mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2025-03-06 14:27:44 +00:00
Fixed compilation on gcc (gotos cannot cross variable declarations)
This commit is contained in:
parent
da4bab5f9b
commit
fee1cfb126
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@ -550,8 +550,8 @@ void CNew3D::InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat)
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// Draws viewports of the given priority
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void CNew3D::RenderViewport(UINT32 addr)
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{
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GLfloat color[8][3] = // RGB1 translation
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{
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static const GLfloat color[8][3] =
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{ // RGB1 color translation
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{ 0.0, 0.0, 0.0 }, // off
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{ 0.0, 0.0, 1.0 }, // blue
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{ 0.0, 1.0, 0.0 }, // green
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@ -559,185 +559,173 @@ void CNew3D::RenderViewport(UINT32 addr)
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{ 1.0, 0.0, 0.0 }, // red
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{ 1.0, 0.0, 1.0 }, // purple
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{ 1.0, 1.0, 0.0 }, // yellow
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{ 1.0, 1.0, 1.0 } // white
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{ 1.0, 1.0, 1.0 } // white
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};
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const UINT32 *vpnode;
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UINT32 nextAddr, nodeAddr, matrixBase;
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int curPri;
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int vpX, vpY, vpWidth, vpHeight;
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int spotColorIdx;
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GLfloat scrollFog, scrollAtt;
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Viewport* vp;
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// Translate address and obtain pointer
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vpnode = TranslateCullingAddress(addr);
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const uint32_t *vpnode = TranslateCullingAddress(addr);
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if (NULL == vpnode) {
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return;
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}
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if (vpnode[0x01] == 0) { // memory probably hasn't been set up yet, abort
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if (vpnode[0x01] == 0) { // memory probably hasn't been set up yet, abort
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return;
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}
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if (vpnode[0]&0x20) {
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goto next; // skip this viewport
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if (!(vpnode[0] & 0x20)) { // only if viewport enabled
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uint32_t curPri = (vpnode[0x00] >> 3) & 3; // viewport priority
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uint32_t nodeAddr = vpnode[0x02]; // scene database node pointer
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// create node object
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m_nodes.emplace_back(Node());
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m_nodes.back().models.reserve(2048); // create space for models
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// get pointer to its viewport
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Viewport *vp = &m_nodes.back().viewport;
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vp->priority = curPri;
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// Fetch viewport parameters (TO-DO: would rounding make a difference?)
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int vpX = (int)(((vpnode[0x1A] & 0xFFFF) / 16.0f) + 0.5f); // viewport X (12.4 fixed point)
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int vpY = (int)(((vpnode[0x1A] >> 16) / 16.0f) + 0.5f); // viewport Y (12.4)
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int vpWidth = (int)(((vpnode[0x14] & 0xFFFF) / 4.0f) + 0.5f); // width (14.2)
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int vpHeight = (int)(((vpnode[0x14] >> 16) / 4.0f) + 0.5f); // height (14.2)
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uint32_t matrixBase = vpnode[0x16] & 0xFFFFFF; // matrix base address
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if (vpX) {
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vpX += 2;
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}
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if (vpY) {
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vpY += 2;
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}
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LODBlendTable* tableTest = (LODBlendTable*)TranslateCullingAddress(vpnode[0x17]);
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float angle_left = -atan2(*(float *)&vpnode[12], *(float *)&vpnode[13]);
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float angle_right = atan2(*(float *)&vpnode[16], -*(float *)&vpnode[17]);
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float angle_top = atan2(*(float *)&vpnode[14], *(float *)&vpnode[15]);
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float angle_bottom = -atan2(*(float *)&vpnode[18], -*(float *)&vpnode[19]);
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float near = 0.25f;
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float far = 2e6;
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if (m_step == 0x10) {
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near = 8;
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}
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float l = near * tanf(angle_left);
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float r = near * tanf(angle_right);
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float t = near * tanf(angle_top);
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float b = near * tanf(angle_bottom);
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// TO-DO: investigate clipping near/far planes
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if ((vpX == 0) && (vpWidth >= 495) && (vpY == 0) && (vpHeight >= 383))
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{
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float windowAR = (float)m_totalXRes / (float)m_totalYRes;
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float originalAR = 496 / 384.f;
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float correction = windowAR / originalAR; // expand horizontal frustum planes
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vp->x = 0;
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vp->y = m_yOffs + (GLint)((float)(384 - (vpY + vpHeight))*m_yRatio);
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vp->width = m_totalXRes;
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vp->height = (GLint)((float)vpHeight*m_yRatio);
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vp->projectionMatrix.Frustum(l*correction, r*correction, b, t, near, far);
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}
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else
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{
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vp->x = m_xOffs + (GLint)((float)vpX*m_xRatio);
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vp->y = m_yOffs + (GLint)((float)(384 - (vpY + vpHeight))*m_yRatio);
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vp->width = (GLint)((float)vpWidth*m_xRatio);
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vp->height = (GLint)((float)vpHeight*m_yRatio);
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vp->projectionMatrix.Frustum(l, r, b, t, near, far);
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}
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// Lighting (note that sun vector points toward sun -- away from vertex)
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vp->lightingParams[0] = *(float *)&vpnode[0x05]; // sun X
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vp->lightingParams[1] = *(float *)&vpnode[0x06]; // sun Y
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vp->lightingParams[2] = *(float *)&vpnode[0x04]; // sun Z
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vp->lightingParams[3] = *(float *)&vpnode[0x07]; // sun intensity
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vp->lightingParams[4] = (float)((vpnode[0x24] >> 8) & 0xFF) * (1.0f / 255.0f); // ambient intensity
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vp->lightingParams[5] = 0.0; // reserved
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// Spotlight
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int spotColorIdx = (vpnode[0x20] >> 11) & 7; // spotlight color index
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vp->spotEllipse[0] = (float)((vpnode[0x1E] >> 3) & 0x1FFF); // spotlight X position (fractional component?)
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vp->spotEllipse[1] = (float)((vpnode[0x1D] >> 3) & 0x1FFF); // spotlight Y
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vp->spotEllipse[2] = (float)((vpnode[0x1E] >> 16) & 0xFFFF); // spotlight X size (16-bit? May have fractional component below bit 16)
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vp->spotEllipse[3] = (float)((vpnode[0x1D] >> 16) & 0xFFFF); // spotlight Y size
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vp->spotRange[0] = 1.0f / (*(float *)&vpnode[0x21]); // spotlight start
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vp->spotRange[1] = *(float *)&vpnode[0x1F]; // spotlight extent
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vp->spotColor[0] = color[spotColorIdx][0]; // spotlight color
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vp->spotColor[1] = color[spotColorIdx][1];
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vp->spotColor[2] = color[spotColorIdx][2];
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// Spotlight is applied on a per pixel basis, must scale its position and size to screen
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vp->spotEllipse[1] = 384.0f - vp->spotEllipse[1];
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vp->spotRange[1] += vp->spotRange[0]; // limit
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vp->spotEllipse[2] = 496.0f / sqrt(vp->spotEllipse[2]); // spotlight appears to be specified in terms of physical resolution (unconfirmed)
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vp->spotEllipse[3] = 384.0f / sqrt(vp->spotEllipse[3]);
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// Scale the spotlight to the OpenGL viewport
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vp->spotEllipse[0] = vp->spotEllipse[0] * m_xRatio + m_xOffs;
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vp->spotEllipse[1] = vp->spotEllipse[1] * m_yRatio + m_yOffs;
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vp->spotEllipse[2] *= m_xRatio;
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vp->spotEllipse[3] *= m_yRatio;
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// Fog
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vp->fogParams[0] = (float)((vpnode[0x22] >> 16) & 0xFF) * (1.0f / 255.0f); // fog color R
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vp->fogParams[1] = (float)((vpnode[0x22] >> 8) & 0xFF) * (1.0f / 255.0f); // fog color G
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vp->fogParams[2] = (float)((vpnode[0x22] >> 0) & 0xFF) * (1.0f / 255.0f); // fog color B
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vp->fogParams[3] = *(float *)&vpnode[0x23]; // fog density
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vp->fogParams[4] = (float)(INT16)(vpnode[0x25] & 0xFFFF)*(1.0f / 255.0f); // fog start
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if (std::isinf(vp->fogParams[3]) || std::isnan(vp->fogParams[3]) || std::isinf(vp->fogParams[4]) || std::isnan(vp->fogParams[4])) { // Star Wars Trilogy
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vp->fogParams[3] = vp->fogParams[4] = 0.0f;
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}
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// Unknown light/fog parameters
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// float scrollFog = (float)(vpnode[0x20] & 0xFF) * (1.0f / 255.0f); // scroll fog
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// float scrollAtt = (float)(vpnode[0x24] & 0xFF) * (1.0f / 255.0f); // scroll attenuation
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// Clear texture offsets before proceeding
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m_nodeAttribs.Reset();
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// Set up coordinate system and base matrix
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InitMatrixStack(matrixBase, m_modelMat);
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// Safeguard: weird coordinate system matrices usually indicate scenes that will choke the renderer
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if (NULL != m_matrixBasePtr)
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{
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float m21, m32, m13;
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// Get the three elements that are usually set and see if their magnitudes are 1
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m21 = m_matrixBasePtr[6];
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m32 = m_matrixBasePtr[10];
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m13 = m_matrixBasePtr[5];
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m21 *= m21;
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m32 *= m32;
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m13 *= m13;
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if ((m21>1.05) || (m21<0.95))
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return;
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if ((m32>1.05) || (m32<0.95))
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return;
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if ((m13>1.05) || (m13<0.95))
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return;
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}
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// Descend down the node link: Use recursive traversal
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DescendNodePtr(nodeAddr);
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}
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curPri = (vpnode[0x00] >> 3) & 3; // viewport priority
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nextAddr = vpnode[0x01] & 0xFFFFFF; // next viewport
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nodeAddr = vpnode[0x02]; // scene database node pointer
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// create node object
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m_nodes.emplace_back(Node());
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m_nodes.back().models.reserve(2048); // create space for models
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// get pointer to its viewport
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vp = &m_nodes.back().viewport;
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vp->priority = curPri;
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// Fetch viewport parameters (TO-DO: would rounding make a difference?)
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vpX = (int)(((vpnode[0x1A] & 0xFFFF) / 16.0f) + 0.5f); // viewport X (12.4 fixed point)
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vpY = (int)(((vpnode[0x1A] >> 16) / 16.0f) + 0.5f); // viewport Y (12.4)
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vpWidth = (int)(((vpnode[0x14] & 0xFFFF) / 4.0f) + 0.5f); // width (14.2)
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vpHeight = (int)(((vpnode[0x14] >> 16) / 4.0f) + 0.5f); // height (14.2)
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matrixBase = vpnode[0x16] & 0xFFFFFF; // matrix base address
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if (vpX) {
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vpX += 2;
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}
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if (vpY) {
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vpY += 2;
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}
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LODBlendTable* tableTest = (LODBlendTable*)TranslateCullingAddress(vpnode[0x17]);
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float angle_left = -atan2(*(float *)&vpnode[12], *(float *)&vpnode[13]);
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float angle_right = atan2(*(float *)&vpnode[16], -*(float *)&vpnode[17]);
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float angle_top = atan2(*(float *)&vpnode[14], *(float *)&vpnode[15]);
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float angle_bottom = -atan2(*(float *)&vpnode[18], -*(float *)&vpnode[19]);
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float near = 0.25f;
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float far = 2e6;
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if (m_step == 0x10) {
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near = 8;
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}
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float l = near * tanf(angle_left);
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float r = near * tanf(angle_right);
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float t = near * tanf(angle_top);
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float b = near * tanf(angle_bottom);
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// TO-DO: investigate clipping near/far planes
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if ((vpX == 0) && (vpWidth >= 495) && (vpY == 0) && (vpHeight >= 383))
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{
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float windowAR = (float)m_totalXRes / (float)m_totalYRes;
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float originalAR = 496 / 384.f;
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float correction = windowAR / originalAR; // expand horizontal frustum planes
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vp->x = 0;
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vp->y = m_yOffs + (GLint)((float)(384 - (vpY + vpHeight))*m_yRatio);
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vp->width = m_totalXRes;
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vp->height = (GLint)((float)vpHeight*m_yRatio);
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vp->projectionMatrix.Frustum(l*correction, r*correction, b, t, near, far);
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}
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else
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{
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vp->x = m_xOffs + (GLint)((float)vpX*m_xRatio);
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vp->y = m_yOffs + (GLint)((float)(384 - (vpY + vpHeight))*m_yRatio);
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vp->width = (GLint)((float)vpWidth*m_xRatio);
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vp->height = (GLint)((float)vpHeight*m_yRatio);
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vp->projectionMatrix.Frustum(l, r, b, t, near, far);
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}
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// Lighting (note that sun vector points toward sun -- away from vertex)
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vp->lightingParams[0] = *(float *)&vpnode[0x05]; // sun X
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vp->lightingParams[1] = *(float *)&vpnode[0x06]; // sun Y
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vp->lightingParams[2] = *(float *)&vpnode[0x04]; // sun Z
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vp->lightingParams[3] = *(float *)&vpnode[0x07]; // sun intensity
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vp->lightingParams[4] = (float)((vpnode[0x24] >> 8) & 0xFF) * (1.0f / 255.0f); // ambient intensity
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vp->lightingParams[5] = 0.0; // reserved
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// Spotlight
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spotColorIdx = (vpnode[0x20] >> 11) & 7; // spotlight color index
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vp->spotEllipse[0] = (float)((vpnode[0x1E] >> 3) & 0x1FFF); // spotlight X position (fractional component?)
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vp->spotEllipse[1] = (float)((vpnode[0x1D] >> 3) & 0x1FFF); // spotlight Y
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vp->spotEllipse[2] = (float)((vpnode[0x1E] >> 16) & 0xFFFF); // spotlight X size (16-bit? May have fractional component below bit 16)
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vp->spotEllipse[3] = (float)((vpnode[0x1D] >> 16) & 0xFFFF); // spotlight Y size
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vp->spotRange[0] = 1.0f / (*(float *)&vpnode[0x21]); // spotlight start
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vp->spotRange[1] = *(float *)&vpnode[0x1F]; // spotlight extent
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vp->spotColor[0] = color[spotColorIdx][0]; // spotlight color
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vp->spotColor[1] = color[spotColorIdx][1];
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vp->spotColor[2] = color[spotColorIdx][2];
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// Spotlight is applied on a per pixel basis, must scale its position and size to screen
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vp->spotEllipse[1] = 384.0f - vp->spotEllipse[1];
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vp->spotRange[1] += vp->spotRange[0]; // limit
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vp->spotEllipse[2] = 496.0f / sqrt(vp->spotEllipse[2]); // spotlight appears to be specified in terms of physical resolution (unconfirmed)
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vp->spotEllipse[3] = 384.0f / sqrt(vp->spotEllipse[3]);
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// Scale the spotlight to the OpenGL viewport
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vp->spotEllipse[0] = vp->spotEllipse[0] * m_xRatio + m_xOffs;
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vp->spotEllipse[1] = vp->spotEllipse[1] * m_yRatio + m_yOffs;
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vp->spotEllipse[2] *= m_xRatio;
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vp->spotEllipse[3] *= m_yRatio;
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// Fog
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vp->fogParams[0] = (float)((vpnode[0x22] >> 16) & 0xFF) * (1.0f / 255.0f); // fog color R
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vp->fogParams[1] = (float)((vpnode[0x22] >> 8) & 0xFF) * (1.0f / 255.0f); // fog color G
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vp->fogParams[2] = (float)((vpnode[0x22] >> 0) & 0xFF) * (1.0f / 255.0f); // fog color B
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vp->fogParams[3] = *(float *)&vpnode[0x23]; // fog density
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vp->fogParams[4] = (float)(INT16)(vpnode[0x25] & 0xFFFF)*(1.0f / 255.0f); // fog start
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if (std::isinf(vp->fogParams[3]) || std::isnan(vp->fogParams[3]) || std::isinf(vp->fogParams[4]) || std::isnan(vp->fogParams[4])) { // Star Wars Trilogy
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vp->fogParams[3] = vp->fogParams[4] = 0.0f;
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}
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// Unknown light/fog parameters
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scrollFog = (float)(vpnode[0x20] & 0xFF) * (1.0f / 255.0f); // scroll fog
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scrollAtt = (float)(vpnode[0x24] & 0xFF) * (1.0f / 255.0f); // scroll attenuation
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// Clear texture offsets before proceeding
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m_nodeAttribs.Reset();
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// Set up coordinate system and base matrix
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InitMatrixStack(matrixBase, m_modelMat);
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// Safeguard: weird coordinate system matrices usually indicate scenes that will choke the renderer
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if (NULL != m_matrixBasePtr)
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{
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float m21, m32, m13;
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// Get the three elements that are usually set and see if their magnitudes are 1
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m21 = m_matrixBasePtr[6];
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m32 = m_matrixBasePtr[10];
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m13 = m_matrixBasePtr[5];
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m21 *= m21;
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m32 *= m32;
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m13 *= m13;
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if ((m21>1.05) || (m21<0.95))
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return;
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if ((m32>1.05) || (m32<0.95))
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return;
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if ((m13>1.05) || (m13<0.95))
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return;
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}
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// Descend down the node link: Use recursive traversal
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DescendNodePtr(nodeAddr);
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next:
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// render next viewport
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if (vpnode[0x01] != 0x01000000) {
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RenderViewport(vpnode[0x01]);
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