mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 05:45:38 +00:00
Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead.
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@ -53,14 +53,9 @@
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* games use them.
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*
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* VRAM is comprised of 1 MB for tile data and an additional 128 KB for the
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* palette. The four tilemap layers are referred to as: A (0), A' (1), B (2),
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* and B' (3). Palette RAM may be located on a separate RAM IC.
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*
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* NOTE: Supermodel allocates 128 KB for the palette. Either this is incorrect
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* (only 64 KB is needed to store 32K colors), the colors are inaccessible, or
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* there is a way to access them but no game has done so yet. My suspicion is
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* that the palette RAM is in fact only 64 KB but this needs to be verified by
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* checking to see if any games write to the high 64 KB.
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* palette (each color occupies 32 bits). The four tilemap layers are referred
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* to as: A (0), A' (1), B (2), and B' (3). Palette RAM may be located on a
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* separate RAM IC.
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*
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* Registers
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* ---------
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@ -116,9 +111,8 @@
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* Palette
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* -------
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*
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* The palette stores 32768 colors. Each entry is a little endian 16-bit word.
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*
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* The format of a palette word is:
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* The palette stores 32768 colors. Each entry is a little endian 32-bit word.
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* The upper 16 bits are unused and the lower 16 bits contain the color:
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*
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* 15 0
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* tbbb bbgg gggr rrrr
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@ -386,7 +380,6 @@ void CRender2D::DrawTileLine8BitNoClip(UINT32 *buf, UINT16 tile, int tileLine, c
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*/
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void CRender2D::DrawLine(UINT32 *dest, int layerNum, int y, const UINT16 *nameTableBase, const UINT32 *pal)
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{
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// Determine the layer color depth (4 or 8-bit pixels)
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bool is4Bit = regs[0x20/4] & (1<<(12+layerNum));
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@ -530,7 +523,6 @@ static void MixLine(UINT32 *dest, const UINT32 *src, int layerNum, int y, bool i
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mask <<= 1;
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}
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if ((mask&0x8000) == doCopy)
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{
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UINT32 p;
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@ -546,7 +538,8 @@ static void MixLine(UINT32 *dest, const UINT32 *src, int layerNum, int y, bool i
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}
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}
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void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop)
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// Returns true if there is no bottom layer (requiring the color buffer to be cleared)
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bool CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop)
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{
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/*
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* Precompute data needed for each layer
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@ -580,40 +573,40 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop)
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const UINT16 *sortedHScrollTable[4];
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int sortedHFullScroll[4];
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bool sortedLineScrollMode[4];
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bool clearBottom; // when true, no layer assigned to bottom surface
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bool noBottom; // when true, no layer assigned to bottom surface
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switch ((regs[0x20/4]>>8)&0xF)
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{
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case 0x5: // top: A, B, A'? bottom: B'
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clearBottom = false;
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noBottom = false;
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dest[0]=destBottom; src[0]=lineBuffer[3]; sortedLayerNum[0]=3; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[3]; sortedHFullScroll[0]=hFullScroll[3]; sortedLineScrollMode[0]=lineScrollMode[3];
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dest[1]=destTop; src[1]=lineBuffer[2]; sortedLayerNum[1]=2; sortedIsBottom[1]=true; sortedHScrollTable[1] = hScrollTable[2]; sortedHFullScroll[1]=hFullScroll[2]; sortedLineScrollMode[1]=lineScrollMode[2];
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dest[2]=destTop; src[2]=lineBuffer[0]; sortedLayerNum[2]=0; sortedIsBottom[2]=false; sortedHScrollTable[2] = hScrollTable[0]; sortedHFullScroll[2]=hFullScroll[0]; sortedLineScrollMode[2]=lineScrollMode[0];
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dest[3]=destTop; src[3]=lineBuffer[1]; sortedLayerNum[3]=1; sortedIsBottom[3]=false; sortedHScrollTable[3] = hScrollTable[1]; sortedHFullScroll[3]=hFullScroll[1]; sortedLineScrollMode[3]=lineScrollMode[1];
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break;
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case 0x9: // ? all layers on top but relative order unknown (Spikeout Final Edition, after first boss)
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clearBottom = true;
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noBottom = true;
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dest[0]=destTop; src[0]=lineBuffer[2]; sortedLayerNum[0]=2; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[2]; sortedHFullScroll[0]=hFullScroll[2]; sortedLineScrollMode[0]=lineScrollMode[3];
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dest[1]=destTop; src[1]=lineBuffer[3]; sortedLayerNum[1]=3; sortedIsBottom[1]=false; sortedHScrollTable[1] = hScrollTable[3]; sortedHFullScroll[1]=hFullScroll[3]; sortedLineScrollMode[1]=lineScrollMode[2];
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dest[2]=destTop; src[2]=lineBuffer[1]; sortedLayerNum[2]=1; sortedIsBottom[2]=false; sortedHScrollTable[2] = hScrollTable[1]; sortedHFullScroll[2]=hFullScroll[1]; sortedLineScrollMode[2]=lineScrollMode[1];
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dest[3]=destTop; src[3]=lineBuffer[0]; sortedLayerNum[3]=0; sortedIsBottom[3]=false; sortedHScrollTable[3] = hScrollTable[0]; sortedHFullScroll[3]=hFullScroll[0]; sortedLineScrollMode[3]=lineScrollMode[0];
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break;
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case 0xF: // all on top
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clearBottom = true;
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noBottom = true;
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dest[0]=destTop; src[0]=lineBuffer[2]; sortedLayerNum[0]=2; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[2]; sortedHFullScroll[0]=hFullScroll[2]; sortedLineScrollMode[0]=lineScrollMode[2];
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dest[1]=destTop; src[1]=lineBuffer[3]; sortedLayerNum[1]=3; sortedIsBottom[1]=false; sortedHScrollTable[1] = hScrollTable[3]; sortedHFullScroll[1]=hFullScroll[3]; sortedLineScrollMode[1]=lineScrollMode[3];
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dest[2]=destTop; src[2]=lineBuffer[0]; sortedLayerNum[2]=0; sortedIsBottom[2]=false; sortedHScrollTable[2] = hScrollTable[0]; sortedHFullScroll[2]=hFullScroll[0]; sortedLineScrollMode[2]=lineScrollMode[0];
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dest[3]=destTop; src[3]=lineBuffer[1]; sortedLayerNum[3]=1; sortedIsBottom[3]=false; sortedHScrollTable[3] = hScrollTable[1]; sortedHFullScroll[3]=hFullScroll[1]; sortedLineScrollMode[3]=lineScrollMode[1];
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break;
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case 0x7: // top: A, B bottom: A'?, B'
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clearBottom = false;
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noBottom = false;
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dest[0]=destBottom; src[0]=lineBuffer[3]; sortedLayerNum[0]=3; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[3]; sortedHFullScroll[0]=hFullScroll[3]; sortedLineScrollMode[0]=lineScrollMode[3];
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dest[1]=destBottom; src[1]=lineBuffer[1]; sortedLayerNum[1]=1; sortedIsBottom[1]=false; sortedHScrollTable[1] = hScrollTable[1]; sortedHFullScroll[1]=hFullScroll[1]; sortedLineScrollMode[1]=lineScrollMode[1];
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dest[2]=destTop; src[2]=lineBuffer[2]; sortedLayerNum[2]=2; sortedIsBottom[2]=true; sortedHScrollTable[2] = hScrollTable[2]; sortedHFullScroll[2]=hFullScroll[2]; sortedLineScrollMode[2]=lineScrollMode[2];
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dest[3]=destTop; src[3]=lineBuffer[0]; sortedLayerNum[3]=0; sortedIsBottom[3]=false; sortedHScrollTable[3] = hScrollTable[0]; sortedHFullScroll[3]=hFullScroll[0]; sortedLineScrollMode[3]=lineScrollMode[0];
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break;
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default: // unknown, use A and A' on top, B and B' on the bottom
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clearBottom = false;
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noBottom = false;
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dest[0]=destBottom; src[0]=lineBuffer[2]; sortedLayerNum[0]=2; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[2]; sortedHFullScroll[0]=hFullScroll[2]; sortedLineScrollMode[0]=lineScrollMode[2];
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dest[1]=destBottom; src[1]=lineBuffer[3]; sortedLayerNum[1]=3; sortedIsBottom[1]=false; sortedHScrollTable[1] = hScrollTable[3]; sortedHFullScroll[1]=hFullScroll[3]; sortedLineScrollMode[1]=lineScrollMode[3];
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dest[2]=destTop; src[2]=lineBuffer[0]; sortedLayerNum[2]=0; sortedIsBottom[2]=true; sortedHScrollTable[2] = hScrollTable[0]; sortedHFullScroll[2]=hFullScroll[0]; sortedLineScrollMode[2]=lineScrollMode[0];
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@ -624,9 +617,6 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop)
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/*
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* Render and mix each line
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*/
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if (clearBottom) // no bottom layer
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memset(destBottom, 0, 496*384*sizeof(UINT32));
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for (int y = 0; y < 384; y++)
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{
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// Draw one scanline from each layer
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@ -645,6 +635,9 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop)
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// Next line in mask table
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maskTableLine += 2;
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}
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// Indicate whether color buffer must be cleared because no bottom layer
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return noBottom;
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}
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@ -655,25 +648,6 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop)
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// Draws a surface to the screen (0 is top and 1 is bottom)
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void CRender2D::DisplaySurface(int surface, GLfloat z)
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{
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// If bottom surface and wide screen, clear overscan areas
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if (surface && g_Config.wideScreen)
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{
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// For now, clear w/ black (may want to use color 0 later)
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glViewport(0, 0, xOffs, totalYPixels);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(xOffs+xPixels, 0, totalXPixels, totalYPixels);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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// Set up the viewport and orthogonal projection
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glViewport(xOffs, yOffs, xPixels, yPixels);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0.0, 1.0, 1.0, 0.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// Draw the surface
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glActiveTexture(GL_TEXTURE0); // texture unit 0
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glBindTexture(GL_TEXTURE_2D, texID[surface]);
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@ -686,7 +660,7 @@ void CRender2D::DisplaySurface(int surface, GLfloat z)
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}
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// Set up viewport and OpenGL state for 2D rendering (sets up blending function but disables blending)
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void CRender2D::Setup2D(void)
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void CRender2D::Setup2D(bool isBottom, bool clearAll)
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{
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// Enable texture mapping and blending
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glEnable(GL_TEXTURE_2D);
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@ -699,13 +673,38 @@ void CRender2D::Setup2D(void)
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// Shader program
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glUseProgram(shaderProgram);
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// Clear everything if requested or just overscan areas for wide screen mode
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if (clearAll)
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{
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glViewport(0, 0, totalXPixels, totalYPixels);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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else if (isBottom && g_Config.wideScreen)
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{
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// For now, clear w/ black (may want to use color 0 later)
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glViewport(0, 0, xOffs, totalYPixels);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(xOffs+xPixels, 0, totalXPixels, totalYPixels);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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// Set up the viewport and orthogonal projection
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glViewport(xOffs, yOffs, xPixels, yPixels);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0.0, 1.0, 1.0, 0.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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// Bottom layers
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void CRender2D::BeginFrame(void)
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{
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// Update all layers
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DrawTilemaps(surfBottom, surfTop);
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bool clear = DrawTilemaps(surfBottom, surfTop);
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glActiveTexture(GL_TEXTURE0); // texture unit 0
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glBindTexture(GL_TEXTURE_2D, texID[0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, surfTop);
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@ -713,15 +712,16 @@ void CRender2D::BeginFrame(void)
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, surfBottom);
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// Display bottom surface
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Setup2D();
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DisplaySurface(1, 0.0);
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Setup2D(true, clear);
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if (!clear)
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DisplaySurface(1, 0.0);
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}
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// Top layers
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void CRender2D::EndFrame(void)
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{
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// Display top surface
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Setup2D();
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Setup2D(false, false);
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glEnable(GL_BLEND);
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DisplaySurface(0, -0.5);
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}
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@ -147,9 +147,9 @@ private:
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void DrawTileLine8BitNoClip(UINT32 *buf, UINT16 tile, int tileLine, const UINT32 *pal);
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void DrawTileLine4BitNoClip(UINT32 *buf, UINT16 tile, int tileLine, const UINT32 *pal);
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void DrawLine(UINT32 *dest, int layerNum, int y, const UINT16 *nameTableBase, const UINT32 *pal);
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void DrawTilemaps(UINT32 *destBottom, UINT32 *destTop);
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bool DrawTilemaps(UINT32 *destBottom, UINT32 *destTop);
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void DisplaySurface(int surface, GLfloat z);
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void Setup2D(void);
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void Setup2D(bool isBottom, bool clearAll);
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// Data received from tile generator device object
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const UINT32 *vram;
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