
||||
++pixelOffset;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template <int bits, bool alphaTest>
|
||||
static void DrawLayer(uint32_t *pixels, int layerNum, const uint32_t *vram, const uint32_t *regs, const uint32_t *palette)
|
||||
{
|
||||
const uint16_t *nameTableBase = (const uint16_t *) &vram[(0xF8000 + layerNum * 0x2000) / 4];
|
||||
const uint16_t *hScrollTable = (const uint16_t *) &vram[(0xF6000 + layerNum * 0x400) / 4];
|
||||
bool lineScrollMode = (regs[0x60/4 + layerNum] & 0x8000) != 0;
|
||||
int hFullScroll = regs[0x60/4 + layerNum] & 0x3FF;
|
||||
int vScroll = (regs[0x60/4 + layerNum] >> 16) & 0x1FF;
|
||||
|
||||
const uint16_t *maskTable = (const uint16_t *) &vram[0xF7000 / 4];
|
||||
if (layerNum < 2) // little endian: layers A and A' use second word in each pair
|
||||
maskTable += 1;
|
||||
|
||||
// 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++)
|
||||
{
|
||||
int hScroll = (lineScrollMode ? hScrollTable[y] : hFullScroll) & 0x1FF;
|
||||
int hTile = hScroll / 8;
|
||||
int hFine = hScroll & 7; // horizontal pixel offset within tile line
|
||||
int vFine = (y + vScroll) & 7; // vertical pixel offset within 8x8 tile
|
||||
const uint16_t *nameTable = &nameTableBase[(64 * ((y + vScroll) / 8)) & 0xFFF]; // clamp to 64x64 = 0x1000
|
||||
uint16_t mask = *maskTable ^ maskPolarity; // each bit covers 32 pixels
|
||||
|
||||
int pixelOffset = -hFine;
|
||||
int extraTile = (hFine != 0) ? 1 : 0; // h-scrolling requires part of 63rd tile
|
||||
|
||||
// First tile may be clipped
|
||||
DrawTileLine<bits, alphaTest, true>(line, pixelOffset, nameTable[(hTile ^ 1) & 63], vFine, vram, palette, mask);
|
||||
++hTile;
|
||||
pixelOffset += 8;
|
||||
// Middle tiles will not be clipped
|
||||
for (int tx = 1; tx < (62 - 1 + extraTile); tx++)
|
||||
{
|
||||
DrawTileLine<bits, alphaTest, false>(line, pixelOffset, nameTable[(hTile ^ 1) & 63], vFine, vram, palette, mask);
|
||||
++hTile;
|
||||
pixelOffset += 8;
|
||||
}
|
||||
// Last tile may be clipped
|
||||
DrawTileLine<bits, alphaTest, true>(line, pixelOffset, nameTable[(hTile ^ 1) & 63], vFine, vram, palette, mask);
|
||||
++hTile;
|
||||
pixelOffset += 8;
|
||||
|
||||
// Advance one line
|
||||
maskTable += 2;
|
||||
line += 496;
|
||||
}
|
||||
}
|
||||
|
||||
std::pair<bool, bool> 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 };
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int layerNum = bottomOrder[i];
|
||||
bool is4Bit = (m_regs[0x20/4] & (1 << (12 + layerNum))) != 0;
|
||||
bool enabled = (m_regs[0x60/4 + layerNum] & 0x80000000) != 0;
|
||||
bool selected = (priority & (1 << layerNum)) == 0;
|
||||
if (enabled && selected)
|
||||
{
|
||||
if (noBottomSurface)
|
||||
{
|
||||
if (is4Bit)
|
||||
DrawLayer<4, false>(pixelsBottom, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
|
||||
else
|
||||
DrawLayer<8, false>(pixelsBottom, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (is4Bit)
|
||||
DrawLayer<4, true>(pixelsBottom, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
|
||||
else
|
||||
DrawLayer<8, true>(pixelsBottom, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
|
||||
}
|
||||
noBottomSurface = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Render top layers
|
||||
// NOTE: layer ordering is different according to MAME (which has 3, 2, 0, 1
|
||||
// for top layer). Until I see evidence that this is correct and not a typo,
|
||||
// I will assume consistent layer ordering.
|
||||
bool noTopSurface = true;
|
||||
static const int topOrder[4] = { 3, 2, 1, 0 };
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int layerNum = topOrder[i];
|
||||
bool is4Bit = (m_regs[0x20/4] & (1 << (12 + layerNum))) != 0;
|
||||
bool enabled = (m_regs[0x60/4 + layerNum] & 0x80000000) != 0;
|
||||
bool selected = (priority & (1 << layerNum)) != 0;
|
||||
if (enabled && selected)
|
||||
{
|
||||
if (noTopSurface)
|
||||
{
|
||||
if (is4Bit)
|
||||
DrawLayer<4, false>(pixelsTop, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
|
||||
else
|
||||
DrawLayer<8, false>(pixelsTop, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (is4Bit)
|
||||
DrawLayer<4, true>(pixelsTop, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
|
||||
else
|
||||
DrawLayer<8, true>(pixelsTop, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
|
||||
}
|
||||
noTopSurface = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Indicate whether top and bottom surfaces have to be rendered
|
||||
return std::pair<bool, bool>(!noTopSurface, !noBottomSurface);
|
||||
}
|
||||
|
||||
|
||||
/******************************************************************************
|
||||
Frame Display Functions
|
||||
******************************************************************************/
|
||||
|
||||
// Draws a surface to the screen (0 is top and 1 is bottom)
|
||||
void CRender2D::DisplaySurface(int surface)
|
||||
{
|
||||
// Shader program
|
||||
m_shader.EnableShader();
|
||||
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
// Draw the surface
|
||||
glActiveTexture(GL_TEXTURE0); // texture unit 0
|
||||
glBindTexture(GL_TEXTURE_2D, m_texID[surface]);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
m_shader.DisableShader();
|
||||
}
|
||||
|
||||
// Set up viewport and OpenGL state for 2D rendering (sets up blending function but disables blending)
|
||||
void CRender2D::Setup2D(bool isBottom)
|
||||
{
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha of 1.0 is opaque, 0 is transparent
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
// Disable Z-buffering
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
@ -538,44 +325,111 @@ void CRender2D::Setup2D(bool isBottom)
|
|||
}
|
||||
}
|
||||
|
||||
void CRender2D::DrawSurface(GLuint textureID)
|
||||
{
|
||||
m_shader.EnableShader();
|
||||
|
||||
glEnable (GL_BLEND);
|
||||
glBindVertexArray (m_vao);
|
||||
glActiveTexture (GL_TEXTURE0); // texture unit 0
|
||||
glBindTexture (GL_TEXTURE_2D, textureID);
|
||||
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray (0);
|
||||
glDisable (GL_BLEND);
|
||||
|
||||
m_shader.DisableShader();
|
||||
}
|
||||
|
||||
float CRender2D::LineToPercentStart(int lineNumber)
|
||||
{
|
||||
return lineNumber / 384.0f;
|
||||
}
|
||||
|
||||
float CRender2D::LineToPercentEnd(int lineNumber)
|
||||
{
|
||||
return (lineNumber + 1) / 384.0f;
|
||||
}
|
||||
|
||||
void CRender2D::BeginFrame(void)
|
||||
{
|
||||
}
|
||||
|
||||
void CRender2D::PreRenderFrame(void)
|
||||
{
|
||||
// Update all layers
|
||||
m_surfaces_present = DrawTilemaps(m_bottomSurface, m_topSurface);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glViewport(0, 0, 496, 384);
|
||||
|
||||
m_shaderTileGen.EnableShader();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0); // texture unit 0
|
||||
if (m_surfaces_present.first)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, m_texID[0]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, m_topSurface);
|
||||
glBindTexture(GL_TEXTURE_2D, m_vramTexID);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 512, 512, GL_RED_INTEGER, GL_UNSIGNED_INT, m_vram);
|
||||
glActiveTexture(GL_TEXTURE1); // texture unit 1
|
||||
glBindTexture(GL_TEXTURE_2D, m_paletteTexID);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 256, GL_RED_INTEGER, GL_UNSIGNED_INT, m_vram + 0x40000);
|
||||
glActiveTexture(GL_TEXTURE0); // texture unit 1
|
||||
|
||||
glUniform1uiv(m_shaderTileGen.uniformLocMap["regs"], 32, m_regs);
|
||||
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
m_fboBottom.Set();
|
||||
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
// render bottom layer
|
||||
for (int i = 4; i-- > 0;) {
|
||||
|
||||
if (!IsEnabled(i)) {
|
||||
continue;
|
||||
}
|
||||
if (m_surfaces_present.second)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, m_texID[1]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, m_bottomSurface);
|
||||
|
||||
if (Above3D(i)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glUniform1i(m_shaderTileGen.uniformLocMap["layerNumber"], i);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
m_fboTop.Set();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// render top layer
|
||||
for (int i = 4; i-- > 0;) {
|
||||
|
||||
if (!IsEnabled(i)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!Above3D(i)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glUniform1i(m_shaderTileGen.uniformLocMap["layerNumber"], i);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
m_shaderTileGen.DisableShader();
|
||||
m_fboBottom.Disable();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
void CRender2D::RenderFrameBottom(void)
|
||||
{
|
||||
// Display bottom surface if anything was drawn there, else clear everything
|
||||
Setup2D(true);
|
||||
if (m_surfaces_present.second)
|
||||
DisplaySurface(1);
|
||||
DrawSurface(m_fboBottom.GetTextureID());
|
||||
}
|
||||
|
||||
void CRender2D::RenderFrameTop(void)
|
||||
{
|
||||
// Display top surface only if it exists
|
||||
if (m_surfaces_present.first)
|
||||
{
|
||||
Setup2D(false);
|
||||
glEnable(GL_BLEND);
|
||||
DisplaySurface(0);
|
||||
}
|
||||
DrawSurface(m_fboTop.GetTextureID());
|
||||
}
|
||||
|
||||
void CRender2D::EndFrame(void)
|
||||
|
@ -616,23 +470,8 @@ void CRender2D::AttachVRAM(const uint8_t *vramPtr)
|
|||
DebugLog("Render2D attached VRAM\n");
|
||||
}
|
||||
|
||||
// Memory pool and offsets within it
|
||||
#define MEMORY_POOL_SIZE (2*512*384*4)
|
||||
#define OFFSET_TOP_SURFACE 0 // 512*384*4 bytes
|
||||
#define OFFSET_BOTTOM_SURFACE (512*384*4) // 512*384*4
|
||||
|
||||
bool CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes)
|
||||
{
|
||||
// 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;
|
||||
|
@ -642,13 +481,15 @@ bool CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned
|
|||
m_totalYPixels = totalYRes;
|
||||
m_correction = (UINT32)(((yRes / 384.f) * 2) + 0.5f); // for some reason the 2d layer is 2 pixels off the 3D
|
||||
|
||||
DebugLog("Render2D initialized (allocated %1.1f MB)\n", float(MEMORY_POOL_SIZE) / 0x100000);
|
||||
return OKAY;
|
||||
}
|
||||
|
||||
CRender2D::CRender2D(const Util::Config::Node& config)
|
||||
: m_config(config),
|
||||
m_vao(0)
|
||||
m_vao(0),
|
||||
m_vram(nullptr),
|
||||
m_palette{nullptr},
|
||||
m_regs(nullptr)
|
||||
{
|
||||
DebugLog("Built Render2D\n");
|
||||
|
||||
|
@ -657,49 +498,88 @@ CRender2D::CRender2D(const Util::Config::Node& config)
|
|||
m_shader.EnableShader();
|
||||
|
||||
// update uniform memory
|
||||
glUniform1i(m_shader.uniformLocMap["tex1"], 0); // bind to texture unit zero
|
||||
glUniform1i(m_shader.uniformLocMap["tex1"], 0); // texture unit zero
|
||||
|
||||
m_shader.DisableShader();
|
||||
|
||||
// Create textures
|
||||
glActiveTexture(GL_TEXTURE0); // texture unit 0
|
||||
glGenTextures(2, m_texID);
|
||||
m_shaderTileGen.LoadShaders(s_vertexShaderTileGen, s_fragmentShaderTileGen);
|
||||
m_shaderTileGen.GetUniformLocationMap("vram");
|
||||
m_shaderTileGen.GetUniformLocationMap("palette");
|
||||
m_shaderTileGen.GetUniformLocationMap("regs");
|
||||
m_shaderTileGen.GetUniformLocationMap("layerNumber");
|
||||
m_shaderTileGen.GetUniformLocationMap("lineStart");
|
||||
m_shaderTileGen.GetUniformLocationMap("lineEnd");
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, m_texID[i]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 496, 384, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
}
|
||||
m_shaderTileGen.EnableShader();
|
||||
|
||||
glUniform1i(m_shaderTileGen.uniformLocMap["vram"], 0); // texture unit 0
|
||||
glUniform1i(m_shaderTileGen.uniformLocMap["palette"], 1); // texture unit 1
|
||||
glUniform1f(m_shaderTileGen.uniformLocMap["lineStart"], LineToPercentStart(0));
|
||||
glUniform1f(m_shaderTileGen.uniformLocMap["lineEnd"], LineToPercentEnd(383));
|
||||
|
||||
m_shaderTileGen.DisableShader();
|
||||
|
||||
glGenVertexArrays(1, &m_vao);
|
||||
glBindVertexArray(m_vao);
|
||||
// no states needed since we do it in the shader
|
||||
glBindVertexArray(0);
|
||||
|
||||
glGenTextures(1, &m_vramTexID);
|
||||
glBindTexture(GL_TEXTURE_2D, m_vramTexID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, 512, 512, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
|
||||
|
||||
glGenTextures(1, &m_paletteTexID);
|
||||
glBindTexture(GL_TEXTURE_2D, m_paletteTexID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, 128, 256, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
m_fboBottom.Create(496, 384);
|
||||
m_fboTop.Create(496, 384);
|
||||
}
|
||||
|
||||
CRender2D::~CRender2D(void)
|
||||
{
|
||||
m_shader.UnloadShaders();
|
||||
glDeleteTextures(2, m_texID);
|
||||
m_shaderTileGen.UnloadShaders();
|
||||
|
||||
if (m_vramTexID) {
|
||||
glDeleteTextures(1, &m_vramTexID);
|
||||
m_vramTexID = 0;
|
||||
}
|
||||
|
||||
if (m_paletteTexID) {
|
||||
glDeleteTextures(1, &m_paletteTexID);
|
||||
m_paletteTexID = 0;
|
||||
}
|
||||
|
||||
if (m_vao) {
|
||||
glDeleteVertexArrays(1, &m_vao);
|
||||
m_vao = 0;
|
||||
}
|
||||
|
||||
if (m_memoryPool)
|
||||
{
|
||||
delete [] m_memoryPool;
|
||||
m_memoryPool = 0;
|
||||
}
|
||||
m_fboBottom.Destroy();
|
||||
m_fboTop.Destroy();
|
||||
|
||||
m_vram = 0;
|
||||
m_topSurface = 0;
|
||||
m_bottomSurface = 0;
|
||||
m_vram = nullptr;
|
||||
|
||||
DebugLog("Destroyed Render2D\n");
|
||||
}
|
||||
|
||||
bool CRender2D::IsEnabled(int layerNumber)
|
||||
{
|
||||
return (m_regs[0x60 / 4 + layerNumber] & 0x80000000) > 0;
|
||||
}
|
||||
|
||||
bool CRender2D::Above3D(int layerNumber)
|
||||
{
|
||||
return (m_regs[0x20 / 4] >> (8 + layerNumber)) & 0x1;
|
||||
}
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
#include <GL/glew.h>
|
||||
#include "Util/NewConfig.h"
|
||||
#include "New3D/GLSLShader.h"
|
||||
|
||||
#include "FBO.h"
|
||||
|
||||
/*
|
||||
* CRender2D:
|
||||
|
@ -173,10 +173,14 @@ public:
|
|||
~CRender2D(void);
|
||||
|
||||
private:
|
||||
// Private member functions
|
||||
std::pair<bool, bool> DrawTilemaps(uint32_t *destBottom, uint32_t *destTop);
|
||||
void DisplaySurface(int surface);
|
||||
|
||||
bool IsEnabled (int layerNumber);
|
||||
bool Above3D (int layerNumber);
|
||||
void Setup2D (bool isBottom);
|
||||
void DrawSurface (GLuint textureID);
|
||||
|
||||
float LineToPercentStart (int lineNumber); // vertical line numbers are from 0-383
|
||||
float LineToPercentEnd (int lineNumber); // vertical line numbers are from 0-383
|
||||
|
||||
// Run-time configuration
|
||||
const Util::Config::Node& m_config;
|
||||
|
@ -187,25 +191,24 @@ private:
|
|||
const uint32_t* m_regs;
|
||||
|
||||
// OpenGL data
|
||||
GLuint m_texID[2]; // IDs for the 2 layer textures (top and bottom)
|
||||
unsigned m_xPixels = 496; // display surface resolution
|
||||
unsigned m_yPixels = 384; // ...
|
||||
unsigned m_xOffset = 0; // offset
|
||||
unsigned m_yOffset = 0;
|
||||
unsigned m_totalXPixels; // total display surface resolution
|
||||
unsigned m_totalYPixels;
|
||||
unsigned m_totalXPixels = 0; // total display surface resolution
|
||||
unsigned m_totalYPixels = 0;
|
||||
unsigned m_correction = 0;
|
||||
|
||||
GLuint m_vao;
|
||||
GLSLShader m_shader;
|
||||
GLSLShader m_shaderTileGen;
|
||||
|
||||
// PreRenderFrame() tracks which surfaces exist in current frame
|
||||
std::pair<bool, bool> m_surfaces_present = std::pair<bool, bool>(false, false);
|
||||
GLuint m_vramTexID = 0;
|
||||
GLuint m_paletteTexID = 0;
|
||||
|
||||
FBO m_fboBottom;
|
||||
FBO m_fboTop;
|
||||
|
||||
// Buffers
|
||||
uint8_t *m_memoryPool = 0; // all memory is allocated here
|
||||
uint32_t *m_topSurface = 0; // 512x384x32bpp pixel surface for top layers
|
||||
uint32_t *m_bottomSurface = 0; // bottom layers
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -71,4 +71,255 @@ static const char s_fragmentShaderSource[] = R"glsl(
|
|||
)glsl";
|
||||
|
||||
|
||||
// Vertex shader
|
||||
static const char s_vertexShaderTileGen[] = R"glsl(
|
||||
|
||||
#version 410 core
|
||||
|
||||
uniform float lineStart; // defined as a % of the viewport height in the range 0-1. So 0 is top line, 0.5 is line 192 etc
|
||||
uniform float lineEnd;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
const float v1 = -1.0;
|
||||
const float v2 = 1.0;
|
||||
|
||||
vec4 vertices[] = vec4[]( vec4(-1.0, v1, 0.0, 1.0),
|
||||
vec4(-1.0, v2, 0.0, 1.0),
|
||||
vec4( 1.0, v1, 0.0, 1.0),
|
||||
vec4( 1.0, v2, 0.0, 1.0));
|
||||
|
||||
float top = ((v2 - v1) * lineStart) + v1;
|
||||
float bottom = ((v2 - v1) * lineEnd ) + v1;
|
||||
|
||||
vertices[0].y = top;
|
||||
vertices[2].y = top;
|
||||
vertices[1].y = bottom;
|
||||
vertices[3].y = bottom;
|
||||
|
||||
gl_Position = vertices[gl_VertexID % 4];
|
||||
}
|
||||
|
||||
)glsl";
|
||||
|
||||
// Fragment shader
|
||||
static const char s_fragmentShaderTileGen[] = R"glsl(
|
||||
|
||||
#version 410 core
|
||||
|
||||
//layout(origin_upper_left) in vec4 gl_FragCoord;
|
||||
|
||||
// inputs
|
||||
uniform usampler2D vram; // texture 512x512
|
||||
uniform usampler2D palette; // texture 128x256 - actual dimensions dont matter too much but we have to stay in the limits of max tex width/height, so can't have 1 giant 1d array
|
||||
uniform uint regs[32];
|
||||
uniform int layerNumber;
|
||||
|
||||
// outputs
|
||||
out vec4 fragColor;
|
||||
|
||||
ivec2 GetVRamCoords(int offset)
|
||||
{
|
||||
return ivec2(offset % 512, offset / 512);
|
||||
}
|
||||
|
||||
ivec2 GetPaletteCoords(int offset)
|
||||
{
|
||||
return ivec2(offset % 128, offset / 128);
|
||||
}
|
||||
|
||||
uint GetLineMask(int layerNum, int yCoord)
|
||||
{
|
||||
uint shift = (layerNum<2) ? 16u : 0u; // need to check this, we could be endian swapped so could be wrong
|
||||
uint maskPolarity = ((layerNum & 1) > 0) ? 0xFFFFu : 0x0000u;
|
||||
int index = (0xF7000 / 4) + yCoord;
|
||||
|
||||
ivec2 coords = GetVRamCoords(index);
|
||||
uint mask = ((texelFetch(vram,coords,0).r >> shift) & 0xFFFFu) ^ maskPolarity;
|
||||
|
||||
return mask;
|
||||
}
|
||||
|
||||
bool GetPixelMask(int layerNum, int xCoord, int yCoord)
|
||||
{
|
||||
uint lineMask = GetLineMask(layerNum, yCoord);
|
||||
uint maskTest = 1 << (15-(xCoord/32));
|
||||
|
||||
return (lineMask & maskTest) != 0;
|
||||
}
|
||||
|
||||
int GetLineScrollValue(int layerNum, int yCoord)
|
||||
{
|
||||
int index = ((0xF6000 + (layerNum * 0x400)) / 4) + (yCoord / 2);
|
||||
int shift = (yCoord % 2) * 16; // double check this
|
||||
|
||||
ivec2 coords = GetVRamCoords(index);
|
||||
return int((texelFetch(vram,coords,0).r >> shift) & 0xFFFFu);
|
||||
}
|
||||
|
||||
int GetTileNumber(int xCoord, int yCoord, int xScroll, int yScroll)
|
||||
{
|
||||
int xIndex = ((xCoord + xScroll) / 8) & 0x3F;
|
||||
int yIndex = ((yCoord + yScroll) / 8) & 0x3F;
|
||||
|
||||
return (yIndex*64) + xIndex;
|
||||
}
|
||||
|
||||
int GetTileData(int layerNum, int tileNumber)
|
||||
{
|
||||
int addressBase = (0xF8000 + (layerNum * 0x2000)) / 4;
|
||||
int offset = tileNumber / 2; // two tiles per 32bit word
|
||||
int shift = (1 - (tileNumber % 2)) * 16; // triple check this
|
||||
|
||||
ivec2 coords = GetVRamCoords(addressBase+offset);
|
||||
uint data = (texelFetch(vram,coords,0).r >> shift) & 0xFFFFu;
|
||||
|
||||
return int(data);
|
||||
}
|
||||
|
||||
int GetVFine(int yCoord, int yScroll)
|
||||
{
|
||||
return (yCoord + yScroll) & 7;
|
||||
}
|
||||
|
||||
int GetHFine(int xCoord, int xScroll)
|
||||
{
|
||||
return (xCoord + xScroll) & 7;
|
||||
}
|
||||
|
||||
// register data
|
||||
bool LineScrollMode (int layerNum) { return (regs[0x60/4 + layerNum] & 0x8000) != 0; }
|
||||
int GetHorizontalScroll(int layerNum) { return int(regs[0x60 / 4 + layerNum] &0x3FFu); }
|
||||
int GetVerticalScroll (int layerNum) { return int((regs[0x60/4 + layerNum] >> 16) & 0x1FFu); }
|
||||
int LayerPriority () { return int((regs[0x20/4] >> 8) & 0xFu); }
|
||||
bool LayerIs4Bit (int layerNum) { return (regs[0x20/4] & (1 << (12 + layerNum))) != 0; }
|
||||
bool LayerEnabled (int layerNum) { return (regs[0x60/4 + layerNum] & 0x80000000) != 0; }
|
||||
bool LayerSelected (int layerNum) { return (LayerPriority() & (1 << layerNum)) == 0; }
|
||||
|
||||
float Int8ToFloat(uint c)
|
||||
{
|
||||
if((c & 0x80u) > 0u) { // this is a bit harder in GLSL. Top bit means negative number, we extend to make 32bit
|
||||
return float(int(c | 0xFFFFFF00u)) / 128.0;
|
||||
}
|
||||
else {
|
||||
return float(c) / 127.0;
|
||||
}
|
||||
}
|
||||
|
||||
vec4 AddColourOffset(int layerNum, vec4 colour)
|
||||
{
|
||||
uint offsetReg = regs[(0x40/4) + layerNum/2];
|
||||
|
||||
vec4 c;
|
||||
c.b = Int8ToFloat((offsetReg >>16) & 0xFFu);
|
||||
c.g = Int8ToFloat((offsetReg >> 8) & 0xFFu);
|
||||
c.r = Int8ToFloat((offsetReg >> 0) & 0xFFu);
|
||||
c.a = 0.0;
|
||||
|
||||
colour += c;
|
||||
return clamp(colour,0.0,1.0); // clamp is probably not needed since will get clamped on render target
|
||||
}
|
||||
|
||||
vec4 Int16ColourToVec4(uint colour)
|
||||
{
|
||||
uint alpha = (colour>>15); // top bit is alpha. 1 means clear, 0 opaque
|
||||
alpha = ~alpha; // invert
|
||||
alpha = alpha & 0x1u; // mask bit
|
||||
|
||||
vec4 c;
|
||||
c.r = float((colour >> 0 ) & 0x1F) / 31.0;
|
||||
c.g = float((colour >> 5 ) & 0x1F) / 31.0;
|
||||
c.b = float((colour >> 10) & 0x1F) / 31.0;
|
||||
c.a = float(alpha) / 1.0;
|
||||
|
||||
c.rgb *= c.a; // multiply by alpha value, this will push transparent to black, no branch needed
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
vec4 GetColour(int layerNum, int paletteOffset)
|
||||
{
|
||||
ivec2 coords = GetPaletteCoords(paletteOffset);
|
||||
uint colour = texelFetch(palette,coords,0).r;
|
||||
|
||||
vec4 col = Int16ColourToVec4(colour); // each colour is only 16bits, but occupies 32bits
|
||||
|
||||
return AddColourOffset(layerNum,col); // apply colour offsets from registers
|
||||
}
|
||||
|
||||
vec4 Draw4Bit(int layerNum, int tileData, int hFine, int vFine)
|
||||
{
|
||||
// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels (offset of tile pattern within VRAM)
|
||||
int patternOffset = ((tileData & 0x3FFF) << 1) | ((tileData >> 15) & 1);
|
||||
patternOffset *= 32;
|
||||
patternOffset /= 4;
|
||||
|
||||
// Upper color bits; the lower 4 bits come from the tile pattern
|
||||
int paletteIndex = tileData & 0x7FF0;
|
||||
|
||||
ivec2 coords = GetVRamCoords(patternOffset+vFine);
|
||||
uint pattern = texelFetch(vram,coords,0).r;
|
||||
pattern = (pattern >> ((7-hFine)*4)) & 0xFu; // get the pattern for our horizontal value
|
||||
|
||||
return GetColour(layerNum, paletteIndex | int(pattern));
|
||||
}
|
||||
|
||||
vec4 Draw8Bit(int layerNum, int tileData, int hFine, int vFine)
|
||||
{
|
||||
// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
|
||||
int patternOffset = tileData & 0x3FFF;
|
||||
patternOffset *= 64;
|
||||
patternOffset /= 4;
|
||||
|
||||
// Upper color bits
|
||||
int paletteIndex = tileData & 0x7F00;
|
||||
|
||||
// each read is 4 pixels
|
||||
int offset = hFine / 4;
|
||||
|
||||
ivec2 coords = GetVRamCoords(patternOffset+(vFine*2)+offset); // 8-bit pixels, each line is two words
|
||||
uint pattern = texelFetch(vram,coords,0).r;
|
||||
|
||||
pattern = (pattern >> ((3-(hFine%4))*8)) & 0xFFu; // shift out the bits we want for this pixel
|
||||
|
||||
return GetColour(layerNum, paletteIndex | int(pattern));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 pos = ivec2(gl_FragCoord.xy);
|
||||
|
||||
int scrollX;
|
||||
if(LineScrollMode(layerNumber)) {
|
||||
scrollX = GetLineScrollValue(layerNumber, pos.y);
|
||||
}
|
||||
else {
|
||||
scrollX = GetHorizontalScroll(layerNumber);
|
||||
}
|
||||
|
||||
int scrollY = GetVerticalScroll(layerNumber);
|
||||
int tileNumber = GetTileNumber(pos.x,pos.y,scrollX,scrollY);
|
||||
int hFine = GetHFine(pos.x,scrollX);
|
||||
int vFine = GetVFine(pos.y,scrollY);
|
||||
bool pixelMask = GetPixelMask(layerNumber,pos.x,pos.y);
|
||||
|
||||
if(pixelMask==true) {
|
||||
|
||||
int tileData = GetTileData(layerNumber,tileNumber);
|
||||
|
||||
if(LayerIs4Bit(layerNumber)) {
|
||||
fragColor = Draw4Bit(layerNumber,tileData,hFine,vFine);
|
||||
}
|
||||
else {
|
||||
fragColor = Draw8Bit(layerNumber,tileData,hFine,vFine);
|
||||
}
|
||||
}
|
||||
else {
|
||||
fragColor = vec4(0.0);
|
||||
}
|
||||
}
|
||||
|
||||
)glsl";
|
||||
|
||||
|
||||
#endif // INCLUDED_SHADERS2D_H
|
||||
|
|
|
@ -306,6 +306,7 @@ xcopy /D /Y "$(ProjectDir)..\Assets\*" "$(TargetDir)Assets"</Command>
|
|||
<ClCompile Include="..\Src\Debugger\SupermodelDebugger.cpp" />
|
||||
<ClCompile Include="..\Src\Debugger\Watch.cpp" />
|
||||
<ClCompile Include="..\Src\GameLoader.cpp" />
|
||||
<ClCompile Include="..\Src\Graphics\FBO.cpp" />
|
||||
<ClCompile Include="..\Src\Graphics\Legacy3D\Error.cpp" />
|
||||
<ClCompile Include="..\Src\Graphics\Legacy3D\Legacy3D.cpp" />
|
||||
<ClCompile Include="..\Src\Graphics\Legacy3D\Models.cpp" />
|
||||
|
@ -478,6 +479,7 @@ xcopy /D /Y "$(ProjectDir)..\Assets\*" "$(TargetDir)Assets"</Command>
|
|||
<ClInclude Include="..\Src\Debugger\SupermodelDebugger.h" />
|
||||
<ClInclude Include="..\Src\Debugger\Watch.h" />
|
||||
<ClInclude Include="..\Src\GameLoader.h" />
|
||||
<ClInclude Include="..\Src\Graphics\FBO.h" />
|
||||
<ClInclude Include="..\Src\Graphics\IRender3D.h" />
|
||||
<ClInclude Include="..\Src\Graphics\Legacy3D\Legacy3D.h" />
|
||||
<ClInclude Include="..\Src\Graphics\Legacy3D\Shaders3D.h" />
|
||||
|
|
|
@ -467,6 +467,9 @@
|
|||
<ClCompile Include="..\Src\OSD\SDL\Crosshair.cpp">
|
||||
<Filter>Source Files\OSD\SDL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Src\Graphics\FBO.cpp">
|
||||
<Filter>Source Files\Graphics</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MASM Include="..\Src\CPU\68K\Turbo68K\Turbo68K.asm">
|
||||
|
@ -847,6 +850,9 @@
|
|||
<ClInclude Include="..\Src\OSD\SDL\Crosshair.h">
|
||||
<Filter>Header Files\OSD\SDL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Src\Graphics\FBO.h">
|
||||
<Filter>Header Files\Graphics</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CustomBuild Include="..\Src\Debugger\ReadMe.txt">
|
||||
|
|
Loading…
Reference in a new issue